Author Topic: Item Request Discussion Thread v2  (Read 126608 times)

SardineTheAncestor

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Re: Item Request Discussion Thread v2
« Reply #325 on: October 25, 2021, 09:59:20 PM »
Since it is for the priestly class, is there a particular religion or deity or where it is from that provides a tiny bit of lore to it?  :)

I decided against a specific religion so any priest class could use it, but I had an idea for a rarer "greater" version of the item which was very clearly once a relic of an evil religion and that might hint at the corruptive/draining force which is responsible for the con debuff on this one (as well as the stronger one).

I realise this item will be controversial and not likely to make it in though, so I wanted to let it sit before I gave too much thought to the stats on the "greater" version. This is more of a testing the waters thing.

The caster cleric is a perfectly viable and powerful built already. I'm hard pressed to find a class that needs less alternatives than clerics.
This item's main power is way too powerful for much to low a cost, this one would quickly be common among the priesthood.
As per the guidelines, it is recommended to avoid ability score modifiers.
I strongly suggest never to add feats on items, unless to address a particular deficiency with the class. Clerics beings highly versatile there is no deficiencies to address here.
We strive to avoid items with too many penalties on them, if you need that many to drive the cost low, then it's a good indicator the item is probably too strong to begin with.
We want items that provide flavor to the setting, not the next technological advance in the arms race.
Clerics that wish to cast faster are invited to take the quicken spell feat.

All of the cost actually came from the reflex saves. /shrug

Aren't there tons of items with negative ability scores? I thought those were acceptable and it was bonuses that wouldn't be considered.

Just seeing Warmage get a double auto-quicken item that quickly finds its way into Djordji's shop every reset made me think maybe healer clerics might do well with something flashy too, especially low levels. This item wouldn't really do much in terms of an arms race though since its power falls off when haste becomes more common at higher levels, but I understand the concern.

Would you consider it if it were in the 4500-5500 price range? Maybe more? I can shuffle things around and get rid of the Constitution debuff, but I don't think this item will serve any purpose if the auto-quicken goes. It would just be a light armour for classes that don't really use light armour.
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MAB77

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Re: Item Request Discussion Thread v2
« Reply #326 on: October 25, 2021, 10:24:59 PM »
All of the cost actually came from the reflex saves. /shrug

Indeed, when I added the Staff of Scientific Wizardry (a mistake from my earlier dev days), I had to give it a +3 skill points bonus to raise the cost. I underestimated the strength of that feat. The staff was added to reference the Smothering of Reason effect from Lamordia. At least the balancing effect directly impacts spells, so you are sure to occasionally experience the effect. In hindsight I would raise the arcane spell failure at least to +10% or even +15%, and it would still be a great staff. Or better yet not add it at all. Alternatively keep the spell failure chance as is, but replace auto quicken, by the quicken spell feat.

Aren't there tons of items with negative ability scores? I thought those were acceptable and it was bonuses that wouldn't be considered.

Oh yes, and most are not used. Focus on the type of items we add evolves with time. We want them useful and used, but not more powerful than what we already have.

Just seeing Warmage get a double auto-quicken item that quickly finds its way into Djordji's shop every reset made me think maybe healer clerics might do well with something flashy too, especially low levels. This item wouldn't really do much in terms of an arms race though since its power falls off when haste becomes more common at higher levels, but I understand the concern.

To be frank, I am of a mind that all items with epic feats on them should be unique DM plot items and that all others should be pulled out.

Would you consider it if it were in the 4500-5500 price range? Maybe more? I can shuffle things around and get rid of the Constitution debuff, but I don't think this item will serve any purpose if the auto-quicken goes. It would just be a light armour for classes that don't really use light armour.

