petey512
2008-05-17 16:12:41 UTC
#152907
A device that could maybe be bought from Norma or maybe a shadowy type in lower:
While on person, this device would automatically make a key for a door, if you manage to unlock it.
I mean, nothing's stopping a rogue from getting inside, most of the time, but what if they want their warrior friend to be able to get inside? They might be offline while their pal is trying to get into whatever the rogue has unlocked for him before, plus it would take a lot of pressure off the DMs, who have better things to do than go through the trouble of playing the part of an NPC keymaker. It wouldn't help with the places that require keys, but it could still be a help.
Oroborous
2008-05-17 16:24:07 UTC
#152910
Better yet in my mind.
What if an NPC in the module could find an item tagged key_xxx in your inventory and then tell you the price of making a copy?
So if I find a Sewer Key he'll make a copy for me for 50 gold. If I find Sewer Maintenance Key, he'll make a copy for 100 gold. If I find a copy of that rare key that the drow in Mur sells, he'll make a copy for 5000 gold.
And so on.
Anonymous
2008-05-17 16:47:40 UTC
#152918
that'd be cool, except it would be kind of pricy, and the whole idea is to turn pcs into keymakers, giving us rogues a source of income.Which we don't have much of.
_trendymonster_
2008-05-17 17:01:16 UTC
#152924
This would be cool, until someone gets like a faction key and makes 1000 copies to be sold to everyone. However, it would also destroy the rarity of some keys, such as deeper Dunwarren ones. Instead of having to venture deep into the machine on epic quests in order to find the keys that you need, you could just pay a dude to make a copy for you, which is far less satisfying for all parties, IMO. I don't think it's worth it, really.
Secutor
2008-05-17 17:27:51 UTC
#152933
1) Make it so that faction keys cannot be copied.
2) I think some of the more secret parts of the module could stand some opening up and fresh explorers. This would be a pretty good way for explorers of the machine to leave a legacy for new players to follow.
Oona
2008-05-17 20:54:00 UTC
#152963
Secutor2) I think some of the more secret parts of the module could stand some opening up and fresh explorers. This would be a pretty good way for explorers of the machine to leave a legacy for new players to follow.
Indeed. I haven't even got an inkling of how to get into some places, or how to acquire the keys to do so. Some, as I understand, even come from lower level quests that I now cannot do. And, well, I can't exactly just send people in after them because I don't even know where to send people OOC, let alone IC.
There is a whole wide server out there wanting to be explored. Much of it goes to waste, sadly.
Meldread
2008-05-17 21:17:40 UTC
#152964
I want to extend this suggestion, because if the DM's veto the idea I would like them to at least consider this...
There are some keys found in the module that disappear when the server resets. I would like for a way to make copies of those keys so that I can keep them without having to worry about losing them. It does not make IC sense to lose a key that I found unless I leave it behind on purpose.
petey512
2008-05-18 16:16:24 UTC
#153161
Yeah my thoughts were to make it so that if you can unlock a door, a key for the door is made automatically. So yes you could get keys for faction doors... probably should make the item usable once every 30 minutes or so. About the same time it takes you to rest after you have rested. This would discourage key-copying.
Relinquish
2008-05-18 16:21:41 UTC
#153163
I don't exactly like the idea of an item that is non DM supervised that allows one to make keys. (And the 1/30 minute thing won't work, people can buy a ton of the key makers if they want to make more keys)
Cruzel
2008-05-18 16:44:03 UTC
#153167
I like this idea actually, A player would be able to buy kits and whatnot.
But I think the actual making of keys should be possible only with a DM wanding you, and the wanding gives you the ability to make a key, and then expires.
This way the Dms know exactly who has what. But the keykits would have to be pretty rare o the Dms would be flooded with tells and requests.
That being said, its jsut easier to send a DM a tell and instead of a wanding they just give you one, if you have the kit and 'use it'
petey512
2008-05-19 22:56:10 UTC
#153461
Okay so a no on the lack of supervision, but a yes with the whole kit thing, this way we can avoid relying on NPCs?
Oroborous
2008-05-19 23:02:52 UTC
#153466
Okay so a no on the lack of supervision, but a yes with the whole kit thing, this way we can avoid relying on NPCs?
Oroborous
Better yet in my mind.What if an NPC in the module could find an item tagged key_xxx in your inventory and then tell you the price of making a copy?
So if I find a Sewer Key he'll make a copy for me for 50 gold. If I find Sewer Maintenance Key, he'll make a copy for 100 gold. If I find a copy of that rare key that the drow in Mur sells, he'll make a copy for 5000 gold.
And so on.
Additionally, this can be handled entirely through a single script that searches for specific keys. DMs can limit faction keys to be ignored automatically, or any other key that you need to alert a DM if you get.
Other keys can be copied, but the price depends on rarity-meaning some keys will be limited by expense keeping the entire system functional.
Joe Desu
2008-05-19 23:09:09 UTC
#153469
I would say that Faction area keys would not work in this situation as it could be assumed that they change locks and keys as often as members die and disappear in the underdark.
But having tried to make copies of a key which took a month and finally doing a tango with a necromantic chosen, I can understand the satisfaction of getting them as well as the frustration of the time it takes.
Of course, they were given away freely after a murder shortly thereafter and all my work went for naught. :cry:
petey512
2008-05-24 03:43:27 UTC
#154582
so are any dms game for this??