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Shadow Thief: Crimmor


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#51
kamal_

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Arkalezth wrote...

Since you've changed the lock system, should I put points into Open Lock, or is the skill useless?

Answered via PM but I'll post it here for others. Open locks skill is used in conjuction with lock dc to affect how many tumblers the player gets
on the locks. Locks have from 3-5 tumblers, and a 5 tumbler lock is
pretty easy to jam.

#52
kamal_

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Guard automata are created from a lesser magic than true golems. Instead of being powered and granted locomotion purely based on magic, the automata is a combination of complicated mechanical innards powered by magic. As a result of the complex mechanical innards they take longer to build than a true golem.



Automata are thus less powerful and less intelligent than the golems they resemble. Most automata resemble iron golems, as the iron "skin" provides solid protection of the metal "bones" underneath. A few automata are constructed with other materials serving as their "skin", though these are normally not ones built for potential combat.

#53
Arkalezth

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Sorry, but...what does that have to do with the module?

#54
Ykhare

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Advanced lockpicking may be used to deactivate or take over guard automata ?

#55
Arkalezth

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I asked because I tested the module, but now I remember some place...

#56
kamal_

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Yes, there are guard automata in one building. They had the iron golem description.



It's essentially releasable right now, but I'm enjoying the setting enough that there will be some expansion of things. I'm building in support for multiclass thieves. And like any rogue worth their salt I've a few other tricks up my sleeve.

#57
Shaun the Crazy One

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kamal_ wrote...

Arkalezth wrote...

Since you've changed the lock system, should I put points into Open Lock, or is the skill useless?

Answered via PM but I'll post it here for others. Open locks skill is used in conjuction with lock dc to affect how many tumblers the player gets
on the locks. Locks have from 3-5 tumblers, and a 5 tumbler lock is
pretty easy to jam.


Might I suggest adding a minimum skill requirement for each lock


btw this modle looks incredible, definately looking forward to it.

#58
kamal_

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Nhor Deepforger's Deepforged Bread: Baked for you by Nhor Deepforger of the Stone Hearth using his special flash baking process, this is excellent bread.

edit: now in sig format.

Modifié par kamal_, 13 février 2011 - 02:23 .


#59
Arkalezth

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kamal_ wrote...

Nhor Deepforger's Deepforged Bread: Baked for you by Nhor Deepforger of the Stone Hearth using his special flash baking process, this is excellent bread.

You should seriously consider using this quote as your signature.

#60
nicethugbert

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Served in only the "finest" dungeons. MUAHHAHAAHHAHAHAH........

#61
kamal_

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Good news for Lore-heads. I've tracked down a copy of Dragon mag #334, which has 14 pages on Crimmor written by Ed Greenwood himself (the guy who created the Forgotten Realms).



I can't make everything true to the lore, as there are some things NWN2 simply can't do, and some things that I need to change for the story envisioned. But guards will have the lore correct titles, weapons and colors, people will use Crimmor specific slang, you'll see placenames drawn from the article where relevant etc.



Also I found a thieves cant dictionary. I'm sure everyone can see where this will be useful. http://www.thievesgu...nglish2cant.php

:-)

#62
Quixal

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It will be interesting to see how this turns out with such an attention to detail. Alas #334 falls after I stopped collecting. I wasn't aware Greenwood was still writing lore articles in the magazine at that point.



I was wondering if you would find a use for thieves cant.

*gives kamal the high sign*

#63
kamal_

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Shaun the Crazy One wrote...

kamal_ wrote...

Arkalezth wrote...

Since you've changed the lock system, should I put points into Open Lock, or is the skill useless?

Answered via PM but I'll post it here for others. Open locks skill is used in conjuction with lock dc to affect how many tumblers the player gets
on the locks. Locks have from 3-5 tumblers, and a 5 tumbler lock is
pretty easy to jam.

Might I suggest adding a minimum skill requirement for each lock

If you see 5 tumblers, you're probably not going to want to try as you'll generally break things. It makes the functional minimum seeing four tumblers. I also checked DC 99 locks, they show as three tumblers but when you pick them it doesn't unlock.