Nowadays I always advocate not to put feats on items. I much prefer to see a player invest in a feat. That's one of the few choices with direct consequences for players as picking one implies sacrificing another that could be as useful. I would not consider it below the 6000 gp price range and even then, certainly not an epic feat.
« Last Edit: October 25, 2021, 10:42:40 PM by MAB77 »
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SardineTheAncestor

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Re: Item Request Discussion Thread v2
« Reply #327 on: October 25, 2021, 10:30:05 PM »
Okay, all that makes sense. I might revisit the item later and present it without auto-quicken, but I had some other ideas so I'll probably post those before I come back to this one. Will avoid ability mods and epic feats in the future.
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SardineTheAncestor

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Re: Item Request Discussion Thread v2
« Reply #328 on: October 26, 2021, 02:42:41 AM »
From the request thread: https://www.nwnravenloft.com/forum/index.php?topic=44496.msg709894#msg709894

I felt this feat was appropriate to this item because to gain the benefits, you must equip it before resting and commit to wearing it. Removing the item means you lose the extra charges, and equipping it again without resting won't provide any more either. The aesthetic of a monk choosing to burden themselves with these shackles to test their might is validated by the fact that they actually lose something if they take them off before using all of the charges.

I almost made it to the 6,000 cost mark but I think this item will be incredibly rare to drop but did not see any reason to add further drawbacks or bonuses. What's on there can be worked around in various ways with consumables, but monks will outgrow this when they start enchanting.

I don't believe monk lacks damage, so I went for something that would improve their minimum damage value first and foremost, instead of giving them more dice to gamble with.

Is it too strong? Too niche? This isn't me asking for monk buffs, but rather something more interesting than the parry gloves that can carry you to level 14.

Thinking of adjustments, shackles in real life can be almost twice the weight of these. If I made them 30 lbs, the cost drops to 4,060, but I didn't want to over-stat the item with any extra bonuses to get it to cost 6,000. It's something I would want monks to think about using before it becomes obsolete the moment they start enchanting. If it's too rare, they'll probably never have a shot at acquiring it when it's still relevant.
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Re: Item Request Discussion Thread v2
« Reply #329 on: October 26, 2021, 04:17:11 PM »
With the prevalence of magic varnish which will give +3 enhancement, including +3 bludgeoning damage already I don't think its worth the saving throw drop for +1 damage, and wouldn't benefit from a well-cast greater magic weapon, while also removing the ability for a monk to use an elementally damaging weapon to increase their output.

Thematically okay, for a practical use it holds little pvp or pve value beyond vendor trash. The feat is nice but it's likely the monk either already took it with the excessive feats on this server, or gave up on it long ago since NWN:EE reduced the duration of stunning fist from 3 rounds to 1 round.

If I were a monk I'd be using one of those alternate physical damage cestus's at a minimum over this.

Just my thoughts on the usefulness of this. Might be okay for duelling though where magic items & spells arent commonplace.

SardineTheAncestor

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Re: Item Request Discussion Thread v2
« Reply #330 on: October 26, 2021, 04:27:27 PM »
True, I guess it would be invalidated by varnishes and weapon enhancements, though this is an item I would hope fell into the hands of monks below level 14 who don't yet have regular access to those types of varnishes or enhancements from their casters. I feel the cestus items are great for the purpose they serve (always there in the shop, cheap and not flashy) but I like drawbacks on items that can be worked around such as with immunities and other items to boost what was lost.

The real kicker was supposed to be just the thematic usage and the feat. It's a great feat to take, but if the item were common enough, I think it would really fit the monk theme to suffer an item like this and learn to work around it until they choose the feat or no longer need it. It's in the context of using fiery fists. The stun itself is okay, but yeah the duration leaves a lot to be desired sometimes.
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Alan Hunter

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Re: Item Request Discussion Thread v2
« Reply #331 on: November 01, 2021, 05:50:00 PM »
I don't entirely know how this works though I'm going to give it a whirl as I am considering an event on Blaustien. As recently roleplayed by Nimir Rodovan he was considered and Engineer to help better the island in keeping with that roleplay have considered the creation of this item and another that still needs a few more kinks to work out.

