Hehe, its been considered and discarded...
I even played a pw that gave xp cost on crafting potions and such... now thats pretty evil :P
crafting questions


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*Mr_Otyugh
- Posts: 2242
- Joined: Thu Jan 01, 1970 12:00 am
Oh yes <,< that server had evil crafting. Low experience from monsters and if you ever wanted to make profession with crafting you remained as low level.
And there's quite a few charged staves in current loot system, I've made some from source books and some from the back of my own head.
And there's quite a few charged staves in current loot system, I've made some from source books and some from the back of my own head.

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*Lost and not Found
- Posts: 497
- Joined: Thu Jan 01, 1970 12:00 am
Well, it seems you got something to tell us players on the next April's Fools day...
And yes, there are items with charges, for example I got a Kukri that has 10 charges of the spell Stinking Cloud.
And yes, there are items with charges, for example I got a Kukri that has 10 charges of the spell Stinking Cloud.


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*Mr_Otyugh
- Posts: 2242
- Joined: Thu Jan 01, 1970 12:00 am
Hey! We might take offense of ye using "Stinking" so easily to describe us Otyughs
It doesn't give enough credits to our odor.

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*cryptc
- Posts: 866
- Joined: Thu Jan 01, 1970 12:00 am

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*Lost and not Found
- Posts: 497
- Joined: Thu Jan 01, 1970 12:00 am
I have to disagree here. The abberation known as Otyugh do not actually smell bad themselves, they kind of smell like a fresh oranges.
However, the stench that is usually connected to the creature is usually caused by their habitat and diet. The natural habitat of the beast lies in underground, preferably in sewers. While their diet consists of dung, offal, and carrion.
So if you are going to have a dinner-party with an Otyugh, please remember to remind the Otyugh to shower and brush his teeth before coming over. This way you can assure that the other guests will be most charmed by him.
Otyughs are natural ice-breakers.
However, the stench that is usually connected to the creature is usually caused by their habitat and diet. The natural habitat of the beast lies in underground, preferably in sewers. While their diet consists of dung, offal, and carrion.
So if you are going to have a dinner-party with an Otyugh, please remember to remind the Otyugh to shower and brush his teeth before coming over. This way you can assure that the other guests will be most charmed by him.
Otyughs are natural ice-breakers.

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*Theban Soldier
- Posts: 63
- Joined: Thu Jan 01, 1970 12:00 am
I love the "On Weapon Hit" properties for crafting . . . but I don't think anyone will ever use them. With DC 20 effects, and minimum crafter level of 15, they will only affect similar level opponents on 5% of hits (when they roll a 1 on their saves).
This is particularly tough on the properties that trigger 50% of the time. That means only 1 hit out of 40 will generate the effect. That will have to compete with properties like vampiric regeneration, energy damage, and keen.
My suggestion is to either make these recipes lower level (10th or 7th) and maybe a bit cheaper, or to make the properties 100% effective, or to make the DC much higher, like 24 or 28.
It reminds me of magic items with low SR property, like SR 15. Generally, only a PC of mid to upper level will get the item, but at that level, all enemy casters essentially ignore such a low resistance.
This is particularly tough on the properties that trigger 50% of the time. That means only 1 hit out of 40 will generate the effect. That will have to compete with properties like vampiric regeneration, energy damage, and keen.
My suggestion is to either make these recipes lower level (10th or 7th) and maybe a bit cheaper, or to make the properties 100% effective, or to make the DC much higher, like 24 or 28.
It reminds me of magic items with low SR property, like SR 15. Generally, only a PC of mid to upper level will get the item, but at that level, all enemy casters essentially ignore such a low resistance.

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*Lost and not Found
- Posts: 497
- Joined: Thu Jan 01, 1970 12:00 am
Now, not everyone has that heavy-hitting Weapon Master. I'd argue that such characters wouldn't even need to use such enchantments.
However, for one example we could take a look at the dexterity builds. Even with high AB their damage output remains relatively low. The fact is that they are going to have to hit the opponent several times to defeat it. Thus the success rate of 1 out of 40 hits doesn't really look that bad. I'd say they are quite usefull as long as the opponent is not immune to it.
Regarding those, could we get some more information about that wounding on hit?
How correct is that to the NWN2 implementation of it?
However, for one example we could take a look at the dexterity builds. Even with high AB their damage output remains relatively low. The fact is that they are going to have to hit the opponent several times to defeat it. Thus the success rate of 1 out of 40 hits doesn't really look that bad. I'd say they are quite usefull as long as the opponent is not immune to it.
Regarding those, could we get some more information about that wounding on hit?
From d20srd.orgwrote:Wounding
A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.
How correct is that to the NWN2 implementation of it?


