Author Topic: Item Request Discussion Thread v2  (Read 124892 times)

KovosDatch

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Re: Item Request Discussion Thread v2
« Reply #400 on: December 06, 2023, 05:52:38 PM »
The Djembe, bongo drums, or any other version of handheld drum that can be equipped and played. Apart from Tamburellos, the server seems to be lacking percussion instruments.

FunkeyMonkey

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Re: Item Request Discussion Thread v2
« Reply #401 on: December 23, 2023, 08:41:01 AM »
Belt of night is valued at 1gp retail, is this intentional?

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Re: Item Request Discussion Thread v2
« Reply #402 on: January 04, 2024, 02:37:18 AM »
https://www.nwnravenloft.com/forum/index.php?topic=44496.msg807338#msg807338

So for this one the names are partially inspired by a Shangri-La Frontier weapon translation and properties, with the description coming off the ending and epilogue (if you pursued it further) of the Prince of Persia (2008) game, since it's a kind of bitter sweet "damned if you do or don't" story at the end I felt that fit the Ravenloft theme.

Mechanically, I wanted something that would work well as a pair, with them being individually useful on their own, and I also wanted to use the longer bladed model of scimitars while also offering a vampiric regeneration version of the weapon since there's already katana's, greatswords, longswords, shortswords, daggers and a bastard sword but not any scimitars I'm aware of that have this property yet, and I felt this fit pretty well thematically.
« Last Edit: January 04, 2024, 03:10:19 AM by zDark Shadowz »

MAB77

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Re: Item Request Discussion Thread v2
« Reply #403 on: January 13, 2024, 06:16:29 PM »
-Item name: Waxing Crescent
[...]

It's only a personal opinion, but I would rather that we avoid the addition of anything that boost saving throws further. The last recrafting rebalance was an attempt to bring them down. Fear saves especially do not need any boost, there are plenty of options available for that one.

-Item name: Waning Crescent
[...]

That would be a very powerful blade, a GMW buff, a varnish and you're set for glory. A simple courage potion will entirely negate its downside. I do not believe this one should be added at all.
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MAB

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Re: Item Request Discussion Thread v2
« Reply #404 on: January 13, 2024, 07:11:55 PM »
What would you consider adjusting them down to? I'm kind of hung up on having a matching pair of blades that work well when put together and on their own, and a vampiric weapon option for a scimitar. The argument against also would apply to pretty much all existing vampiric weapons of the other various options available, which is why I thought it'd be okay. If not fear saving throws for the first sword, it could just be a blade with a simple skill bonus toward something else, but that'd make it quite similar to many existing options. I'd consider Parry since parrying blows was a main feature of the combat style of the game it's coming from.
« Last Edit: January 13, 2024, 07:14:09 PM by zDark Shadowz »

MAB77

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Re: Item Request Discussion Thread v2
« Reply #405 on: January 13, 2024, 10:53:42 PM »
I would not consider it at all to be honest. Vampiric regeneration should be reserved for the vilest of items and be in very, nearly unique, limited number. The more we add, the more we cheapen this ability. Skill point blots and high saving throws are such an issue nowadays that I cannot justify adding a single more item with those either, but I would do so for a good item that brings some extra Ravenloft lore and flavor to the module.

We have so much items already in the treasuries that most anything we add is just a variation of something existing already. it is more on the side of flavor items for unused classes that we should look for, but even that is difficult to because of UMD users.
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Re: Item Request Discussion Thread v2
« Reply #406 on: January 14, 2024, 10:22:11 AM »
With the implementation of Healer, we'll need healer gear (spell slots minimally to match other classes' gear, and other flavorful items).

Merwan Savak

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Re: Item Request Discussion Thread v2
« Reply #407 on: January 14, 2024, 03:15:45 PM »
I mean there is vampire regeneration kukri,greatsword,bastard sword,longsword,gloves,shortsword,dagger,mace... is it even rare to begin with? I think it's past the point where it's either unique or in a limited number. I don't see a reason for not adding a scimitar with the same properties.

MAB77

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Re: Item Request Discussion Thread v2
« Reply #408 on: January 14, 2024, 03:44:44 PM »
I mean there is vampire regeneration kukri,greatsword,bastard sword,longsword,gloves,shortsword,dagger,mace... is it even rare to begin with? I think it's past the point where it's either unique or in a limited number. I don't see a reason for not adding a scimitar with the same properties.

