Item Level Restrictions (herein ILR)
I think the idea sounds logical, but i like ILR better because I feel that they make the player want to level up to be able to use that certain item. I know its quite the same thing with the system you are talkin about but I personally would enjoy ILR much better.
-Once known as "Stealth"-
Souldin Reijn now adays
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"Shutup and eat your cheese sandwitch."
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Souldin Reijn now adays
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"Shutup and eat your cheese sandwitch."
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Ah forget it, i don't care anymore. I wish there were more to it, but this debate is tired and old, and I'm moving on. No one wants to answer the simple 2 damage increase at lvl 5 at lvl 9, so if ya'll dont care, neither do I.
I've tried fire, i've tried faith, and i've tried force, all I have left is hope.
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Heres the issue: ATI, you state this point:
there should be intermediary items which help fill out a character during the lower levels. I.E. your plus 2 bonus at lvl 5 and a plus 2 at level 9. Techincally, this is not infeasible and is practical. I think this is the major point of what ATI is saying at least.
However, there are some issues i think that are quite relevant. The first being that weapons should not define characters. This much is true. Maybe in PnP D&D there is a bit more allowance for charcters to be able to be defined by their tools but that is simply vanilla falvoring at best. To have an enjoyable experience here in NS4, the character should be the focal point of the gaming experience.
Secondly, there is an issue as to what should happen to character when they reach levels 30-40, in the deities book, all of the deiites in the D&D pantheon are level 40. Assuming the same ruleset for NS4, characters should have pretty stunnning abilities and be able to have pretty stunning weapons to match. I dont think that 8d6 dmg for a god is really that high. But yet again, that is if we assume NS4 is based on the D&D ruleset. (Ruleset is diffferent from theme in that rules are the carried over values based on PnP and theme is the general premise of the D&D spirit).
Lastly, I think that it is reasonable to add small modifications to weapons for intermediary characters especially when this is a low-magic world and magic users have a distinct advantage over melee weapon characters. This is due, in part, because magic users gain abilities a lot faster than fighters can gain weapons that can match the talent of magic users. For example, take a lvl 9 sorcerer and pit that sorcerer against a lvl 9 fighter for NS4. The fighter should lose hands down. Not because there is no spell resistance, but because the items in the NS4 build have restricted the ability of the fighter to attain weapons to equally contest against the mage.
Those are my two cents
^_^ The Buddhist ^_^
there should be intermediary items which help fill out a character during the lower levels. I.E. your plus 2 bonus at lvl 5 and a plus 2 at level 9. Techincally, this is not infeasible and is practical. I think this is the major point of what ATI is saying at least.
However, there are some issues i think that are quite relevant. The first being that weapons should not define characters. This much is true. Maybe in PnP D&D there is a bit more allowance for charcters to be able to be defined by their tools but that is simply vanilla falvoring at best. To have an enjoyable experience here in NS4, the character should be the focal point of the gaming experience.
Secondly, there is an issue as to what should happen to character when they reach levels 30-40, in the deities book, all of the deiites in the D&D pantheon are level 40. Assuming the same ruleset for NS4, characters should have pretty stunnning abilities and be able to have pretty stunning weapons to match. I dont think that 8d6 dmg for a god is really that high. But yet again, that is if we assume NS4 is based on the D&D ruleset. (Ruleset is diffferent from theme in that rules are the carried over values based on PnP and theme is the general premise of the D&D spirit).
Lastly, I think that it is reasonable to add small modifications to weapons for intermediary characters especially when this is a low-magic world and magic users have a distinct advantage over melee weapon characters. This is due, in part, because magic users gain abilities a lot faster than fighters can gain weapons that can match the talent of magic users. For example, take a lvl 9 sorcerer and pit that sorcerer against a lvl 9 fighter for NS4. The fighter should lose hands down. Not because there is no spell resistance, but because the items in the NS4 build have restricted the ability of the fighter to attain weapons to equally contest against the mage.
Those are my two cents
^_^ The Buddhist ^_^
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I just think there's a problem with ILR's with weapons
The weapons are way too weak in my opinion
P.S. They sell Str +4 gauntlets AND bracers right there in BOTH the Avendell Smithy and the Avendell Clothes shop
The weapons are way too weak in my opinion
P.S. They sell Str +4 gauntlets AND bracers right there in BOTH the Avendell Smithy and the Avendell Clothes shop
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14 Fighter/7 Weapon Master (Rapier)/1 Rogue [LA Outcast]
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8 Rogue/1 Fighter/1 Shadowdancer [MA]
14 Fighter/7 Weapon Master (Rapier)/1 Rogue [LA Outcast]
:[FotS]: Ælæressai, Forsaken Avatar Of Ckær'evlon
8 Rogue/1 Fighter/1 Shadowdancer [MA]