Author Topic: Item Request Discussion Thread  (Read 222341 times)

Crimson Shuriken

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Re: Item Request Discussion Thread
« Reply #1250 on: November 27, 2015, 07:11:41 PM »
Merry Munchkin is spot on.
Those items are not balanced.  No item should trump build and an entire outfit of items as consistently and without fail as that item would.
You should go back to the drawing board with ideas for detection items, in my opinion.


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Miuo

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Re: Item Request Discussion Thread
« Reply #1251 on: November 28, 2015, 04:53:29 AM »
Is this still the order?

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Under "custom TLK file", make sure it says "ravenloft"

Also with this hak order i am unable to find the Bagh Nakh option :3

McNastea

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Re: Item Request Discussion Thread
« Reply #1252 on: December 16, 2015, 06:03:11 PM »
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Item Name: Pixie Wand

Item Type: Torch/Flags/HolySymbols (iit_torch_007)

Description: The wand radiates with a near almost blinding purple orb of light, revealing hidden secrets and secret passages as the enchanted light falls across them. Though in turn making it very difficult to not be noticed when the wand is held in hand. The shaft of the wand is made from white oak, while each end is tipped with a gold finishing. The top of the wand bares a array of symbols carved into the gold, which seem to bind the hovering purple orb to the wand shaft. It isn't exactly known where these wands came from, or who happened to make them. While useful in the revealing of hidden things, the wand is a favorite for illusionists due to the fact if you move the wand quickly enough it leaves a trail of fading light in its wake. Making it possible to write out short words or draw simple images in the air.

Statistics: Hide [-5], Search [+5], Light: 10m [Purple]

Cost: 750

Item Name: Blade of the Damned

Item Type: Dagger

Appearence: Top - 16 (3), Middle - 16 (1), Bottom - 16 (4)

Description: These vile objects are made and handled only by the darkest of souls, or those with the lack of such. Made from the bones of children who perished in unjust circumstances, the bones are worked and sharpened till they are able to cut flesh from bone with ease. The leather that makes up the grip of the handle is dyed red with the blood of those who loose their life to such blades. Seeming to absorb it and let it then flow into the blades master to ebb any wounds they may of encountered. So vile is the nature of the blades, that their user becomes dangerously susceptible to the divine wraith of those they may cross.

Statistics: Damage Bonus: Negative Energy [1d6], Damage Vulnerability: Divine [100%], Regeneration: Vampiric [+1], Use Limitation: Alignment [Evil], Material: Bone

Cost: 6654

Okay, the first item is pretty much a witchfire torch but with penalties-I really don't see much need to add it.

The dagger seems a little overpowered to be honest. While is does have divine vulnerability, that won't stop pretty much anyone from wielding it without a worry. The fact is you don't face divine damage very often at all, certainly not enough for that to be much of an issue. My rogue wears hands of dusk for the divine protection when he's in har'akir -sometimes- and that's it, because that's the only time it's ever needed. So, because divine damage isn't a very prevalent threat, I think that the weapon could use some more penalties added or the current one changed, since d6 negative and vampiric regen together are pretty damn strong. Maybe something about the fact that the weapon draws on negative energy making it a sort of conduit and therefore causing the wielder to be more susceptible to negative energy and giving it a negative energy vulnerability of 100% would be better, there's a lot more negative energy damage out there, but even then I think it needs something more-maybe a fort or will save decrease?

Anyway, the descriptions are nice but I'd also encourage you to include a history of where the items came from in addition to the physical characteristics
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Miuo

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Re: Item Request Discussion Thread
« Reply #1253 on: December 16, 2015, 07:19:29 PM »
From what i know of using a staff with vamp regen, being set so low and only working when you manage to hit something it will only ever be possible to heal 1hp regardless of how hard you hit something. Given the vulnerability, alignment limitation it seems very fair for something that is basically only 1d6 neg dmg and +1 hp healed when you manage to hit something.

