tooh
2007-07-16 17:41:20 UTC
#97940
Simple, two sugestions:
1. Skill Point Bank:
Allow banking 1 sikill point per level.
this will permit some plans about multiclass without overpower and "ask a DM if".
2. Follow a 80/20 rule to droop bonus itens:
80% no bonus
20% +1 bonus
4% +2 bonus
0.8% +3 bonus
this will do a sense of how more "rare" is a item.
[]s tooh
djspectre
2007-07-16 18:13:20 UTC
#97945
I don't get this at all.
Are you asking if you can 'save' skill points and let them build up so that you can plop them into skills later on?
And what is a droop bonus?
AScottBay
2007-07-16 18:51:01 UTC
#97948
You're already capable of banking skill points, although we discourage it beyond saving for cross-classed skills, and we won't help you if your character file becomes corrupt as a result of heavy skill banking.
I'm afraid I don't understand what you mean by +X bonus, or what kind of items are involved.
Items in EFU are as rare or common as they are, and we already make efforts to control how often someone might end up finding something (if we see a need!). Generating loot mathematically would encourage farming and "figuring out" the system, and we want the setting to be as organic as possible. The last thing we want to see is a fansite with charts showing the % chance of each monster's items dropping from what area.
ExileStrife
2007-07-16 19:37:05 UTC
#97951
If I understand what you are suggesting, you would like to see:
1 out of 5 (80%) creatures drop a +1 weapon/armor
1 out of 25 (20%) creatures drop a +2 weapon/armor
1 out of 125 (.8%) creatures drop a +3 weapon/armor
I think you have really misunderstood the "loot system." That just won't happen. Not to mention that +2 and +3 weapons are way outside of gear we want: special items are almost ALWAYS custom made with thought going into each one, giving those items a special meaning. Not to bash anything specific, but the +2 descriptionless greatswords belong on a level 10-20 hack/slash server, not here.
Skill point banking has just recently been addressed in a DM question thread: saving that odd point because it has to be spent on a cross classed skill next level is ok, but stocking them up to dump convienently is bad form and you can be called on it.
You're welcome to discuss these things, but seeing a change of this magnitude is going to be unlikely.
tooh
2007-07-16 19:56:45 UTC
#97952
Excellent.
I get the best responses for what i want know.
1. the wise use of skill bank point, if pertinent to IC is ok.
2. The bonus for itens in EFU is capped to +2, with RARE exceptions.
thanks.
[] tooh
"Who makes the rules always wins"
ExileStrife
2007-07-16 20:43:43 UTC
#97963
tooh
2. The bonus for itens in EFU is capped to +2, with RARE exceptions.
It's hard to say this is accurate. There aren't any "+2" weapons. I think there have been a smidgen of "+1" weapons, but again, they were customized and unique in some way. Talking to you personally, tooh, I think you've been around long enough to get a taste of the loot level on EfU. Special items don't have a "cap" so to speak, they are just balanced to the environment and made unique in some (hopefully) way, and made better or worse depending on what the situation or occasion warrents. Ultimately, one of the things we try to have loot accomplish on our server is to be something that can further include you in the story. Loot tends to be "bonus" based, so it also has the double purpose of making your character mechanicly stronger, but it doesn't always have to. Props go to the people who have crazy twisted PCs who come across some kind of special mutalated goblin hand on a chain that has a -3 persuade bonus and choose to wear it over a +1 Natural AC amulet because it better suits their character.
If, "This server doesn't give out +2 gear," is something important to you, I think that's fine, and there are definately servers that cater to that.
tooh
2007-07-16 23:12:24 UTC
#97984
Thanks.
When I said +1, +2 or +3 bonus itens i dont refer to a unique type bonus, but a "spear +1 slashing AND +1 AC armour" is, for me, a +2 bonus item, in the sense it have "point bonus" in something.
I know, the itens are intent to be balanced and some have a fine of -1 or -2, and may have ( I dont know many yet ) some especific "shops" for pure class builds.
I dont want analise how the "random" system of "drop loot", if it is good or bad, no matter because i plan my builds to use no or "low bonus" itens (+1 or +2).
I know that the DooMs Go(o)ds can make especific "plot" itens to enhance some impressive concept builds and sure i dont care about it.
None of my concept builds ( halflings N'Ice and Yon ) are designed to be overpowered with many feats or skills or itens, each have a personal "plot" and just want survive to complete it.
EFU is a amazing and unique concept of NWN world.
The math of HP/AC/BAB/Saves/Spells/Potions and party/quests have a good level balance and isnt to be easy survive.
[]s tooh
Joe Desu
2007-07-17 00:03:13 UTC
#97988
I like the items that have a plus and a minus.
So sometimes, given Tooh's concept of each good thing a plus, you could end up with a cool item that is actually a minus in total.
+1 bludgeon & -2 wisdom = -1 item
I notice that there many items with persuade and wisdom reductions, ... perhaps that is just me and someone is trying to tell me something. <_<
hardesh
2007-07-17 11:49:25 UTC
#98094
playing pen and paper dnd (old rules rather than 3.5, but we really aren't rules driven) our regular dm makes balanced items of the sort obliquely referred to above - the greater the power of the item, the more trouble there is handling it eg the amazing axe that gives you big pluses v dragons also has a nasty habit of suggesting ever so subtly that now is the perfect moment to toddle off on your own and give that huge ancient spell-using wyrm holed up in its trap-filed cave complex a good talking-to.
like joe desu, items with pluses and negatives suit me just fine in efu - nothing ever comes without a cost. are there any thoughts to introduce unique items that then start to undermine (or simply try to drive) the 'owner' (owned?)'s story? being entirely ignorant of the mechanics of dming the world i don't know if that's an entirely stupid question... it might be. so, sorry...
Mikhail The Heretic
2007-07-17 12:16:47 UTC
#98097
I think what you are referring to there hardesh is an intelligent item. That would be an interesting idea but on a game server it would have to be a one off really. Actually i think it would be quite funny if Kyle's Putrid smelling Goblin Axe started to talk to him.... though i imagine that in a low magic setting it would be almost un heard off.
AScottBay
2007-07-17 12:34:09 UTC
#98100
We have had items that, either intelligently or by their cursed design, have led to the mental instability of characters. They weren't random drops, of course.
Skrillix
2007-07-17 13:48:15 UTC
#98108
I've had a ring in the not-so-distant past that gave my character an unnatural attraction to dolls...
Ommadawn
2007-07-17 16:10:19 UTC
#98127
I had a ring that I'm sure would have had some interesting effects if I'd kept it. <_<
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