Since this is a prepackaged thing, I can look into the scripts. The DC99 lock thing may just be a known issue.

#64
kamal_

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Crimmor's filled to the lip with goblin bashers. Heard any bone boxes rattlin'?



Some flesh tinker on about a Talisman. But really, any prime score turns up, the Cowled Wizards are going to make it their ken. And you know the flash tellers get what they want.

#65
kamal_

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I'm looking into a sod what been chatting up the locals. Peep anything queer?



Gettin's good with the Namarch in town. But too many Athkatlans in the flock. Makes fools o' me eyes they can. If'n there's a shoulder tapper about, ain't peeped 'em.

#66
kamal_

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"Two guardswords at the Alandor Gate is new. Don't know the score yet, might even be culls. Give 'em an oration on account a more beneficial arrangement. Here be some yellow tin ta make amends."



"The mark is Jitha Hallowfar, jobber at the Alandor docks. The mot be wearin' a noose all day fer luck. Bite the noose and put it on wit' Malvan Chanthri in the River Ward."

#67
kamal_

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Master of Masks: Belief and perception shape reality. In worlds where religions derive might from the faith of believers and where amazing magics sway the mind, those who command the senses hold great power. In such an environment, the master of masks takes center stage. Wearer of a thousand faces, with an identity as fluid as that of a crowd of strangers, this thespian of possibilities decides what is real and what can be.

This is a pseudo PRC with prerequisites of bluff 8, and perform 8. As a pseudo prc, you don't take actual levels in it, but can acquire a book for your library giving you access to it's abilities. As a Master of Masks, you can create masks granting different abilities (costing you some gold and some time for each mask, but no other requirements). There are twelve masks, and you can create your level minus 7 of them, to a max of 7. Masks can also be improved at higher "levels" (higher bluff and perform) to improve their abilities.

Example masks
Archmage Mask
This mask of deep purple flourite is sculpted with the image of a heavily wrinkled old man. A roughly triangular tangle of arcane runes appears where the visage's mouth should be.
Special: While wearing this mask, you appear to be Chaotic Good to alignment detection magic. Abilities that depend on alignment still work against you (Smite Evil will still work on you if you are evil), and your own abilities that depend on alignment still work on your real alignment.
Abilities of the Archmage Mask: Shield, Charm Person, and Magic Missile, all once per day.
Improved Archmage Mask abilities: (Bluff/Perform 11 required): Invisibility and Scorching Ray 1/day, plus above.
Greater Archmage Mask: (Bluff/Perform 11 required): Lightning Bolt and Slow 1/day, plus all previous.
Perfected Archmage Mask (Bluff/Perform 14 required): Dimension Door and Improved Invisibility 1/day, plus all previous.

Jester Mask
Guady ribbons, tinkling bells, and a bobbing coxscomb adorn this leather mask. Brightly hued eyeshadow, lipstick, and alternating red, black, and white diamonds flamboyantly pain the form's angular features.
Special: While wearing this mask, you appear to be Chaotic Neutral to alignment detection magic. Abilities that depend on alignment still work against you (Smite Evil will still work on you if you are evil), and your own abilities that depend on alignment still work on your real alignment.
Abilities of the Jester Mask: Tumble +2, Sleigh of Hand +2, Perform +2, Joyful Noise and Scare 1/day

The Master of Masks comes from the Complete Scoundrel, where it is a proper PRC. This pseudo implementation keeps the flavor of the class without requiring any haks. The PRC's official masks are here, but some are altered a bit to fit into NWN2 (some masks give bonus and abilities not in NWN2).

Modifié par kamal_, 18 février 2011 - 08:35 .


#68
kamal_

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I've also pseudo implemented the skill trick Hidden Theurgy. If you meet the prereqs, and have an appropriate spell memorized, you will be able to cast the spell in conversation. Doing things like casting charm person on the person you are talking to, getting you what you want from them.