The wand was suggested for the reason of iv never agreed or liked that the witchfire torch raised search but lowered spot. It makes little sense to me that a magical device designed to illuminate secrets for you at the same time made it harder to see things. Specially with a 15m light effect. Also the search is higher then the torch, so they are still quite different.

ladylena

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Re: Item Request Discussion Thread
« Reply #1254 on: December 16, 2015, 07:30:53 PM »
I actually like the wand if for no other reason that aesthetics and roleplay potential.

Having played lots of villains, when you're evil, you do end up facing divine damage more often, usually from other players. I'd suggest to maybe give it a red glowing effect to help people suspect it's evilness, or something visually.
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Miuo

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Re: Item Request Discussion Thread
« Reply #1255 on: December 16, 2015, 07:54:03 PM »
Tried, but the blade model does not allow such for some reason :3

Claymora

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Re: Item Request Discussion Thread
« Reply #1256 on: January 03, 2016, 07:46:56 AM »
Name: Glitterdust
Type: Consumable
Description: This appears to be a simple bag of silver and gold powder. When thrown, it expands into a cloud, coating everything caught within.
Effect: Reveals hidden and invisible creatures/beings.

I remember a bard spell in PnP that had a similar effect. Called Glitterdust, in fact.

The difference is it applied a -40 hide penalty to anyone caught within. Now, if it were an instantaneous use item - as opposed to a 'cloud' that hangs around and will secure an area from sneaks for a while, I hardly see how it could be overpowered. Short of someone repeatedly using the item every few minutes to ensure that they are alone (in which case, if someone is being this vigilant - I think they have a right to catch any sneaks.) sneaks will just need to 'time' their entry into an area. Making it a calculated risk.

I can see an instant powder like this being thrown down once as you start your secret squirrel business, or after you leave, both if you want to be sure.

Personally, I think a -40 hide penalty would be a better option.

ladylena

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Re: Item Request Discussion Thread
« Reply #1257 on: January 03, 2016, 10:03:55 AM »
Name: Glitterdust
Type: Consumable
Description: This appears to be a simple bag of silver and gold powder. When thrown, it expands into a cloud, coating everything caught within.
Effect: Reveals hidden and invisible creatures/beings.

I remember a bard spell in PnP that had a similar effect. Called Glitterdust, in fact.

The difference is it applied a -40 hide penalty to anyone caught within. Now, if it were an instantaneous use item - as opposed to a 'cloud' that hangs around and will secure an area from sneaks for a while, I hardly see how it could be overpowered. Short of someone repeatedly using the item every few minutes to ensure that they are alone (in which case, if someone is being this vigilant - I think they have a right to catch any sneaks.) sneaks will just need to 'time' their entry into an area. Making it a calculated risk.

I can see an instant powder like this being thrown down once as you start your secret squirrel business, or after you leave, both if you want to be sure.

Personally, I think a -40 hide penalty would be a better option.

It is kind of hard to remain hidden when coated in glitter/powder. I mean unless you were like hiding under a bed or in a closet. Not sure if it could be done, but perhaps a duel effect? makes invisible creatures visible, and gives a -40 to hide?
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Claymora

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Re: Item Request Discussion Thread
« Reply #1258 on: January 03, 2016, 10:32:16 AM »
It is kind of hard to remain hidden when coated in glitter/powder. I mean unless you were like hiding under a bed or in a closet. Not sure if it could be done, but perhaps a duel effect? makes invisible creatures visible, and gives a -40 to hide?

I think there are plenty of ways to counteract Invisibility, See Invisibility and Invisibility Purge being the simplest... and I imagine it'd be a little harder to make it dual effect. Making it an AOE no save -40 hide skill grenadelike item would give it a niche use. I'm all for people having means to remain private, but the more tools required the better. I much rather a few separate items required, as opposed to one trump card.

