They would make sense if they were tied to good dieties such as Tyr. BG2 with the Paladin and Cleric companions there was conflict over them in their quests.Eguintir Eligard wrote...
The 7 deadly sins is a bad idea. The game is based on made up FR lore, not real life christian beliefs. There is no such thing as the 7 sins in the realms. That would be equivalent to making a sword based on Lindsay Lohan. I'm not sure what the word is but its a form of injecting real world mannerisms into a game where they dont exist.
Help with merchant items
#26
Posté 30 décembre 2010 - 01:46
#27
Posté 30 décembre 2010 - 08:25
They're just lesser versions of the Imaskari Bracers of Immortality found in MotB. I guess the same could be done with other high powered items, or low powered items, make lesser or greater versions of them.
#28
Posté 30 décembre 2010 - 09:36
With true back stories and memorable abilities people can use a decent amount of items in your campaign but still remember and appreciate them.
#29
Posté 30 décembre 2010 - 09:48
Or armor. But basically
Madman's Bracer
This bracer contains the soul of a madman (whatever story you want, he could be a wizard who channeled his essence into the bracer to prolong his life or maybe summoned a devil and got trapped).
+4 INT
-2 WIS (madman's dementia seeps into you)
-4 CHA
On hit received, 10% chance the mad man soul will scream out some nutty phrase, and just have a case select with about 18 nutty things he might say. Then use floattingtext string on wielder to display it.
"Do you see what I've done? What YOU'VE done?!"
"It burns! Arrrgh!"
"What IS that sound? That cursed sound!"
you know general creepy/disturbing stuff
Serious charisma penalty for the fear it causes observers.
Probably want a higher % on the speaking if its a wizard item since t hey dont get hit as much.
But if you change the stats so its more of a warrior item, then 10% will likely offer quite a bit of yelling.
Modifié par Eguintir Eligard, 30 décembre 2010 - 09:50 .
#30
Posté 30 décembre 2010 - 10:25
Eguintir Eligard wrote...
The 7 deadly sins is a bad idea. The game is based on made up FR lore, not real life christian beliefs. There is no such thing as the 7 sins in the realms. That would be equivalent to making a sword based on Lindsay Lohan. I'm not sure what the word is but its a form of injecting real world mannerisms into a game where they dont exist.
rjshae did say "based on" the 7 deadly sins. Surely pride, sloth and wrath et al exist in some form in most or all fantasy worlds.
#31
Posté 30 décembre 2010 - 10:40
#32
Posté 30 décembre 2010 - 11:38
I have started to modify some of the item property 2das to add more interesting things to the items. I have added a few spells so a couple items will have unique spells attached to them instead of just the use unique ability. A number of feats have also been added. Some are kaedrin's but others include some of the class specific feats. Items can now have smite good or evil. I have added the rage ability for the dagger of unrelenting attacks.
EE I like the talking armor idea. Do you know if the on hit script works that way with armor?
New items:
-I have a kama that will try to make the user similiar to the opponent it is attacking. Each round it will choose 1 of the 6 abilities and temportarily increase or decrease that ability. Each time the opponent is hit and the same ability is chosen the adjustment will be greater and the duration will also increase.
-Bag of Boulders. 3 times a day a pebble from this bag can be thrown and by the time it reaches the target it has grown into a boulder. So now and player with this item can take advantage of my giant boulder throw.
-Crown of the Damned, warlock can now have a number of the eldritch improving abilities from kaedrin's pack
As well as a bunch of other crap.
Modifié par Shaughn78, 30 décembre 2010 - 11:40 .
#33
Posté 30 décembre 2010 - 11:44
I am interested in this crap and wish to subscribe to your newsletter regarding the aforementioned crap.Shaughn78 wrote...
As well as a bunch of other crap.
#34
Posté 31 décembre 2010 - 12:23
#35
Posté 31 décembre 2010 - 02:49
kamalpoe wrote...
I am interested in this crap and wish to subscribe to your newsletter regarding the aforementioned crap.
I will make a large post of crap shortly.
EE, I have started looking into this screaming item, I really like the idea. I started by looking to into damage shields, which are a specific effect, from what I found these ffects are hard coded and are not called for in a attack script.
I have started looking into global scripts, but still haven't found the best one to use. I may shelf this one for a while, but I really like it and would prefer the armor. A weapon is an option if the script search doesn't pan out.
Wasn't there a intelligent sword in BGII that would yell out crazy stuff during attacks?
#36
Posté 31 décembre 2010 - 02:53
LilarcorShaughn78 wrote...
Wasn't there a intelligent sword in BGII that would yell out crazy stuff during attacks?
#37
Posté 31 décembre 2010 - 03:09
You could wear the skin of some demon as armor and the skin is still älive like a symbiote. And it could scream just plain curses rather than insaninties.
#38
Posté 31 décembre 2010 - 03:30
#39
Posté 31 décembre 2010 - 11:00
#40
Posté 31 décembre 2010 - 02:13
#41
Posté 31 décembre 2010 - 02:36
I implemented a bit of this, presuming you find it. You can get grafts, which essentially grant you feats, including racial specific feats. Shaughn would know about it from testing my campaign. Needless to say this is evil, but that wasn't a problem in my campaign. It does make a character "illegal", since they have an improper number of feats.nicethugbert wrote...