Yeah, well... I do not control what other devs add, but that does not mean it should exist for each and every options. It's good to force choices to be made too.
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Re: Item Request Discussion Thread v2
« Reply #409 on: January 14, 2024, 04:01:11 PM »
With the implementation of Healer, we'll need healer gear (spell slots minimally to match other classes' gear, and other flavorful items).

Quote
The Finger of the Good Muhari
Necklace
+5 to Healing Skill and/or Feat: Healer's Touch (Healing Hands before the change)
-2 to Reflex rolls
Only healers

Tales speak about how once upon a time a certain noble merchant wandered through the desert of the Har'Akir, after being assaulted by bandits. While he was left alive, he was beaten, he had been stripped off his clothes, his goods and his water, alone to die under the relentless sun.
While wandering, he found persons along the road.

One of them was another merchant, who saw him as competition and ignored him.
Another one was a slaver, who saw him as too weak and about to die, and didn't saw benefit on taking him.
Finally, a last man from Muhar stopped, took the assaulted man with him and carried him, healed him and took him back to his home.

The same tales speak about how said noble merchant rewarded the man covering him by riches.
Another version of the tales say that his reward was to have the Muhari man cut in pieces, to keep each of them as a keepsake of good luck and fortune.
No one knows which version is the correct one, yet here's a mummified finger hanging from a braided chain, with inscriptions found in Hara'Kir writing. When held the sensation of other hands over one's own hands providing guidance, helping to tend to wounds easier, yet the odd sensation of being driven by such tender touch them would be distracting enough for the wielder.

MAB77

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Re: Item Request Discussion Thread v2
« Reply #410 on: January 16, 2024, 01:14:18 PM »
Healer's already have bad reflex rolls, balance wise it is to Will that the penalty would make more sense.
I advise against granting feats on any items.
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MAB

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Dardonas

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Re: Item Request Discussion Thread v2
« Reply #411 on: January 16, 2024, 06:31:51 PM »
Mender's Attire (Leather Armor)

The term mender is a nickname given to healers operating on the field of battle in the various military units of the Core and beyond. While healers would often wear an apron or lab coat to protect them from blood and grime, the mender does not always have such luxury and favors practical and light armors that won't impede their movements amid battle, carrying the tools of their trades in a small bag. This particular armor is enchanted to assist its wearer in its duties.

AC Bonus +1
Bonus Spell Slot of Level: Healer Level 0
Bonus Spell Slot of Level: Healer Level 1
Damage Resistance: Negative Energy Resist 2 / -
Material Cloth
Material Leather
Use Limitation: Class: Healer

Value 6389 GP


Cunning Folk's Apron (Clothings)

The Cunning Folk, or wise one, is a dedicated healer tending to the needs of remote and rural communities. Knowledgeable in the arts of medicinal herbs and folk magic, they are sought after by members of secluded communities to cure ailments and provide advice on everyday problems. They favor practical and sturdy clothes that won't impede them while tending to their patients, will protect them from blood and grime, and can be easily changed. Often, this will include an apron or lab coat with plenty of pockets to help them carry the instruments of their trade: hooks, tweezers, pincers, serrefines, bandages, and tinctures. This particular apron is enchanted to assist its wearer in its duties.

Bonus Spell Slot of Level: Healer Level 2
Bonus Spell Slot of Level: Healer Level 3
Material Cloth
Skill Bonus: Heal +1
Use Limitation: Class: Healer

Value 6251 gp


Enchanted Graduation Ring

This silver ring of intricate design is etched with herbal leaf patterns. It is reminiscent of the rings given to all graduates from University of Port-a-Lucine's faculty of medicine. This particular ring is enchanted to assist its wearer in its duties.

Bonus Spell Slot of Level: Healer Level 2
Material Silver
Skill Bonus: Heal +2
Skill Bonus: Lore +2
Use Limitation: Class: Healer

Value 4692 gp


Blessed Lamordian Stethoscope

Lamordian physicians use these devices to listen to the internal sounds of a human or animal body such as heart beats, breathing in the lungs, blood flowing through veins, or the sounds of digestion in the gut. This particular stethoscope is an oddity if there ever was one. The Lamordians are not known for being pious nor to have any faith in magic whatsoever. If there ever were any gods, they created the world then departed. Yet, this stethoscope pulses with divine magic. How this came to be is anyone's guess.