Item Name: Reinforced Dlarun Steel Fishing Rod

Description: Handcrafted and designed for more extreme fishing enthusiasts this was designed by Nimir Rodovan a Barovian who came to Blaustien and once hired asked to engineer improvements to the island's resident life. In doing so he took the simple design of fishing rods and studied them thoroughly taking them apart and rebuilding them to the ground up. He noticed most fishing rods could not catch large game fish and so Nimir worked upon reinforcing the typical fishing rod with various corks, woods, and metals eventually creating what he refers to as a "Steel Reinforced" rod. Though it is heavier and a bit more cumbersome to swing the heavy pole wasweighted coupled with a stronger line using monstrous spider silk allowed the oafish crafter to reel in larger game fish and boastingly draw in a small shark. Though it takes a sermontable skill to fish with a heavier rod one also can't help the utility of this fishing rod for Sailors at the sea of sorrow who found use in using them as make shift clubs or the fact in well place holes in the deck of the ship allowed them to sit or stand and reel in their prizes with almost little effort with its intriguing reel wheel. Its most prominent feature is the slight coldness which seems to preserve the fish upon contact although requires a bit longer to cook to thaw.

Item Appearance: Club that appears like fishing Rod
Item Details: +1 Budgeoning / 40% Increased Weight / +1 Cold


Item name: Mini-Shark

Description: Mini-Shark a renderly smaller design of the Sharky created by Nimir Rodovan. This large and heavy crossbow was designed in mind of killing bigger game and often dangerous things. It is lovingly crafted with a steel frame its center Dlarun metal for the barrel and wooden stock made of mournful willow from Sithicus. it sleek and smooth body seems to be literally covered in shark leather giving it an almost living feel.

Patently crafted this robust miniture Arbalast with leather band was made to fire from the hip with exceptional strength considered to fire it upright. It's sleek steel frame and sturdy stock allow for its specially treated monstrous spider silk thread to achieve pull most crossbow users would desire. Specifically designed for fishing, game hunting, and occasionaly hunting mythical beasts of the ocean it was more geared through killing for sport

However to ensure the safety of the Sailors of Blaustien such a weapon could be used in the act of self defense to protect land and ships. The intent was to provide commercial fishers with a means to hunt bigger prey with a reasonable adaptable miniture version of a design ship arbalast for all who could not afford its bigger brother. It's creator quoted saying.

"If I can drop Reavers with this any fisherman can drop a fish or beast that size!"

Item Appearance:  Top 4 - 4 / Middle 3 - 2 / Bottom 3 - 4
Material: Steel, Dlaran, Silk, Leather, Mournful Willow
Stats:
Atk Bonus: +1 vs Beasts - Magical Beasts
Dmg Bonus: +2 Pierce - Cold
Weight: + 5lbs
Skills: -2 Hide / Move Silent *Heavy Crossbow = not so quiet.


Tell me what you guys think again. Not my forte but giving this a shot for the Event I like to hold.
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Re: Item Request Discussion Thread v2
« Reply #332 on: December 25, 2021, 05:21:48 PM »
A low quality pistol to make it easier for newer characters to get ahold of one if that's their playstyle. The stats should be tailored around the low levels so that a player who uses one will not have a large advantage over one who does not. I believe this would aid in certain roleplay styles especially during the NCE as finding one during this event is difficult, or so i'm told.

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Re: Item Request Discussion Thread v2
« Reply #333 on: December 25, 2021, 06:19:00 PM »
A low quality pistol to make it easier for newer characters to get ahold of one if that's their playstyle. The stats should be tailored around the low levels so that a player who uses one will not have a large advantage over one who does not. I believe this would aid in certain roleplay styles especially during the NCE as finding one during this event is difficult, or so i'm told.

you can't get firearms at all in NCE i am fairly certain
additionally, they are extremely powerful given the low level nature of the event and so probably wont be added
and i think in general they want to keep guns to a "go out of your way to get one" type of thing

but nothing is stopping you from making the weapon in the toolset and submitting it - maybe if sufficiently balanced they will add it!

inkcorvid

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Re: Item Request Discussion Thread v2
« Reply #334 on: December 25, 2021, 07:14:09 PM »
A low quality pistol to make it easier for newer characters to get ahold of one if that's their playstyle. The stats should be tailored around the low levels so that a player who uses one will not have a large advantage over one who does not. I believe this would aid in certain roleplay styles especially during the NCE as finding one during this event is difficult, or so i'm told.