Note that Hidden Theurgy will not make the person you are talking to hostile, because they do not realize a spell has been cast. I fake this by having you cast it on an ipoint and then doing something appropriate to the spell with the npc.



Hidden Theurgy: (Concentration 1, sleigh of hand 5, spellcraft 1) You can cast spells in conversation without the person you are talking to realizing.



Hidden Theurgy comes from the Complete Scoundrel sourcebook, where it's called Concealed Spellcasting (Hidden Theurgy just sounds cooler, and matches the False Theurgy trick that allows you to cast a spell but appear to be casting a different spell).

#69
Shaun the Crazy One

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kamal_ wrote...
Also I found a thieves cant dictionary. I'm sure everyone can see where this will be useful. http://www.thievesgu...nglish2cant.php
:-)


I like this!  It flows so well into ordinary language too, try saying it in a sentance aloud.  I really think having unique dialect and slang can really help to set scene and give the player that feeling of being in a different world.  Of course your have to introduce the slang in context so that the player doesn't get confussed and can pick up the meaning of these new words eisily.  It helps if you have voice actors.  Stephen king was also a master of this, have a look at The Gunslinger if you want a good example of introducing a made up dialect and using it to build setting.  Also if your looking for Voice Actors let me know.  I'd love to do some voice overs for this campain.

-Shaun
(the crazy one)

#70
kamal_

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Shaun the Crazy One wrote...

kamal_ wrote...
Also I found a thieves cant dictionary. I'm sure everyone can see where this will be useful. http://www.thievesgu...nglish2cant.php
:-)

I like this!  It flows so well into ordinary language too, try saying it in a sentance aloud.  I really think having unique dialect and slang can really help to set scene and give the player that feeling of being in a different world.  Of course your have to introduce the slang in context so that the player doesn't get confussed and can pick up the meaning of these new words eisily. 

There's some examples a few posts up. I intend to provide a dictionary ingame as well for people that don't get it (I've had a number of non native English speakers play my other campaign). But I've created a Crimman Cant based on Thieves Cant, Planescape Cant, and some use of the thesaurus to take care of things and concepts that I couldn't find.

unrelated: Nhor Deepforger's bread now has a use as well, doubt anyone will find it but it will be slick.  :P

#71
Arkalezth

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kamal_ wrote...

There's some examples a few posts up. I intend to provide a dictionary ingame as well for people that don't get it (I've had a number of non native English speakers play my other campaign).

I was going to mention this. Thanks for providing a dictionary for us.

unrelated: Nhor Deepforger's bread now has a use as well, doubt anyone will find it but it will be slick.  :P

All the new content sounds great, Rogue/Wizards and spells in conversations are interesting, but if there's one thing I want to see more than the others, that's Nhor Deppforger's bread.

#72
kamal_

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Arkalezth wrote...
All the new content sounds great, Rogue/Wizards and spells in conversations are interesting,

One conversation quest had 4 ways to solve it. There are now more than 15 different ways to solve it, the additional ways coming via various spells.

I'm going through conversations and adding in spell use I feel is appropriate. There are also some combo checks, where you need both a spell and an item (typically using an essence to temporarily store a spell until later, I may switch essences for something else as essences are powerful for crafters).

Rogue/Wizards were a favorite of mine in BG2. I'm trying to give things some of the trickery that the combination can do in PnP.

#73
nicethugbert

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NEAT!

#74
kamal_

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Options. (Taking these screenshots reminded me I also need to check the for the scroll versions of the spells <_< )

150x80http://2.bp.blogspot.com/-lb6hh7tye2k/TWAAxtHaWxI/AAAAAAAAA_8/XgbcStytNZc/s1600/crimmor_options.JPG[/img]

150x150http://2.bp.blogspot.com/-uNGStvTr7uk/TWAIKxF24nI/AAAAAAAABAA/32ivXC9OX_Y/s1600/crimmor_options2.JPG[/img]

Modifié par kamal_, 19 février 2011 - 06:17 .


#75
The Fred

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Wow. What spells are you allowing as options? I've starting doing this in my module, too, but so far only for the Charm spells.