Bonus Spell Slot of Level: Healer Level 3
Damage Vulnerability: Sonic 100% Damage Vulnerability
Material Brass
Skill Bonus: Heal +3
Skill Bonus: Listen +3
Use Limitation: Class: Healer

Value 6808 GP


Apothecary's Belt

The apothecary is a healer specializing in preparing and selling medicines and drugs. This belt of simple design contains numerous pouches into which a healer can conveniently transport the herbal medicines and other reagents used in its trade. This allows a healer to be a bit more efficient in its work.

Bonus Spell Slot of Level: Healer Level 4
Material Leather
Skill Bonus: Heal +3
Use Limitation: Class: Healer

Value 6891 gp

Good suggestions, MAB.

I think the Enchanted Graduation Ring has a good value and it is fine where it is, but I think the other items are valued too high. By the time you are doing content that drops items of 6k or higher, I think those low level spell slots aren't as valuable as healer gets 6 spells per day of all of those suggested spell slots.  They'd need some tweaks or just amount to loot table bloat since they're valued so high and offer little to the class. I don't think there's much danger in being a little liberal with spell slots healer gear since it is a support class.

My suggestions:

The Mender's Attire could be cheaper by dropping the AC modifier and the negative resistance, since at some point it'll be outclassed by crafted gear.

I might suggest the Cunning Folk Apron grant a 5-7th level spell slot, leaning towards a 5th.

The Blessed Lamordian Stethescope could grant a 4th level slot instead of the level 3, and maybe have some reduced saving throws vs. sound to compensate.

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Re: Item Request Discussion Thread v2
« Reply #412 on: January 16, 2024, 07:24:40 PM »
Apothecary's Belt

The apothecary is a healer specializing in preparing and selling medicines and drugs. This belt of simple design contains numerous pouches into which a healer can conveniently transport the herbal medicines and other reagents used in its trade. This allows a healer to be a bit more efficient in its work.

Bonus Spell Slot of Level: Healer Level 4
Material Leather
Skill Bonus: Heal +3
Use Limitation: Class: Healer

Value 6891 gp

i dont really understand the need to restrict this specific item to healer only
we have other items that grant spell slots (greater amulet of thoth, for example) without a class restriction, so i am curious as to why this needs to be 'healer only' considering there are plenty of non-healer class apothecaries and physicians? i understand a restriction for some of the more lore oriented and blessed items, but not for this one in specific

MAB77

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Re: Item Request Discussion Thread v2
« Reply #413 on: January 16, 2024, 07:35:43 PM »
Good suggestions, MAB.

I think the Enchanted Graduation Ring has a good value and it is fine where it is, but I think the other items are valued too high. By the time you are doing content that drops items of 6k or higher, I think those low level spell slots aren't as valuable as healer gets 6 spells per day of all of those suggested spell slots.  They'd need some tweaks or just amount to loot table bloat since they're valued so high and offer little to the class. I don't think there's much danger in being a little liberal with spell slots healer gear since it is a support class.

My suggestions:

The Mender's Attire could be cheaper by dropping the AC modifier and the negative resistance, since at some point it'll be outclassed by crafted gear.

I might suggest the Cunning Folk Apron grant a 5-7th level spell slot, leaning towards a 5th.

The Blessed Lamordian Stethescope could grant a 4th level slot instead of the level 3, and maybe have some reduced saving throws vs. sound to compensate.

As you know values are not arbitrarily assigned. But I have no intention to add more penalties on those, nor to remove properties to lower these values. I'm not overly worried about their potential rarity. They will drop often enough anyway. Those will not be in the rare items treasury. I can assure you even low level characters venture in dungeons where 6k worth loot can drop, nor is it an obligation that they be found by them. The worse that can happen is that the higher level characters finding them will sell them back.

It's a non-issue for the apron for the reasons stated above, but also from the fact that even a level 2 characters may acquire high-end crafted items. The spell slots remain features no crafted armor can ever have.