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Pagliacci

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Re: Item Request Discussion Thread
« Reply #1259 on: January 03, 2016, 10:44:59 AM »
Since faerie fire is in the game it seems like it could reasonably apply an effect as faerie fire.

Syl

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Re: Item Request Discussion Thread
« Reply #1260 on: January 07, 2016, 09:00:06 AM »
If you were going to add such a thing would need to add the Will save against becoming blinded. And yes it is in the spell.
http://www.d20srd.org/srd/spells/glitterdust.htm

So it would be in the item.

That said, Noticing or finding the average stealthier isn't the hardest thing to do. now the experts yes a bit harder. If this is for non detectors to counter rogues or people that uses invis, Seems a bit much. as said we now have the faeire fire. And there are other ways ot taking precautions. Ah sack of flour would work just the same without the blinding drawback.. Remember you just need to be within 20 of the stealther's Hide or move silent to hear them eventually.

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Tycat

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Re: Item Request Discussion Thread
« Reply #1261 on: January 12, 2016, 01:55:08 PM »
Item Name: Bandito's Banjo
Item Type: Guitar/lute Fashion Accessory
Description: This instrument is less intended for a career musician, and more intended for the sly, slippery, silver tongued thief singing sweet nothings to get into your pockets.
Statistics: +2 Pick Pocket, +3 Antagonize, -5 Perform -5 Move Silently

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Miuo

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Re: Item Request Discussion Thread
« Reply #1262 on: August 30, 2016, 12:13:27 AM »
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Item Name - Testing Chalice.

Description - Made from a strong, clear glass, this otherwise innocent looking chalice immediately detects the properties of whatever liquid is poured into it.  Should the liquid be safe, it will remain unchanged.  But should the liquid be poisoned, it will turn a brilliant and dangerous looking shade of green, warning the drinker from imbibing such a thing.  Eventually the chalice will crack after so many uses, as glass is unsuitable for sustaining such enchantments - but nevertheless, these subtle items are popular in places where poison and intrigue are common.

Statistics - 2x1 Item, Able to cast Detect Poison, 10 charges.

There is currently a chalice item that has detect poison as well as poison i believe. (cant quite recall as i gave the item to Perdiot) But it definitely had i think between 10-20 uses of detect poison.

ladylena

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Re: Item Request Discussion Thread
« Reply #1263 on: August 30, 2016, 11:51:55 AM »
Quote
Item Name - Testing Chalice.

Description - Made from a strong, clear glass, this otherwise innocent looking chalice immediately detects the properties of whatever liquid is poured into it.  Should the liquid be safe, it will remain unchanged.  But should the liquid be poisoned, it will turn a brilliant and dangerous looking shade of green, warning the drinker from imbibing such a thing.  Eventually the chalice will crack after so many uses, as glass is unsuitable for sustaining such enchantments - but nevertheless, these subtle items are popular in places where poison and intrigue are common.

Statistics - 2x1 Item, Able to cast Detect Poison, 10 charges.

There is currently a chalice item that has detect poison as well as poison i believe. (cant quite recall as i gave the item to Perdiot) But it definitely had i think between 10-20 uses of detect poison.

It's called Chalice of Detection
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Zwickelfaust

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Re: Item Request Discussion Thread
« Reply #1264 on: August 30, 2016, 01:46:41 PM »
Needs deleting. Posted in wrong thread
« Last Edit: August 30, 2016, 01:49:05 PM by Zwickelfaust »
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Re: Item Request Discussion Thread
« Reply #1265 on: September 07, 2016, 12:03:31 PM »
Demonskin Cloak

Made by flaying a living demon and tanning the skin, the Demonskin cloak imparts upon the wearer some of the supernatural resistances of demonkind. This however comes at a cost: for dealing with demons, even in this manner, is sure to leave a stain on the wearer's soul...