This (sort of) exists! It's called a Black Pistol (I think there are a few variants of it too, like Copper Pistol), and while it sucks and is likely to blow up in your face, it's valued at a bargain 1gp-ish, iirc. It's a common trash drop in Dementlieu, but not at all in Barovia (as might be expected, given that firearms are illegal and anachronistic). Were it to drop anywhere, the most suitable location would probably be on the body of the delightful Final Boss of the Burned Out Farmhouse dungeon :P
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Re: Item Request Discussion Thread v2
« Reply #335 on: December 25, 2021, 07:48:51 PM »
Were it to drop anywhere, the most suitable location would probably be on the body of the delightful Final Boss of the Burned Out Farmhouse dungeon :P
This but make it use it against players while alive.

SardineTheAncestor

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Re: Item Request Discussion Thread v2
« Reply #336 on: December 25, 2021, 09:34:40 PM »
I have seen pistols drop in loot in Barovia. Twice on one sub-level 10 character. Given some people finish NCE at level 9 or higher I think you could easily acquire the weapon with some luck. But adding some Gundarakite gimmick vendor with a pistol for NCE might be a little much.
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Re: Item Request Discussion Thread v2
« Reply #337 on: December 26, 2021, 12:24:53 AM »
ahh i see. I understand. Lets hope luck smiles upon those who wish for one! Merry Christmas everyone!

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Re: Item Request Discussion Thread v2
« Reply #338 on: December 26, 2021, 01:31:57 AM »
You also need gunpowder and bullets. Those certainly drop in some places, I don't know if any drop in Barovia though...
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Re: Item Request Discussion Thread v2
« Reply #339 on: December 31, 2021, 08:55:29 PM »
How do you guys feel about a usable tarot card deck?

When using said item it will first roll 1-40 (or however many tarot cards there actually are) for the card, and then 1-2 for whether or not it's right side up, or upside down.  Let's say when i use the item, i then roll a 1 and a 2, it would display "You have drawn The Fool - Reversed" in the right side chat box.

There may need to be a separate function that allows you to shuffle the deck when you're done so that it considers a card that has already been drawn not in the roll table anymore.

I feel this item could bring meaningful roleplay to those who enjoy a little divination. 

MAB77

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Re: Item Request Discussion Thread v2
« Reply #340 on: December 31, 2021, 09:53:21 PM »
Please read the rules before posting in this thread. This one is exclusively for discussions on items submitted in the following thread. All other suggestions should go in their own threads or the System wishlist one.

Thank you.
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MAB

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MAB77

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Re: Item Request Discussion Thread v2
« Reply #341 on: February 28, 2022, 04:36:42 PM »
Thank you Vissy for your suggestions. It is a good thing to have proposals for the little loved classes. Just a few constructive critics though.

Hunter's Golden Band
A monster hunter with "Favorite Enemy: Human" is kind of an oxymoron. It is light years away from what the class represents. Granted humans can be monsters in their actions, they are not monsters in flesh, which is what this class hunts down. I also suggest keeping away from both free feats and class restricted abilities. The foremost because we already grant characters a higher number of feats to characters and that we like players to have to make building choices that will have impacts when building theirs. The second because even though you restrict the item to a given class, UMD users will still be able to make use of it. We'd rather keep these abilities exclusive to classes that can take them on level ups. Also, we have numerous items granting eagle splendor already, not to mention potions are readily available through herbalism.

Hunter's Tool Belt
I love the tool belt's idea, but we don't go for use/day items. Holy water and belladonna are cheap and can be bought from some NPCs. There is little value to put those on the tool belt. I would replace those but other charges per use spells. Again, you picked spells that are readily available through various other items and potions. I'd aim for more exotic ones.

Bracers of the Erudite Hunter
This one's looks fine as is.
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Vissy

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Re: Item Request Discussion Thread v2
« Reply #342 on: March 01, 2022, 03:02:43 AM »
I have edited the first two items in the post.
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Philos

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Re: Item Request Discussion Thread v2
« Reply #343 on: March 24, 2022, 02:24:37 PM »
Thanks for the suggestions! I'll make a couple of comments and feel free to revise or edit at your whim.

