Crafting - Drop idea
Crafting - Drop idea
We have the rare stat books that increase stats.
What about something that crafters can use to enhance their creations?
(not sure how much of an overhaul / extra work this would be for the crafting / drop sytem though)
Put in "stones" of varying quality and damage type (like the books) and have them serve 2 diff purposes, depending on if they went into a weapon or a armor / helm.
Keep in mind t hese names are just examples, im sure something more unique sounding could be come up with.
Firestone : 1d4 - 1d10 of fire dam for weps / +2 - +6 str on armor pieces / 10% - 20% fire resis on shields
Darkstone : 1d4- 1d10 neg. damage on weps / +2 - +6 int boost on armor pieces / 10% - 20% magic resis on shields.
Ya get the idea, and obviously the numbers / ways for use can be balanced out by the devs as they see necessary.
You'd have to be craftsman lvl to use the 1st lvl of stone, Master craftsman for 2nd and Mast. Art for 3rd. And they take away their equiv. lvl of xp like books do, so you'd have a tough time finding somebody willing to drain their xp to upgrade your gear
What about something that crafters can use to enhance their creations?
(not sure how much of an overhaul / extra work this would be for the crafting / drop sytem though)
Put in "stones" of varying quality and damage type (like the books) and have them serve 2 diff purposes, depending on if they went into a weapon or a armor / helm.
Keep in mind t hese names are just examples, im sure something more unique sounding could be come up with.
Firestone : 1d4 - 1d10 of fire dam for weps / +2 - +6 str on armor pieces / 10% - 20% fire resis on shields
Darkstone : 1d4- 1d10 neg. damage on weps / +2 - +6 int boost on armor pieces / 10% - 20% magic resis on shields.
Ya get the idea, and obviously the numbers / ways for use can be balanced out by the devs as they see necessary.
You'd have to be craftsman lvl to use the 1st lvl of stone, Master craftsman for 2nd and Mast. Art for 3rd. And they take away their equiv. lvl of xp like books do, so you'd have a tough time finding somebody willing to drain their xp to upgrade your gear

Heh weellll..
D2 is half of where i got the idea from. The other half is a hard-core RP server i used to go to that had various "ingredient" drops to enhance basic crafting.
I still play D2 as well, us west and east realms. Semi-retired on west for now though (cant play d2 full time AND enjoy NS and its community, now can i?)
D2 is half of where i got the idea from. The other half is a hard-core RP server i used to go to that had various "ingredient" drops to enhance basic crafting.
I still play D2 as well, us west and east realms. Semi-retired on west for now though (cant play d2 full time AND enjoy NS and its community, now can i?)

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Squikker2001
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Re: Crafting - Drop idea
Umm, then everyone would run around using darkstone shields to basicly screw over any caster who uses alot of ILMS's or IGMS's.Wolfarus wrote:Darkstone : 1d4- 1d10 neg. damage on weps / +2 - +6 int boost on armor pieces / 10% - 20% magic resis on shields.
"I can't make anymore new items for 24hours since the box ate my new boots." ~ Mloki


Re: Crafting - Drop idea
'Everyone' being the absolutely gazillions of people with master artisan armour crafters...Squikker2001 wrote:Umm, then everyone would run around using darkstone shields to basicly screw over any caster who uses alot of ILMS's or IGMS's.
As he says, make em expensive in a way that actually matters (xp), then you'll have to pay a crafter something *really good* to persuade them to make you one.
Or maybe just have a Forge like in the first NWN module.
Use regular dropped items and such. with stones.
They can keep all their stats from previous with a bonus stat from forging stone or
Create a new Unique item that would never drop
e.g. Masterwork Iron sword + Alchemist fire + Darkstone
= Darkfire Blade- +1d4fire +1d4neg
And pay horribly rediculas prices to get them crafted.
We could have the recipe's a secret so they can only be learn'd by experimentation
Use regular dropped items and such. with stones.
They can keep all their stats from previous with a bonus stat from forging stone or
Create a new Unique item that would never drop
e.g. Masterwork Iron sword + Alchemist fire + Darkstone
= Darkfire Blade- +1d4fire +1d4neg
And pay horribly rediculas prices to get them crafted.
We could have the recipe's a secret so they can only be learn'd by experimentation
I should also state that i wasnt intending any of these to be used with already established magic modified gear (like lagnars hammer, ragnars armor ect) those are already good for their lvl req and have suffient bonus's.
My suggestion was mainly for the crafted items themselves, and perhaps the "standard" gear (up to lvl 13).
If the dev's wanted to make sure that the ability to create these enhanced items were relatively controlled (# of capable crafter pc's wise) then maybe have their usage dependent on the amount of skill points you put into craft armor / weapon? As it stands now, these skills are useless and nobody uses them. If you make those skills part of the equation, it would force people to litteraly devote the character to crafting, and not much else. (also, perhaps a rule that each guild can only have ONE dedicated crafter among their ranks, no matter how big or small they are)
This dedicated rule would only apply to those who wanted to make these enhanced items. Normal crafters can still be as frequent as they want. Also, non-guild community members could have a crafter char, but only 1 per account.
So to summerize :
1. Xp / gold cost to apply these enhancements to your crafted items, on top of whatever it costs to make the "base" item to begin with. Plus the appropriate amount of craft armor / weapon skill.
2. Only 1 registered enhanced crafter to each guild, and only 1 enhanced crafter for non-guild member accounts.
3. The stones / gems / whatever's can be dropped on the "book" frequency, ensuring that there's never a flood of them to be used to begin with
My suggestion was mainly for the crafted items themselves, and perhaps the "standard" gear (up to lvl 13).
If the dev's wanted to make sure that the ability to create these enhanced items were relatively controlled (# of capable crafter pc's wise) then maybe have their usage dependent on the amount of skill points you put into craft armor / weapon? As it stands now, these skills are useless and nobody uses them. If you make those skills part of the equation, it would force people to litteraly devote the character to crafting, and not much else. (also, perhaps a rule that each guild can only have ONE dedicated crafter among their ranks, no matter how big or small they are)
This dedicated rule would only apply to those who wanted to make these enhanced items. Normal crafters can still be as frequent as they want. Also, non-guild community members could have a crafter char, but only 1 per account.
So to summerize :
1. Xp / gold cost to apply these enhancements to your crafted items, on top of whatever it costs to make the "base" item to begin with. Plus the appropriate amount of craft armor / weapon skill.
2. Only 1 registered enhanced crafter to each guild, and only 1 enhanced crafter for non-guild member accounts.
3. The stones / gems / whatever's can be dropped on the "book" frequency, ensuring that there's never a flood of them to be used to begin with

Given that metagaming is not paticularly encouraged by the NS team, this seems an unlikely move.Wolfarus wrote:it would force people to litteraly devote the character to crafting, and not much else.
'Dedicated' crafters, like Mules, are a seemingly necessary evil for some, but hardly positive influences on the world.
If anything I'd like to see it go the other way, so that crafters themselves gain more from their crafting skills, rather than restricting their combat abilities like it currently does (Allowing crafters to use their own items at the level they can make them is an excellent example of this already done).