Damage Resistances: Acid 5/-, Cold 5/-, Eletrical 10/-, Fire 5/-, Slashing 5/-
Damage Vulnerability: Divine 10%
Evil Only



The above has a lot of Resistances, meant to reflect the fact that demons have immunity to electricity, and several resistances at 10/- or similar. See http://www.d20srd.org/srd/monsters/demon.htm

It's offered as a counterbalance to the Vestments of Faith; I've heard some people remark that there isn't a good Evil Only cloak counterpart, which is true AFAIK...

While arguably a broad range of resistance is very strong, I'd say that:
- If this is a high level item (and with a cost of 6500, it probably would be a rare spawn), it should be strong.
- Powerful Evil Only items do suit the server
- This cloak is useful against a broadness of effects, but I suspect there are better niche items for each particular resistance. (IIRC, all the related resistance amulets offer 10/-)
- If the Dev team consider the the broadness particularly strong, the Vulnerabilities could be accentuated: after all, Ravenloft is always about power at a cost.
« Last Edit: September 07, 2016, 12:36:39 PM by aprogressivist »
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Re: Item Request Discussion Thread
« Reply #1266 on: September 07, 2016, 12:30:23 PM »
Shadowveil

These rare cloaks are rumoured to come from the Shadow Rift; folk wisdom claims that the Dark Fey lure foolhardy adventurers to their doom, then weave their very souls into these wondrous cloaks of dark gossamer. Whatever the truth of these stories, Shadowveil can impart on its wearer the power of the shadows themselves...

Charges: 48
Cast Spell: Displacement (9) (3 Charges/Use)
Evil Only



Not a lot of people use Displacement, because Improved Invisibility is only one spell level higher and has a much, much longer duration; and Displacement, being level 3, usually competes with Haste slots. Who would choose Displacement over Haste? I wouldn't. So making a Charge-based Displacement item seemed like a good idea to give it a bit more life.

Besides, at a cost of 7K, I would argue this item is actually underpowered; it's only really useful for Evil characters who can't cast Improved Invisibility and don't have UMD to cast scrolls. (If you're non-Evil and do have UMD, you probably would just use Improved Invisibility scrolls.)
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MAB77

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Re: Item Request Discussion Thread
« Reply #1267 on: September 07, 2016, 01:06:53 PM »
To aprogressivist.

About your demonskin cloak, I think that is too many resistances in a single item with not enough vulnerabilities. Also, another powerful cloak already has slashing resistance to it, I'd give it a different power.

Note too that we do not add items with this idea that a "good item" should have an "evil counterpart". It's not the kind of balance we subscribe to. We add items when we feel it will add something to the server, or that it addresses a problem. Granted, it is often to the individual taste and point of view of the Dev adding said item, and tastes varies a lot. But just adding a "powerful evil" cloak to counterbalance a "powerful good cloak" is not our way of doing things. Personally, I seek to add items which adds lore about the demiplane of dread to the server. I will base a good/evil only item, not in comparisons to other items, but based on it's background origin and purpose.

To your comment that "Powerful Evil Only items do suit the server", I disagree. Powerful Cursed items suit the server. Alignment restrictions on items are best avoided as much as possible. A common theme in Ravenloft, after all, is good people slowly turning to evil through the use of an evil item. Staying away of alignment restrictions allows an item to be used by more players and opens up roleplay.
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APorg

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Re: Item Request Discussion Thread
« Reply #1268 on: September 07, 2016, 02:27:06 PM »
Fair enough. I was just brainstorming a couple of ideas as they come along. :)

I do think that every class and alignment should have "interesting" choices in terms of what loot's theoretically available -- in essence, the loot balance question should be taken into account in development. When you bring in items with alignment restrictions you are affecting the server's economy and build strategy in subtle ways; certainly, flavour and theme matter -- arguably moreso than balance here on PoTM) -- but it is worth maintaining an eye on the balance question.

In short, I simply think that if there is a Good only cloak and no Evil only cloak, it's less interesting.
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― Alexandre Dumas, The Count of Monte Cristo