Wish list for the things you'd want to see in game

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*pelhikano
Posts: 197
Joined: Thu Jan 01, 1970 12:00 am

Posted by *pelhikano »


At some point you would simply hit "MAXIMUM EVIL" at -100 or whatever anyway and then it doesn't change anymore.
*Spiegel1
Posts: 153
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Spiegel1 »


If your character's LE or NE already your alignment would slowly drop to CE which your character isnt.
*cryptc
Posts: 866
Joined: Thu Jan 01, 1970 12:00 am

Posted by *cryptc »


Lawful/Chaotic axis would remain untouched
*Lost and not Found
Posts: 497
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Lost and not Found »


Well I cannot say I would be that pleased with the idea.

Anyway, just mention possibility of aligment shifts in those warning banners.
*mperantie
Posts: 20
Joined: Thu Jan 01, 1970 12:00 am

Posted by *mperantie »


I would like to direct the esteemed builder's attention to this script:
cdaulepp's random loot generator

This script can be used to generate all sorts of interesting random items. I believe that it can be tuned to match the vision of the PW creator. I have played on a world that used it (a very Monty Haul world), and it is quite fun. In my experience, it provides a convenient way to add diverse unique magic items. I believe its addition could greatly enhance PC to PC commerce.

I have, for instance, found an item that had a +5 Hide property, but also a -2 Will save. Is it worth the tradeoff? That is part of the fun.

I don't really know anything about the mechanics of the script, but I do know someone who has used it. I am sure he would be willing to offer pointers, if you need them.
*cryptc
Posts: 866
Joined: Thu Jan 01, 1970 12:00 am

Posted by *cryptc »


Actually pelhikano that is a very good explanation and exactly the reason why they attack. No tourists are allowed in Mercuria, and the only things the protectors can be faulted about is not putting up signs "Beware the summoned dire bear".

Alignment shift here is a good idea, once proper signs have been put up...

As always, paladins are smite first, ask questions later ;)
*cryptc
Posts: 866
Joined: Thu Jan 01, 1970 12:00 am

Posted by *cryptc »


Tildryn,Sep 27 2009 wrote: It just seems somewhat flawed to give out alignment points for any killing of hostile mobs of any kind. We don't give out good points for killing evil creatures.
Becoming evil is something done easily, you just perform evil acts and you will in time become evil aligned. Redemption is not as easily gained, since you must truly wish to better yourself, not just destroy enemies of good.

Additionally, PW-wise, I don't have problem with allowing people getting evil easily by ingame measures, but if we allow both ways it would make alot of alignment dips for classes. Not that I am completely opposed to this, I just will be a bit more careful about it.
*Mabus
Posts: 312
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mabus »


mperantie,Sep 28 2009 wrote: I would like to direct the esteemed builder's attention to this script:
cdaulepp's random loot generator

This script can be used to generate all sorts of interesting random items. I believe that it can be tuned to match the vision of the PW creator. I have played on a world that used it (a very Monty Haul world), and it is quite fun. In my experience, it provides a convenient way to add diverse unique magic items. I believe its addition could greatly enhance PC to PC commerce.

I have, for instance, found an item that had a +5 Hide property, but also a -2 Will save. Is it worth the tradeoff? That is part of the fun.

I don't really know anything about the mechanics of the script, but I do know someone who has used it. I am sure he would be willing to offer pointers, if you need them.
Nice. That sounds really fasinating!



P.S.-I'd like to see Green Steel weapons and armor. Perhapse a baatezu merchant/smith that sells it...?
*Haventh
Posts: 1
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Haventh »


I play on a server with such a loot system. And let me tell you, it is a pain. A nightmare. I think negative stats should only be present on strong items. If they pop up all over. Thats just wierd.

And hi, i'm new to the server. :P
*cryptc
Posts: 866
Joined: Thu Jan 01, 1970 12:00 am

Posted by *cryptc »


mperantie,Sep 28 2009 wrote: I would like to direct the esteemed builder's attention to this script:
cdaulepp's random loot generator

This script can be used to generate all sorts of interesting random items. I believe that it can be tuned to match the vision of the PW creator. I have played on a world that used it (a very Monty Haul world), and it is quite fun. In my experience, it provides a convenient way to add diverse unique magic items. I believe its addition could greatly enhance PC to PC commerce.

I have, for instance, found an item that had a +5 Hide property, but also a -2 Will save. Is it worth the tradeoff? That is part of the fun.

I don't really know anything about the mechanics of the script, but I do know someone who has used it. I am sure he would be willing to offer pointers, if you need them.
Actually we are considering using something similar to this, but not for found loot, but rather for a single shady person who sells stolen magical items in sigil... he would offer a baseitem (say a greatsword) at a remarkably low price, and you wouldn't know what kind of powers it would have until you bought it.

Anyways, its just something we tossed around on dm forum, although pelhikano made first draft for a script doing it :)
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