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#11
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I like it! However, I am pretty sure there are going to be some folks that won't like it at all. If possible, you should allow for those that will and those that won't wish to use the crafting. You could supply a merchant's armory in some place just slightly less convenient than the tanner's, smithy and bowyer (hey, if you're gonna let 'em make armor and weapons, you gotta have a bowyer so they can make bows, arrows, crossbows and bolts, right?)
I know that would be a might more work for you, however, at least this way you get to appeal to both sectors of players: Those that don't want to deal with any crafting and Those that would rather craft than buy 'off the rack.' Plus this way you get a few more merchant stalls that are actually of utility in your mod and to me, that's always a good thing. regards, dunniteowl
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Simple does not mean easy. Easy does not mean without value. Value is not always measured with money. Money isn't class. Class is not superiority. Superiority is not being better than something or somebody. We are all somebody. |
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#12
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i like the sound - but as dunniteowl says I can imagine not everyone will be up for it, and many will just want to be handed/sold what they want. So maybe have a smiththere that offers to do it for the PC?
One other point - don't stop the PCs that have invested skill points in craft from shining, otherwise it's not as fair/balanced. An option here could be to allow anyone to craft their basic gear, but only those with the skill ranks to make masterwork equipment, or work with 'difficult' materials e.g. darksteel. |
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#13
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Here is the way it would work, there is an onEnter script for the area:
void main() { object oPC = GetEnteringObject(); if (!GetIsPC(oPC)) return; if (GetHitDice(oPC) > 1) return; object oTarget; oTarget = oPC; effect eEffect; eEffect = EffectSkillIncrease(SKILL_CRAFT_WEAPON, 10); eEffect = EffectSkillIncrease(SKILL_CRAFT_ARMOR, 10); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 500.0f); } This will add +10 to all crafting checks for the duration of the time the PC is using the shop. Any simple item (i.e. regular weapon or armor not exotic such as darksteel, etc) will be easily craftable without adding any skill ranks to crafting at character creation. But you points are well taken. I'll make sure the PC has access to weapon and armor merchants as well. |
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#14
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Your temporary Skill increase, just so you know where I am coming from, is a great idea. I just know that there are going to be some who will completely balk at the idea of having to craft anything. In fact, I might be one of them.
I like the idea of crafting, though I find that I have yet to really invest the time (even though some of my characters have invested the skill ranks) in crafting. It may change since the introduction of the new crafting system in SoZ (which I have to still actually play, I guess,) as I do find the idea and the concept of crafting in D&D somewhat intrigueing in the first place. And I say all that so that you know I like the ideas presented for your module. Crafting could become the Next Cool Thing if presented well and from what you describe so far, it sounds like you could be on that path. Just so you know that my earlier suggestions are more based on the idea of catering (at a very small design input cost) to a larger overall crowd of players. I think, in this case, the bang is definitely worth the buck. best regards, dunniteowl
__________________
Simple does not mean easy. Easy does not mean without value. Value is not always measured with money. Money isn't class. Class is not superiority. Superiority is not being better than something or somebody. We are all somebody. |
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#15
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If you have been following the blog you know there are two planned romance options. I'm curious, do you guys believe they add any value to the story or is it a distraction most players skip. The reason I ask is they are a hell of a lot a trouble to write and get working properly. Do you guys believe they are worth the effort?
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#16
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You know, I think a good romance based plot is fine, really. However, like you said, they are damnably difficult -- mostly due to the number of variables you have to account for and the high liklihood that no matter how many you do account for, someone's going to bork it based on something you didn't account for.
All that said, there are a lot of folks out there who seem to be in constant demand for a romanceable option in Community modules. Me? From a player perspective, I pass them by if the overall level of interest in what comes after doesn't pique me. In other words, I am not interested in the romance per se, but in what the romance can add to my playing options. You know, the bad guy kidnaps your sweetie and now you have to go after the baddie to save your sweetheart. That makes sense to me. Or on the other hand, it could be something to propel me forward as a player of the module by having something (anything) happen to the romance character that compels the player to move along with it in a direction that wasn't initially anticipated during the course of play. I suppose, in closing, the only realistic reason I can see to add romance in the context of playing a cRPG is to provide some other level of playing options in the form of sidequests related to the relationship's growth or in terms of how it affects the plotline on the whole. Romance for the sake of romance without a plot consequence seems to me to not be worth it. This last bit comes from me as a player and as a designer. True love is great, but in D&D the primary aspect is some form of adventure and if the romance doesn't also offer incresed or different opportunity for adventure(s) then I'll just watch "Kate and Leopold" or "NottingHill." I do think adventure and romance can go really, really well together if done with the marriage of a romance plot and an adventure plot considered at the outset. And like you said, it's a lot of work. I think, though, if done well and made to work within the context of the adventure (*and that you are careful not to paint yourself into a corner with it) the idea is a solid win-win in that context. As a player, though, I am tempted to pass on romance most of the time. That's me, though and I stress that repeatedly, because from the perspective of moderating the NWN2 forums for over 3 years now and from the many years I have spent playing PnP D&D as well as my AOL days, a lot of people, most of them as likely to be male as female, seem to want to have a plot where love, it's acquisition and loss, possible redemption and the desire to do great deeds to save the love of your character's life is at stake seems to be in a state of high demand. So there. I've said nothing in all that that will probably help you and for that, I apologize. Maybe. best regards, dunniteowl
__________________
Simple does not mean easy. Easy does not mean without value. Value is not always measured with money. Money isn't class. Class is not superiority. Superiority is not being better than something or somebody. We are all somebody. |
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#17
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I'd have to agree with dunniteowl, essentially. Adding a romance option just for the sake of having a romance will probably only bring you frustration, in the long run. However, if a romance is integrated into the story and is something YOU as a builder are motivated to do, then I say do it.
They are certainly a lot of work, but if it's something you have a vision for, in the end, it should add depth, value, interest, and playability to the module. But trying to please everyone is impossible, so I would avoid adding a romance in an attempt to make more players interested/happy. Hope that makes sense . . .
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seryn Last edited by seryn; 12-30-2008 at 02:11 PM. Reason: clarity |
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