Greetings everyone. This is to inform you of important changes that will be coming to the crafting system.
Over the years, the introduction of new crafting options such as armor gilding, new components and the tailoring overhaul had a profound impact on the module on several levels. After careful consideration, we felt that it was time to rebalance some of the crafting properties. With this, we are addressing concerns that have been brought to us over the years by both players and DMs. Notably in regards to saving throw levels and enchanting, fixing inconsistencies and oversights in component properties, etc.
These changes may have significant impacts for many characters and will impact lots of items. The full details are presented below. The intent at this point is to implement this
after the upcoming HAK release, once all the HAK related bugs are resolved. Though we felt it important to forewarn you of these changes and to give you all a chance to comment.
The changesAll crafts- All crafted items that had an innate +2 or above saving throw bonus will see that saving throw bonus decreased by 1 point.
This is to address the main concern that saving throw bonuses on crafted items made some of the server content increasingly trivial as one gains in level. The inclusion of new material, and that of crafted hoods and cloaks particularly, kept pushing the boundaries of saving throw levels further over the years. This change scales back the maximum amount of saving throw bonuses to levels closer to what they were prior to the tailoring overhaul.
Enchanting- Armors and clothings to have the universal and other saving throws reduced to +1 instead of +2.
- Ranged/thrown weapons enchantment bonus reduced to +2 instead of +3.
- The extra bonus that only applied upon enchanting armors and tailored clothes is entirely eliminated.
The change to saving throws on enchanting is in line with the point presented above. Most were already capped at +1, it really only impacts armors/clothings here.
The changes to ranged/thrown weapon has them match the bonus increase on enchanted melee weapons. It was left at +3 in the past because of balance issues, but we have since added a number of ranged weapon related feats to improve ranged weapon built and bridge the gap.
The elimination of the extra bonus for enchanting armors and tailored clothes is an important rebalance aspect. For the most part these were the tertiary skill bonuses armor and clothings were getting for being enchanted. We felt those were no longer necessary as, for the most part, the skill bonuses can be obtained in different ways now, notably through crafted cloaks and hoods. It does however have a stronger impact for linings that were providing special bonuses once enchanted (bodak, white stag, etc.). Those extra bonuses are now gone. Some lining options will be added or adjusted to retain these options in some manner if an alternative doesn't already exist.
Gilding- Electrum gilding on armor, helms & bracers changed to AC +2 vs shapeshifters & corrosion resistance. Unchanged for weapons.
Possibly the change which will be felt the most given the prevalence of electrum gilding. It is redesigned to be what it should always have been: the best of gold and silver combined, but nothing else. The option to have acid DR is being reassigned to gargoyle lined armors.
Metal crafts- Armors made of darksteel, dlarun, fever iron, arandur, arcane steel, astral driftmetal to gain the 90% of weight reduction property.
- On pieces of armor, arandur to provide damage resistance vs sonic instead of a saving throw bonus vs sonic effects.
Astral driftmetal will be added along the HAK update as a new rare loot drop as the force damage related component. The addition of the weight reduction on the mentionned metal types is to increase their use in making armors. They will still be slighty heavier than steel, but not by much, which makes it interesting to STR based characters.
The bulk of sonic damage effects just don't offer a saving throw to resist, thus making the saving throw bonuses of Arandur a bit ineffectual on armors. This change corrects the situation.
Armor Crafting- Gargoyle hides linings to provide Acid DR 5/- as its basic property instead of a saving throw bonus.
- Bolt of Shadow Silk added as a new lining providing Negative Energy DR 5/-.
The change to gargoyle lining is to account for the change on electrum gilding. Darksteel will continue as the option to get acid ST bonus on armors. Shadow silk was already the tailoring option to get Negative Energy DR 5/-. The bolt will do the same for armors now. This is to compensate the loss of negative energy DR on enchanted bodak armors and comes with the advantage that it can be obtained before enchanting. The AC bonus vs undead for enchanted white stag armors is not replaced as this function is generally covered by platinum gilding/threads.
Tailoring- The textile skill bonus property for silk, linen and cotton clothings set to +1; Cold DR 5/- for wool.
- The weave pattern skill bonus on top tier clothings reduced to +2 and to +1 for twill pattern clothes.
- Electrum threads losing their acid DR, gaining AC vs shapeshifters instead. +2 for clothings, +1 for hoods and cloaks.
These changes are meant to rebalance tailored clothings vs armors. On items providing skill bonuses, both armors and clothings will now provide (depending on components used) the same amount of bonuses where skill points are concerned. The change to electrum gilding is reflected in the electrum threads losing their acid DR. While this option will not be immediately replaced, Note that a subsequent round of update, one focusing primarily on upgrading monk's crafted battle gear options, is also in preparation.
How the changes will be handledThe changes above will be retroactively applied on all crafted items for all characters. There will be no grandfathered items. This change will also update all previously grandfathered crafting items to their current version, not just those affected by these changes. We understand that it will be significant for a good number of items. You will be able to place your crafted items into a container, allowing the reimbursement of materials, patterns, templates and XP (if applicable) in the OOC - Main Hall. Read the following post for more details:
https://www.nwnravenloft.com/forum/index.php?topic=67956.msg781046#msg781046
Now, it is expected and understood this change will not please everyone. It will be too much for some, not enough for others, but this is the consensus the dev team agreed upon. That isn't to say this is all set in stone. We have a couple months before this is enacted and can still tweak a few things here and there before doing so. This thread is therefore opened for feedback and suggestions about the plan, but keep it to constructive comments only.