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New possibilities for item upgrades and relevelling.

Well, I tried that in the old module; the problem was the stuff you could make would not help you survive.

For instance, my level 5 fighter-type was totally shut down by zombie warriors, because of their DR 15/+1. Without a magical weapon, I was totally shut down. Now, if other enhancements were more available, this would be possible. The other problem, though, is then the availability of these enhancements. What's to keep people from having +5 +2d6 in each element keen vorpal speed blahblahblah weapons? But, from experience, you need pretty beefed-up stuff to tackle the Underdark...
 

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Actually, I really like the idea too. :)

Hmmm but it also reminds me of the CNR system...
What I mean is, it sounds really cool but it depends how you implement it.
I much prefer this idea to having merchants selling "keen crystal" and such, though.
 

I really like this idea too. I've been really really annoyed with the complete lack of decent Katanas and the overabundance of godly longswords. Plus, does all +dice damage HAVE to be elemental?? I have yet to see a single sword that instead of being on fire and dealing +2d6 fire, is extremely sharp and deals +2d6 slashing. Plus, this would allow people to have their own neat looking stuff. Instead of everyone having the same items, everyone has their own unique set! Nice! But in this case, you'd have to make available a WIIIIIDE variety of stuff for different aesthetic tastes. I was very pleased at being able to change the colors of my armor, with the dye merchant. This would be a great step towards completely customizing a character.

It shouldn't be too too hard to do this. IMO. I think all you have to do is to select an existing item like the Add (Bright White Light) Gem, and change it to Add (Weapon Enhancement +1) Gem. But there's the issue of overlapping enhancements. If you had a Battleaxe, added +1 to it, would you have to buy a +2 gem to add it, thus nullifying your earlier purchase of the +1 gem? I think this would be a good idea to do it, with enhancements replacing one another and suchlike.

With a system like this, characters could not be restricted to items too far above or below their level. They would have items that grow as they do, items they get really attached to, instead of saying "Yeah, this is a nice ring, but I'll have to replace it eventually...".

I say go for it 5,018%!! :D
 

youspoonybard said:
Well, I tried that in the old module; the problem was the stuff you could make would not help you survive.

For instance, my level 5 fighter-type was totally shut down by zombie warriors, because of their DR 15/+1. Without a magical weapon, I was totally shut down. Now, if other enhancements were more available, this would be possible. The other problem, though, is then the availability of these enhancements. What's to keep people from having +5 +2d6 in each element keen vorpal speed blahblahblah weapons? But, from experience, you need pretty beefed-up stuff to tackle the Underdark...

Its problems like that that bring to light just how useful party play can be.. a fighter may not have access to a magic weapon to overcome the zombie warriors DR, but if he's partied up with a wizard with the magic weapon spell then he's good to go as he can have his weapon temporarily enhanced... but for solo play its definitely a problem and would require extensive tweaking of creature spawns.

With regards to weapons baring many enchantments i seem to recall from the HotU enchanting forge that a limit on the number of enhancements that could be applied to any item could be limited in much the same way as the PnP game limits your magic weapon to no more than +10 worth of enhancements etc..
 
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Lansolyn said:
The problem with making areas around the world where you would have to go to upgrade your armor is simple. I don't have access to the entire world to create these little cubby holes. I can make such areas in my own dungeon, but that's all I can do now.

You don't really need access to everywhere, its just a matter of making the script and altars of various effect... these can then be imported into the module and placed where necessary. An enchanting altar doesnt "need" to come with a ready prepared dungeon around it really as they can be placed in existing locales very easily.
 

Today is Tuesday

I'll start working on the both the alters and the merchant then. I'll test them and then I'll post them if I can get them to work today.
 

Hmm... is there a way to limit the enhancements so as the max you can enchant is half of your character level? So it's kinda like if you're level 8, you could have a +4 (total) sword, +6 at level 12, +20 at level 40, etc? Don't know how well this would work, script-wise, but it seems like it would be a good balancing act. (Or is this the base way of doing it in NWN?)

Lansolyn, I just remembered that you can custom change(appearance-wise) armor and weapons with the craft skill, but what about shields and helms and stuff?
 
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Angcuru said:
Lansolyn, I just remembered that you can custom change(appearance-wise) armor and weapons with the craft skill, but what about shields and helms and stuff?

The CEP actually adds the option to change the appearance of Helms, and Shields as well as a bunch of new appearance types for weapons etc.. to the Crafting Skill use menu... however currently the Craft Armour and Change Armour into a Robe feature of the Craft Skill is deactivated on the module due to some problems. Change Helm and Shield and Weapon is still there but it isnt usable in a normal way, nor is any roll any longer involved in it or any gold piece cost. There is also a weird thing whereby you are frozen on the spot and cannot move until you rest when using the Craft skill to change the appearance of things atm.. so if anyone does dont do it inside or in an area with monsters nearby or your screwed.
 

Angcuru said:
I really like this idea too. I've been really really annoyed with the complete lack of decent Katanas and the overabundance of godly longswords. Plus, does all +dice damage HAVE to be elemental?? I have yet to see a single sword that instead of being on fire and dealing +2d6 fire, is extremely sharp and deals +2d6 slashing. Plus, this would allow people to have their own neat looking stuff. Instead of everyone having the same items, everyone has their own unique set!

Here, here. This appeals to me the most too. I'm new to Ascension, but this ties in with my character goals. I'd hate to think I pick a focus weapon that I can never better along the way. Preferrably n a way that suits my ideals.
 


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