Name: Experimental Grade Rifle

Description: This experimental model of musket, believed to have hailed from Lamordia, was developed originally to be more efficiently reloaded.  Produced in bulk, it was soon discovered that the weapon was easily a prototype.  Though it was easily able to accomplish its primary goal as a quicker reloading rifle, the mechanisms used in its production often caused catastrophic backfiring.  A limited number of these rifles still exist, though only a madman would ever think to use one.

Stats:
Bonus Feat: Gearling's Superposed Loading Technique
Decreased Saving Throws: Specific: Reflex -1
Decreased Skill Modifier: Use Magic Device -5
Quality Poor
Skill Bonus: Discipline +3
Use Limitation: Class: Black Powder Avenger

Cost: 4218

So the I'd consider the Superimposed loading Technique to be a fairly central part of any would be pistoleers kit. As such, they should prob. take the feat themselves. Granted, there are significant drawbacks with it being "poor" quality to offset. I'm also not sure how it would react without having its prereq. "Delvan's Maneuver". I think you'd run into less issues using the the prereq rather than gearlings but if you're intent was to have a flintlock that gave you the benefits of that's going to be a bit of a stretch.

Name: Enchanted Dementlieuse Musket

Description: In 777 BC, firearm engineers from across the Core were invited to the University of Dementlieu to assist in the development of an enchanted firearm.  The endeavor was prompted due to worries following the Borcan grain initiative that Falkovnia would be incited to war against Dementlieu.  Though the enchantment only extends the bayonet, the experiment proved to be a great success and was impervious to misfiring.  However, the complex and arcane nature of the technology made it so only the most skilled marksmen being able to use them.

Stats:
Attack Bonus +1
Damage Bonus: Positive Energy 1d4 Damage
Quality Masterwork
Use Limitation: Class: Black Powder Avenger

Cost: 6148

From a stats perspective I like this one more. It comes off as a little powerful though. I might consider dropping the AB bonus or give it a backfire chance. Why did you decided to make it BPA only though? Its description gives off the vibe that it's a much more commonly available weapon.

Name: Black Powder Bandolier

Description: These straps adorn the chest over the armor when worn, filled with various types of black powder munitions.  Additionally doubling as a method of weight distribution, it requires a skilled munitions expert to wear it properly or otherwise risk blowing themselves up.

Stats:
Bonus Spell Slot of Level: Black Powder Avenger Level 3
Saving Throw Bonus: Specific: Reflex +1
Skill Bonus: Discipline +1
Use Limitation: Class: Black Powder Avenger

Cost: 5210

I like. Is this supposed to be a belt or cloak?
Name: Lamordian Flintlock

Stats:
Bonus Spell Slot of Level: Black Powder Avenger Level 2
Quality Excellent
Skill Bonus: Discipline +2

Cost: 4382

No gripes from a stats perspective. I might give it a big of a back story though if it's going to be a BPA item. Those characters are often created from tragedy, anger and lust for revenge, all stuff for a good stroy. Like was it's original owner a humble watchmaker who's son was trampled by an aristocrats speeding carriage? His justice denied he turned his knowledge for fine machining to darker end in drunken blood lust? Something like that.

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Re: Item Request Discussion Thread v2
« Reply #344 on: March 24, 2022, 02:36:56 PM »
So the I'd consider the Superimposed loading Technique to be a fairly central part of any would be pistoleers kit. As such, they should prob. take the feat themselves. Granted, there are significant drawbacks with it being "poor" quality to offset. I'm also not sure how it would react without having its prereq. "Delvan's Maneuver". I think you'd run into less issues using the the prereq rather than gearlings but if you're intent was to have a flintlock that gave you the benefits of that's going to be a bit of a stretch.

Well, my idea was it could be a neat "tie-over" and flavor weapon for BPA to use, but by no means a reliable solution.  They get the feat at level 7 BPA that functions identically to the Gearling's feat, which I feel might be a bit too late.  For a BPA, that means you end up being 12-15 before you get something that is essential to most pistolier builds.

