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rjshae

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Everything posted by rjshae

  1. A suggestion I made earlier was to be able to buy an arrow "inventory" item representing a "stack of identical arrows" that effectively gets replenished from your infinite stash. The item has a "cool down" that simulates running out of your current stock. The item is similar to purchasing a lifetime supply of arrows; the merchant is gambling that the adventurer will die before they have used up more value in arrows than the supply is worth. For example, you may spend 500 g.p. to license an infinite supply of ordinary arrows. Yeah it's not a perfect solution, but it may be much easier to manage the arrow supply this way.
  2. Not really much new there, but it's good to hear that they're still on schedule.
  3. Wait a minute, she almost has it figured out...
  4. ^^^ Aye, well it didn't seem like that thread was for combat (weapon/armor) items.
  5. I'd rather not see magic gadgets that break the fourth plane; i.e. those that make reference to items from our modern world and period.
  6. Because I'm in the mood... Hammer of Gravitas -- Induces the struck opponent to focus all of their combat energy on the wielder, preventing a switch in engagement slots to other characters for one or more rounds. Makes a deep booming sound on contact, possibly alerting other nearby enemies. Robe of Recoil -- If an opponent strikes you with a melee weapon, a potent magical force hurls them back out of engagement range. Has been known to malfunction from time to time, knocking somebody away for no apparent reason. Circlet of Lucidity -- Protects against any magical effects that would reduce mental acuity, whether intelligence, perception, or social skills. Wearer may find themselves exceedingly bored during even the briefest lecture. Helm of Te Deum -- Your ears are filled with mind-numbingly positive words of encouragement. This wards against effects that would lower your morale, but also reduces your listening score. Has been known to drive some to madness.
  7. More thoughts: Enemy forces that are magically gated in to deal with the PC interloper. A talking guard door that you can convince to come and guard your stronghold's treasure room. Rare potions that can cure magic-resistant diseases. An ancient network of portals connected together by an extra-dimensional road. A diplomacy pen that translates your words into another language. A mage that has teleported himself part way into a wall and is begging for help. A magical fountain that causes intense thirst, and a victim who can't stop drinking from it. Wizard's underground lair where the tunnels are longer in one direction than the other. Magical henge crackling with mysterious forces. The site of an ancient magical battle that has left the ground tortured and the surroundings distorted. Levitation rings that allow an archer to fire down from above, reducing the concealment advantage provided by cover. A magical tail that you can equip with a small weapon for an extra attack.[1] Seemingly weak predatory creatures that can magically change their size, becoming more powerful and dangerous. 1) In fact, just having an extra slot that you can equip with an oddball item would be nice: toe ring, extra eyeball, a tail, nipple ring, ... you name it.
  8. I didn't mind the Threat mechanics; it was the 'run around and skirmish' nature of combat that didn't work for me. There just wasn't much of a meaningful tactical flavor to it.
  9. I generally preferred BG to IWD because it just seemed less linear. But it's hard to recapture that feeling in a replay; you already know how the story will unroll. I definitely didn't like using the old AD&D rules--it just felt constraining. BG2 was good, but felt much more linear. Possibly that is because it's a higher level story. I never could get into PS:T. In short: everybody has different experiences and different needs from a game. Telling me what you want is nearly useless from my perspective. I don't want the same game you do.
  10. I've done a fair amount of building using the NWN2 toolset, but I was open to switching to the DA tools. Up until I played the game... then I went back to NWN2. DA just seemed to lack a lot of the flavor that comes with the D&D system in NWN2, and the benefits of newer technology didn't make up for it. I had heard that there was a project underway to port BG2 to DA. I'm not sure if that is still in the works (other than the release of Irenicus' dungeon). They've got their work cut out for them.
  11. Especially when wielding the great two-handed grimoire...
  12. Well, the point of a pawn shop is to get a quick loan in exchange for some object/s of equal or usually greater value than the loan itself, with the pawnbroker/shop getting to keep the object/s if you fail to repay the debt on time (which is usually a short-term.) You don't get a discount on anything for pawning things, and items of little/no value are flat-out rejected. That aside, no problems have been solved because you haven't provided an alternative source of income for players. It's trade that generates income. Even high lords typically made money by selling off surplus produce farmed by their slav-err serfs. They could levy taxes, but who is the player going to tax? Are we going to be operating "protection" rackets in the Big Cities? I kind of like the idea though. Having a class of medieval peddlers or solicitors that buy goods for later sale would be an interesting change of pace. Money lenders that take items as collateral may likewise be willing to perform straight-up trades of goods for gold.
  13. I'm still wondering about attack forms with a reach ability. Will those have extended Engagement capabilities? What about Ropers, Ents, and giants with long limbs?
  14. Funny thing about disarming: in NWN2, Disarm was a creature blueprint setting that was set to off by default. Thus it only worked if the builders remember to turn it on. Boy, that was sure a waste of a feat. But I guess they had to make it a toggle-able setting since monster attacks were modeled as equipped items.
  15. Mmm... nope. It's any combatant with a melee weapon.
  16. Yes I agree it is a little odd, but I get the sense that the effect comes from the energy release rather than from the impact. In other words, it may function like a melee "touch" attack with the book acting as the focus. Just having a wimpy wizard whack somebody with a dusty great tome probably isn't going to result in quite the same transfer of momentum.
  17. Aye? Okay, thanks, I'll give it a perusal.
  18. 3.5e
  19. I've got a ton of old D&D material (magic, creatures, lore) and I'm contemplating starting up again with Pathfinder. Can somebody relate how hard it is to port between the two? I'd like to find out if the task is hopeless before investing heavily. Thanks.
  20. Bean Counters: Origins
  21. Wait, what? An intelligent, enchanted weapon is not absurd? Having a mundane weapon level with the character more absurd than most, if not all other magic concepts. But I do think it should be a rare thing. There should just be something about the weapon that sets it apart; perhaps it made a life-saving critical hit against a magical monster, or spent time at the bottom of a magical font, or served a noble cause a holy crusade, ...
  22. Perhaps while dealing with a merchant, your goods fall into these categories: High interest (75%) -- items that are similar to those the merchant stocks, guaranteeing a quick and profitable resale. These are items that are low in stock yet match the specialty of the merchant. Moderate interest (60%) -- these may stay on the shelf a while or might not bring as much profit. Typically these would be items the merchant already possesses in abundance. Marginal interest (45%) -- the merchant would likely need to seek out another to buy the item, incurring additional costs. These include items that are outside the specialty of the merchant. Cautious interest (30%) -- these are items that will significantly stretch the merchant's budget, requiring special handling, loans from a money lender, and perhaps hired guards. Avoid -- refuses to stock items of this type. The category determines how much the merchant is willing to spend for an item from the PC (in terms of a percentage markdown). The party inventory list could show flags corresponding to the categories above. Repeatedly selling the same type of item to a merchant can change the item from primary to moderate, then to marginal.
  23. ^^^^ What about swarms? Would they have a single engagement slot? Or do they automatically engage all adjacent enemies?
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