There are graft and symbiosis rules in D&D. Lords of Madness has some. IIRC, so does one of the Fiendish Codecies. Magic of Incarnum should have some ideas for this even though it is not specifically grafting. It's similar.
#42
Posté 31 décembre 2010 - 03:22
#43
Posté 31 décembre 2010 - 06:51
#44
Posté 01 janvier 2011 - 05:09
It will do a couple of things. First there is a 5% chance that the pc will shout. With testing that could go up or down. right now it will only shout when the player is wearing the robe, not companions. It also makes sure the player isn't in a conversation before shouting out.
Right now I am looking at several categories and each category will have 8 random shouts.
-In combat
-Underground (interior & natural)
-Interior
-Exterior with natural flag
-All else
Still writing everything up and none of this has been tested. But it should create a random shouting PC, with area specific lines. I suppose if I wanted to go crazy I could also check action_mode. With detect the player could shout that we're looking for something, etc. And stealth mode, you can't see me I'm hiding!
Modifié par Shaughn78, 01 janvier 2011 - 05:11 .
#45
Posté 01 janvier 2011 - 06:49
Is there a crafter of special items in the module? His items might have side effects, such as shouting, or dancing, etc.
"I feel pretty! Oh so pretty! ....", item has -cha ....
[Item] of One of Many
Clutch - Sea of Destructon
The killers, scylla, and the limping fool all beggars play by the beggar's own rules On sea of destruction
All right
A sea destruction
Blackest jackets of their burning books A lecher loves what a lecher should On a sea destruction
All right
A sea of destruction
Build your ship and sail across the sea of flame Leviathans will guide
you into where they say Kings dig ditches witches stitch in witches'
time And proper paupers are of sound body and mind
Greenest genius of the fallen fool All the beggars play by beggars' own rules On a sea of destrction
Build your ship and saill across the sea of flame Leviathans will guide
you into where they say Kings dig ditches witches stitch in witches'
time And proper paupers are of sound body and in mind
Modifié par nicethugbert, 01 janvier 2011 - 06:58 .
#46
Posté 02 janvier 2011 - 03:41
Thats (on another note) why I prefer an item with good powers but with a rare chance of a drawback, vs an out right cursed. That way they actually use it, and its hilarious.
#47
Posté 02 janvier 2011 - 06:39
Evil feeds on stress, conflct, exploitation, etc. no matter how infinitesimal the act, no matter how softly or shortly spoken. I think an experience in the abyss should constantly give an impression of wrongness, no matter how trivial. The PC can't win without losing. Are they cheering your victory or the imperfection of your victory or the price you paid or your eventual demise? Was it really a victory? Even if you pass the save, you should suffer something even if it's just a -1 in parry skill. You get cured just in time to get sick again, respite cures your memory of it's protective numbness. Something should always be some kind of wrong in the Abyss, even perfection.
I think the items can reflect this. There shouldn't be a straight +anything that the PC can get a hold of even though they obviously exist in the hands of lesser beings and offers are made. Maybe the PC's items can be attacked and suffer damage in unconventional ways, random or seemingly random, from the environment or denzens.
I'm not saying that every dialog has to be harsh, even though most of the Abyss should be. Every oasis, every friend, every advantage, every salvation is there to hurt. Every word, expression, act, is manipulation, at least 666 layers of it. Admissions and denials swirl into each other, clash and meld.
MASTODON - "Blood and Thunder"
MESHUGGAH - Bleed
Modifié par nicethugbert, 02 janvier 2011 - 06:58 .
#48
Posté 02 janvier 2011 - 02:19
IIRC, extraordinary effects ARE removed by resting, but NOT by dispelling. They're for non-magical bonuses and monster abilities and things, so that dispel magic doesn't work on them. I always thought supernatural were the opposite, because the description states that they AREN'T removed by resting, but doesn't explicitly state whether or not they can be dispelled. However, they apparently can't be.Shaughn78 wrote...
EE, to avoid rest removing effects use the extrodinary effect and supernatural effect types. These modify the effects before you apply them. Extrodinary are not removed with rest but can be dispelled, supernatural can only be removed by a script. That was how I added my bonuses and penalties for the inter-party relationship system. The only scripting thing you need to remember is when doing a loop to remove all effects to have it ignore supernatural effects.
#49
Posté 06 janvier 2011 - 08:08
kamalpoe wrote...
I am interested in this crap and wish to subscribe to your newsletter regarding the aforementioned crap.Shaughn78 wrote...
As well as a bunch of other crap.
Link to a brief descriptions of the merchants and a lengthy list of the items and a brief description of the items.
Demonic merchant Crap
Modifié par Shaughn78, 06 janvier 2011 - 08:09 .
#50
Posté 06 janvier 2011 - 09:05
El Condoro wrote...
Eguintir Eligard wrote...
The 7 deadly sins is a bad idea. The game is based on made up FR lore, not real life christian beliefs. There is no such thing as the 7 sins in the realms. That would be equivalent to making a sword based on Lindsay Lohan. I'm not sure what the word is but its a form of injecting real world mannerisms into a game where they dont exist.
rjshae did say "based on" the 7 deadly sins. Surely pride, sloth and wrath et al exist in some form in most or all fantasy worlds.
Yes. I was thinking in terms of presenting evil behavior in a form most people in the West are familiar with, rather than specifically as Christian mores. Certainly there are individual FR deities that come close to representing specific "sins" in their portfolio. But no matter. Maybe I'll put something together along those lines.





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