From a stats perspective I like this one more. It comes off as a little powerful though. I might consider dropping the AB bonus or give it a backfire chance. Why did you decided to make it BPA only though? Its description gives off the vibe that it's a much more commonly available weapon.

I can remove the BPA only restriction and the AB if that's preferred.  I mostly wanted to give it a tad higher of a cost, and 1 AB easily is dwarfed when a varnish or greater magic weapon gets slapped on it.

I like. Is this supposed to be a belt or cloak?

-snip-

No gripes from a stats perspective. I might give it a big of a back story though if it's going to be a BPA item. Those characters are often created from tragedy, anger and lust for revenge, all stuff for a good stroy. Like was it's original owner a humble watchmaker who's son was trampled by an aristocrats speeding carriage? His justice denied he turned his knowledge for fine machining to darker end in drunken blood lust? Something like that.

I forgot to add those parts in the writeup, it's updated now.  The bandolier is a belt.  I might add in the bit on the backstory about the watchmaker, that's a cool idea actually.


Edit: I changed the first item to be Delven's Maneuver now also, rather than Gearling's.  You'd still have to manually load in the black powder, but it would make it neat as a sort of slightly more efficient weapon.
« Last Edit: March 24, 2022, 02:48:06 PM by Dardonas »

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Re: Item Request Discussion Thread v2
« Reply #345 on: March 24, 2022, 02:45:43 PM »
Gaston Glock (yes that Glock) made curtain rods and knives for the Austrian army before he ever got into firearms.

MAB77

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Re: Item Request Discussion Thread v2
« Reply #346 on: March 24, 2022, 03:33:15 PM »
The main problems in adding a feat to any items is two-fold.
1) You grant access to it to anyone with UMD. (Which is very nearly every pistoleers around, so the class restriction is moot anyway).
2) Any free feats on an item is a feat a player no longer has to invest in at level ups. This takes away from the necessity of making character building choices and that should always be avoided. It's even worse when it's a feat that would otherwise require other feats to acquire.

I'm not against a feat on an item if it is to address a game balance issue, or something so minor no one ever takes that feat anyway. But "Gearling's Superposed Loading Technique"? No way. You would not only give a free feat. You'd also give one that normally requires an investment of 2 more feats to acquire. It would be most unfair to players actually taking the time to invest in it to acquire it. Even Delven's Maneuver is too much.

It is not a problem that PBAs would acquire the similar feat at a later time. A PBA is still free to invest feats beforehand to get it sooner, or can be patient investing in something else knowing that his sacrifice will pay at a later time.
« Last Edit: March 24, 2022, 03:45:18 PM by MAB77 »
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Re: Item Request Discussion Thread v2
« Reply #347 on: March 24, 2022, 09:08:54 PM »
The main problems in adding a feat to any items is two-fold.
1) You grant access to it to anyone with UMD. (Which is very nearly every pistoleers around, so the class restriction is moot anyway).
2) Any free feats on an item is a feat a player no longer has to invest in at level ups. This takes away from the necessity of making character building choices and that should always be avoided. It's even worse when it's a feat that would otherwise require other feats to acquire.

I'm not against a feat on an item if it is to address a game balance issue, or something so minor no one ever takes that feat anyway. But "Gearling's Superposed Loading Technique"? No way. You would not only give a free feat. You'd also give one that normally requires an investment of 2 more feats to acquire. It would be most unfair to players actually taking the time to invest in it to acquire it. Even Delven's Maneuver is too much.

It is not a problem that PBAs would acquire the similar feat at a later time. A PBA is still free to invest feats beforehand to get it sooner, or can be patient investing in something else knowing that his sacrifice will pay at a later time.

1) Well, no the class restriction is still there regardless.  People do have to invest into UMD to get it if they want to get it.  That means popular builds like Gun Monk aren't going to get it.  It means full fighters aren't gonna be using it.  That leaves bards, rogues, beguilers and assassins to use it, or multiclasses of those.

2) Why is Delven's Maneuver too much?  Nobody is ever going to take only one of the automatic reloading feats.  You still will have to take Delven's Maneuver on nearly every build because Gearling's is too necessary for pistol builds.  Items do not grant prerequisites for feats.  And believe me when I say, a 30% of backfiring is not gonna be efficient to deal with when it gets to the short and curlies of mechanical play.