Regardless of the precedent, I do not agree with the addition of items with bonus spell slots of level 5 or above. Spellcasters are eminently powerful by default, they do not need more spell slots of their higher tier spells on top of that. If another dev wants to create such an item so be it, they will get no opposition from me, but I won't be the one doing it.

It was my original intention to have the blessed sthetoscope to be a 4th level slot item, but that would push the value too far. Also, search as you will (and note that I'd be happy to be proven wrong for I've been searching for such exception for a long time) but you will not find any effect in the entirety of D&D 3.5 that calls for a saving throw vs Sonic. That is why arandur bonuses were changed to sonic DR in my last rebalance. But a 3rd level slot is nothing to scoff at either. i'm please with the result. I should probably add a line in the description that Lamordian physicians complain these blessed ones are less effective than the proper non magical ones (those are Listen +4).
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MAB

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MAB77

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Re: Item Request Discussion Thread v2
« Reply #414 on: January 16, 2024, 07:49:28 PM »
i dont really understand the need to restrict this specific item to healer only
we have other items that grant spell slots (greater amulet of thoth, for example) without a class restriction, so i am curious as to why this needs to be 'healer only' considering there are plenty of non-healer class apothecaries and physicians? i understand a restriction for some of the more lore oriented and blessed items, but not for this one in specific

It does not especially needs to be restricted to healers I suppose, but most spell slot items are and we do want some items exclusive to them. It is a moot point anyway with the healing belt's being a rather common drop.
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MAB

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Re: Item Request Discussion Thread v2
« Reply #415 on: January 16, 2024, 07:52:13 PM »
i dont really understand the need to restrict this specific item to healer only
we have other items that grant spell slots (greater amulet of thoth, for example) without a class restriction, so i am curious as to why this needs to be 'healer only' considering there are plenty of non-healer class apothecaries and physicians? i understand a restriction for some of the more lore oriented and blessed items, but not for this one in specific

It does not especially needs to be restricted to healers I suppose, but most spell slot items are and we do want some items exclusive to them. It is a moot point anyway with the healing belt's being a rather common drop.

I think it would be nice to remove the healer restriction from the items personally. There's a number of people who have put significant roleplay into physical, non-magic healing, who would love to have items like this.
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Re: Item Request Discussion Thread v2
« Reply #416 on: January 16, 2024, 07:54:35 PM »
A magical item like the blessed stethoscope makes sense to be class restricted, a mundane item like an apothecary's belt, less so.

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Re: Item Request Discussion Thread v2
« Reply #417 on: January 16, 2024, 07:54:50 PM »

Also, search as you will (and note that I'd be happy to be proven wrong for I've been searching for such exception for a long time) but you will not find any effect in the entirety of D&D 3.5 that calls for a saving throw vs Sonic.

Aren't Sound Lance and Great Thunderclap Evocation [Sonic], or is the sonic descriptor in the wrong place for it to be applied?

I also agree the healing skill items don't need to be Healer restricted necessarily. It'd promote them being kept rather than vendor trashed (and spellslot items do get vendor trashed, I was literally looking at 1 of each sorc/wiz/voodan/hexblade amulets of lv 1/2 and lv 5 just sitting in Djordji's yesterday.)

An alignment restriction might be tamer, matching the Healer's ideals while incurring a higher UMD requirement.
« Last Edit: January 16, 2024, 07:58:49 PM by zDark Shadowz »

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Re: Item Request Discussion Thread v2
« Reply #418 on: January 16, 2024, 07:56:08 PM »
Yeah, I think the mundane healers items should be available generally. There's no power creep issue, they'll be using them as RP items!

We have to remember there are people roleplaying healers that are not going to get to re-class as healers and may want to use some of these healer items.

I think Healer spell slot items should be completely specific to the class. General useful/thematic items should be open to anyone. We don't lock all the mouse gear to rogues.
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Re: Item Request Discussion Thread v2
« Reply #419 on: January 16, 2024, 07:57:25 PM »
https://nwnravenloft.fandom.com/wiki/Sound_Lance
https://nwnravenloft.fandom.com/wiki/Sound_Burst
https://nwnravenloft.fandom.com/wiki/Shockwave
https://nwnravenloft.fandom.com/wiki/Orb_of_Sound

These all have the sonic descriptor.

As well as sonic traps which exist in the module.

