SotU
The Announcer
Posts: 370
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Post by SotU on May 18, 2010 12:08:10 GMT -5
Yeeeeesss
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073090
Meandering Soul
Architect
Posts: 50
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Post by 073090 on May 19, 2010 19:55:34 GMT -5
I am requesting a Steel Scimitar in one of the shops. Despite it being a martial weapon, if the blade seems somewhat exotic in the setting, perhaps a foreign shop keep will suffice as a craftsman.
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SotU
The Announcer
Posts: 370
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Post by SotU on May 19, 2010 20:01:20 GMT -5
There's a shop that sells steel scimitars. It's difficult to find and get to.
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Post by Hoboz on Jun 15, 2010 16:27:06 GMT -5
What I think has dawn on a lot of us is the lack of easy to find good items or just custom items in general. The current item setup encourages people to take Fists over Kamas as Monks and swords over axes as fighters, need some balancing.
Anyway, I want to put some suggestions for crafting, I would like to see crafting become a viable option when getting equipment.
So, after looking at mithral as defined by the FR wikia here's my suggestion for what mithral items should look like
I'll use Steel Half-Plate to compare
Steel Half-Plate +2 AC -15 Slashing -10 Piercing -5 Bludgeoning Mithral Half-Plate All props of Steel+ -20% Arcane Spell Failure (on other armor it would cut in half the Arcane spell failure) 50% Weight Reduction
Not much of an upgrade but it would really help spellswords out
Now for my Adamantine suggestions
Adamantine Armor should have no AC bonus while gain an extra -5 to all physical damage
Adamantine Half-Plate -10 Bludgeoning -10 Piercing -20 Slashing -2 Dexterity Modifier
If not -5, should have a damage reduction attached to it which adamantine weapons and other magical ones can go over
While Adamantine Weapons should-...actually I'm not sure since Masterwork already gives 2d10, perhaps like suggested above they should work to go over Damage Reduction by having AB with good damage like
Adamantine Weapon 2d8 Physical Damage +2 AB
Otherwise, just give it 2d12 damage
But yeah, while upgrading armor is nice and all and putting crafting as a viable action, this will greatly hurt dexers and cloth users more than they already are. Perhaps in exchange for no damage resists they can gain ability mods instead? I'm not entirely sure what to do with them but they need some help. Update: I was checking on the bioware armors to see what they did to the light armors and clothes and I think it goes down to giving them class specific equipment that grants them spells with the reason being light armor it's easier to infuse with magic with but eh. Ex: Hide/Leather Stealth Suit- 1/2 AC +2 AC +2 Intelligence or Dexterity if not +5 Hide and Move Silently Cast Silence 1 Use/Day Only usable by Rogue/Assassin/Shadowdancer
or
Brawler's Might - 0 AC +1 AC +2 Strength Cast Balagarn's iron horn 1 Use/Day Only usable by Drunken Master
Oh, and if it wouldn't be too much to ask, I'll go ahead and make any items that are okay'd
PS: I'll be updating this post often before I get a reply as the ideas come in
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SotU
The Announcer
Posts: 370
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Post by SotU on Jun 15, 2010 19:35:32 GMT -5
These are cool
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Post by Hoboz on Jun 15, 2010 20:20:02 GMT -5
Well thanks, like I said I will make them if you give me the heads up. Also I would like to know which Adamantine sword/armor combo is best. Update: Going to work on some axes! : D maybe other stoof
Sharp Greataxe/Battleaxe/Dwarven Axe -1 ab 2d4 Slashing Damage Keen
Dwarven Cold Steel Weapons (Warhammer, Dwarven Axe, etc) 2d6 Physical Damage 1d4 Cold Damage
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Post by hawksangel on Jun 22, 2010 17:13:30 GMT -5
Request:
A greater selection of hats.
Not just helms. o-o I dunno if that's possible, but it's occurred to me that up until recently hats were an important part of every outfit...and we have a decided lack of nice hat selections. Most people either wear hoods or the cavalier hat...which is a shame.
Glee needs a bonnet. Pirates need tricornes, we should give bowlers to the commoners...and let's not forget, that since we have a tuxedo outfit, a nice top hat to boot.
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Post by Hoboz on Jun 22, 2010 18:59:06 GMT -5
Well, that'd require some modelers, but I agree we need more options from those two...especially if you're a rogue-ish person. I would like more options than just a hood for a helmet.
Anyway, to stay productive in this post I'm going to suggest a new...actually I don't know what to suggest ._. Maybe more torsos in general for armors if we're going into item model suggestions.
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Post by hawksangel on Jun 22, 2010 19:05:30 GMT -5
I dunno how viable it is. I've been surfing hak paks and the NWN modeling community appears to have a disturbing fascination with rocks. >-> I've yet to see a hat hak. ...I want to take up modeling now...
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Post by Hoboz on Jun 22, 2010 19:34:06 GMT -5
Modeling community also has a bad obsession with nudes and guns...
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Post by l0lwut on Jul 6, 2010 10:27:14 GMT -5
In PnP, Drunken Masters are able to use improvised weapons to increase their unarmed damage. Typically this is represented by a broken bottle. I think the damage is 1d4 and then 1d8 at higher lvls. Could we add something like this?
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Post by Hoboz on Jul 16, 2010 13:50:28 GMT -5
Right, going to suggest a series of belts to base more off of and a series of mage clothes we might want. We are lacking of good cloth options and things to keep our pants or dresses up...
Arcane Enhancement Robes (Wiz, Sorc and Bard version) AC: 0 (Clothes) Bonus Spell Slot- 4th level (Wiz, Sorc, or Bard) Bonus Spell Slot- 3rd level (Wiz, Sorc, or Bard) -5/ Magical Damage Resistance
Divine Priest Robes (Cleric, Druids) AC: 0 (Clothes) +2 Wisdom Bonus Spell Slot- 3rd level (Cleric or Druid) -5/ Negative Damage Resistance or Divine
Hidden Armor Clothes AC: 0 (Clothes) +1 AC -5/ Bludgeoning and Slashing
Fancy Belt +2 Charisma +8 Influence
'Hold your Pants up' Belt +6 Concentration +6 Discipline
Rogue's Best Friend (Belt) +4 Move Silently +4 Hide +2 Dexterity
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