In addition, I just simply do not think that's how builds in PotM work.  I wholeheartedly think that it actually is quite a problem. If you have redundant feats in your build, you aren't building optimally.  I wouldn't recommend to someone that they take Skill Focus: Parry and Improved Parry, for instance, so they can hit their parry cap at 14 instead of 17; if I suggested that advice to someone I'd get some looks.  Why would someone who plays BPA need to have build redundancy for something that is quality of life? 

We've adjusted classes in the past with the intention of quality of life, and we've also accepted items in the past that have mildly made some feats redundant, such as the Hexblade ring of Arcane Stillness.  It gives automatic still spell 1, which allows arcane casting of spell level 1-3 while in heavy armor.  The item has drawbacks compared to taking Battle Caster as a feat.  However, it creates a quality of life "tie over" for some people who would like to wear heavy armor and cast spells, similar to what I'm trying to accomplish with giving Delven's Maneuver as a feat.  If a BPA or UMD invested class uses the gun, it has significant drawback and also stands as the only firearm that benefits from the feat and it does not facilitate the automatic reloading of gunpowder.  You still have to take Delven's Maneuver and the other prerequisite for Gearling's because, if you are doing a build that focuses on guns, you HAVE to get Gearling's Superimposed Loading Technique or some other method of automatic reloading.  For a Beguiler/Bard/Assassin who UMDs and uses the rifle and doesn't have gun feats invested, it is little more than a gimmick.
« Last Edit: March 25, 2022, 12:35:21 AM by Dardonas »

MAB77

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Re: Item Request Discussion Thread v2
« Reply #348 on: March 25, 2022, 11:02:40 AM »
Adding crafting bundles so that players no longer have to buy them one at a time nor develop a carpian tunnel syndrome THATS a quality of life improvement.
The "Delven's Maneuver " and "Gearling's Superposed Loading Technique" feats themselves so guns can be reloaded faster ARE quality of life improvements.

Asking for a shortcut to something we purposefully gated behind feats investments is not a quality of life improvement. It's a balance point. Though these feats are useful to the point where virtually all dedicated gunslingers will take them, you should not confuse that with "necessity to take them" by any means. This server did quite well without them for the longest of our existence and it is still viable to use muskets and pistols without them.

I repeat this often: we are a roleplay server and building optimally is absolutely not a requirement for efficient and enjoyable builds. It's a choice you make to play this way. It's a perfectly valid and fair one, I'm not arguing that, but we do not have to facilitate it either. We have our fair share of feats useful early on but that cease to be in later levels for various reasons. The situation is not different here. We also hold to a guiding principle to remain faithful to source material within reason and that is why BPA gain their ability at the level they do. This doesn't prevent us from changing things when we see fit, but our purpose remains to emulate the D&D system as best as possible.

In fact, the situation is genuinely that BPAs have this unique advantage of having a choice none other can make: to invest in the feats to gain the ability sooner, or to wait and invest in 2 other feats that no other gunslingers will have as they will have used them for DM and GST. This means a potential for BPA to be even better with firearms than any other. Whether or not it is worth the wait, I leave that to a player's discretion and that's the point. It's the choice they make that counts. By adding even just Delven's Maneuvers to the item, we'd already be decreasing the impact of making said choice by 50%.

Could/should we make BPA gain their ability sooner? Possible, but that's a debate we'll keep among devs and that does not directly apply to your item.
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MAB

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Merry Munchkin

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Re: Item Request Discussion Thread v2
« Reply #349 on: March 25, 2022, 08:13:36 PM »
I have a request that is nothing special, just very practical:  I love the new crafters bags -- along the same vein, is there a way to have "garment bags"?  As in a special crafters bag for storing large amounts of crafted clothing?  If you are hypothetically trying to make a bunch of suits and dresses for say, a Red Vardo Fashion Show coming up (hypothetically), then it would be nice to have a way to portably carry all of it without hogging up an irrational amount of inventory space. 


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