I don't mean to create an argument, but why post item suggestions as a dev if you think they are good as is and aren't taking feedback? I thought devs could just add items internally among themselves as they pleased without needing our opinion.


MAB77

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Re: Item Request Discussion Thread v2
« Reply #420 on: January 16, 2024, 08:33:49 PM »
[...] Aren't Sound Lance and Great Thunderclap Evocation [Sonic], or is the sonic descriptor in the wrong place for it to be applied? [...]

Correct, but I cannot find any rule anywhere stating that a ST vs Sonic would impact the Fortitude check on these spells.
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Re: Item Request Discussion Thread v2
« Reply #421 on: January 16, 2024, 08:39:17 PM »
Name: Dr. Mordenheim's Manuscript of Experimental Surgeries
Item Type: Holdable book/fashion accessory

https://www.nwnravenloft.com/forum/index.php?topic=44496.msg808875#msg808875

I think this is a cool item and pseudo equivalent to a master warmage staff.

There's perhaps a bit of a discrepancy between a good alignment required class magical healing slot attached to a rather dark and more scientific? surgical research book but otherwise looks cool.

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Re: Item Request Discussion Thread v2
« Reply #422 on: February 14, 2024, 06:12:54 PM »
Item Name: Scepter of Eldritch Might
Item Type: Mace
Unidentified Description of the item: This beautiful scepter appears to be made of silvery platinum and crowned with a large ruby. The craftsman ship is exquisite but there is something about it's nature that suggests there is more to this scepter of quality...
Identified Description of the item: This scepter although a truly beautiful example of craftsmanship is in fact a vile and wicked artifact created by greedy misers whose avarice has driven them towards revealing their true nature.

These scepters are usually found in the hands of Warlocks who claim 'The Serpent' as their master. Surrounded by gold coins, trinkets, and baubles.

It hums and crackles with eldritch power empowering those who wield such wicked magic.

Though no exchange for power is ever truly for free. The cursed nature of this object reveals the true nature of it's owner making it harder for them to disguise themselves or convince others of their lies.
Statistics:
Bonus Feat: Greater Weapon Focus (ranged spell)
Decreased Attack Modifier -5
Decreased Skill Modifier: Disguise -10
Decreased Skill Modifier: Influence -10
Material Gem, Ruby
Material Platinum
No Combat Damage
Quality Masterwork
Skill Bonus: Spellcraft +3
Spell Resistance 12
Use Limitation: Alignment Group: Evil
Use Limitation: Class: Warlock
Visual Effect: ... Shock, Purple

Appearance:



Cost: In toolset it will only show the item up as Cost 0 and a lot of consideration has to be taken into account that the item is not intended at all to be a weapon in a melee sense; however this should be considered an ultra rare item and cost around 6.5K or more.


... Just to offer a thought, but this item would result into just having -5 attack, and -3 ranged attack overall.
the -5 to attack offered would take presedence over the feat, and the feat would only give +2.

Just holding the item seems like crippling your character in it's entirity.

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Re: Item Request Discussion Thread v2
« Reply #423 on: February 14, 2024, 07:31:29 PM »
... Just to offer a thought, but this item would result into just having -5 attack, and -3 ranged attack overall.
the -5 to attack offered would take presedence over the feat, and the feat would only give +2.

Just holding the item seems like crippling your character in it's entirity.

The -5 to attack only affects the Melee of this weapon as the base item is a melee weapon. It's not intended to be used as a melee weapon however but a decorative scepter. How is it granting a -3 to ranged attacks? The -5 would not affect the spell. Melee Penalties do not apply to ranged/spells.

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Re: Item Request Discussion Thread v2
« Reply #424 on: February 14, 2024, 08:12:26 PM »
... Just to offer a thought, but this item would result into just having -5 attack, and -3 ranged attack overall.
the -5 to attack offered would take presedence over the feat, and the feat would only give +2.

Just holding the item seems like crippling your character in it's entirity.

The -5 to attack only affects the Melee of this weapon as the base item is a melee weapon. It's not intended to be used as a melee weapon however but a decorative scepter. How is it granting a -3 to ranged attacks? The -5 would not affect the spell. Melee Penalties do not apply to ranged/spells.

having a -5 to attack would overwrite the +2 buff to ranged attack, i believe. Thus netting a -3 to ranged attack.