Aller au contenu

Photo

Designing Custom Items - Tricks, Tips, and Traps to Watch For?


  • Veuillez vous connecter pour répondre
11 réponses à ce sujet

#1
GCoyote

GCoyote
  • Members
  • 341 messages

What I was trying to do -- The players will normally need more potions than they can afford and will have to trudge a long way to get them. That sounds more like grocery shopping than adventure to me.

 

Solution 1 - Add a custom misc item the gives the Brew Potion feat. Okay but now I've made it too easy, basically just given the player a free feat with no downside.

 

Solution 2 - Changed to an equipable item with alignment restrictions. Better since I used the flute blueprint as a starting point so the character can't be doing much of anything else while brewing. Still seems too easy. The game engine seems to get the price about right based on the item properties so the player could chose to sell it.

 

Solution 3 - "Brewer's Equipment". Just jacking up the weight to around 5 - 10 lbs should encourage the player to either leave it at base camp or eventually take the feat and sell the item. Also makes it seem more like crafting for low magic settings.

 

This took me a week to figure out.  :(

 

So, from your collective experience, what are other things to watch out for? 

 



#2
Clangeddin86

Clangeddin86
  • Members
  • 220 messages

You could give to everyone, by default, a usable miscellaneus (non-equippable) item that casts a self-healing spell (could be a percentage of total HP) a limited number of times per day, that way, the need for potions in general is reduced.



#3
PJ156

PJ156
  • Members
  • 2 980 messages

Areas could have plants with "magical properties" that work like potions when picked. That way you get to limit the availability and the players have to work for them. Potency could be linked to the survival skill so a new skill is not required.

 

PJ


  • GCoyote aime ceci

#4
ColorsFade

ColorsFade
  • Members
  • 1 267 messages

I like the "Grocery Shopping" line... that would be how I'd feel. 

 

I don't know what everyone else thinks, but I tend to find potions as valuable assets in the early levels but not so much from the mid-levels on. For that reason, I've never been one to spend a precious feat slot on brewing potions considering I wouldn't brew nearly as many potions after a certain level; it becomes a pretty useless feat to me after a while. 

 

Managing potions is one of those things that always kind of drives me a little bit nuts too. I'm one of those players who prefers  to hoard the potions for some particularly difficult battle, only, when I'm playing something new and unfamiliar, I don't know when that might be. So I hoard and hoard and never know when to use them...

 

For my own campaign, I playtest the areas and encounters a lot to try and get the balance right, so I feel like I have a pretty good idea about what potions the player needs and when. I just try and make sure I provide potions in various containers, chests, and as random loot off enemies so that as the party is adventuring through the area, they never feel like they need to hoard the potions they have, and instead feel like they can use them with some discretion.

 

I never want the player to have to micro-manage too much, especially with potions. I probably hand out too many, but I want the player to have fun and not worry about holding onto a potion for a rainy day. I shoot for a Goldilocks zone of potions, and if I err, it's in giving too many away. 

 

I figure if the player needs to hoard anything, it's going to be crafting components and money, and that's enough hoarding to worry about. 


  • GCoyote aime ceci

#5
kamal_

kamal_
  • Members
  • 5 238 messages

Wyrin's foraging system allow foraging plants for various potions: http://neverwinterva...foraging-system

 

I extended it to a generic foraging system: http://148.251.86.81...foraging-system

 

This way your players can live off the land, or recognize that a piece of loot is particularly valuable to the right collector.


  • GCoyote aime ceci

#6
GCoyote

GCoyote
  • Members
  • 341 messages
Okay, several good ideas to work with.

In particular, colorsfade captured the problem better than my OP (thanks). In particular the problem of taking a feat that is only helpful for a few levels. I want to address the problem of availability without having every other pirate walk around with a potion in his pocket.

I like foraging as I play mostly rangers myself. However 'Elemental Evil is mostly dungeon and town areas with only a couple of natural areas large enough to make foraging interesting. I'll take another look at those to see what else fits in.

More generally, any other thoughts on custom items? Things that might have unintended consequences for plot or the players?
  • ColorsFade aime ceci

#7
GCoyote

GCoyote
  • Members
  • 341 messages

Wyrin's foraging system allow foraging plants for various potions: http://neverwinterva...foraging-system

 

I extended it to a generic foraging system: http://148.251.86.81...foraging-system

 

This way your players can live off the land, or recognize that a piece of loot is particularly valuable to the right collector.

 

Just downloaded this for future projects. Could I do panning for gold with this?

 

I've already implemented a few obvious things like making a Shederan tree you can collect standard Shederan planks from. Obviously, that won't regenerate in game time.  ;)

 

PJ156, on 22 Feb 2016 - 2:09 PM, said:
Areas could have plants with "magical properties" that work like potions when picked. That way you get to limit the availability and the players have to work for them. Potency could be linked to the survival skill so a new skill is not required.

PJ

 

 

The Danaan modules use a lot of this covering most of the 2nd level Ability buffs (Cat's Grace, etc.) I thought that worked really well.



#8
kamal_

kamal_
  • Members
  • 5 238 messages

Just downloaded this for future projects. Could I do panning for gold with this?

My extension allows putting the tag of the item to grant on success on the object being used. So if you wanted to grant gold nuggets, you could.


  • GCoyote aime ceci

#9
ColorsFade

ColorsFade
  • Members
  • 1 267 messages

I want to address the problem of availability without having every other pirate walk around with a potion in his pocket.

 

Yep, totally understand that one. It drives me a bit nuts when every NPC drops the same loot like that. That's why I like the random loot for what I consider "non boss monsters". I like the randomness of potions/scrolls/ammo/gold/etc. 

 

I have exceptions to this rule, but it's always with distillable components. I don't mind having the same "type" of creature in an area all drop a similar distillable component or essence. 


  • GCoyote aime ceci

#10
GCoyote

GCoyote
  • Members
  • 341 messages

My extension allows putting the tag of the item to grant on success on the object being used. So if you wanted to grant gold nuggets, you could.

 

That sounds like what I need for my next project.



#11
Tchos

Tchos
  • Members
  • 5 030 messages

In my campaign, one of the general purpose quest helper scripts I wrote is a generic "On Used" script that will do any number of standard tasks, including granting an item (with or without doing skill checks and/or requiring a special harvesting item), playing animations on the PC, playing special effects on the object, destroying itself or making itself unusable, updating the journal, etc., or any combination of the above, all based on local variables you place on the object to be used.  Those are available to be used.

 

Examples for those who have played it include the purple mushrooms and the alchemy set in the basement.


  • GCoyote aime ceci

#12
GCoyote

GCoyote
  • Members
  • 341 messages

In my campaign, one of the general purpose quest helper scripts I wrote is a generic "On Used" script that will do any number of standard tasks, including granting an item (with or without doing skill checks and/or requiring a special harvesting item), playing animations on the PC, playing special effects on the object, destroying itself or making itself unusable, updating the journal, etc., or any combination of the above, all based on local variables you place on the object to be used.  Those are available to be used.
 
Examples for those who have played it include the purple mushrooms and the alchemy set in the basement.


Excellent. Did you ever notice how many containers have rags in them? I just decided players should be able to turn those into healing kits. The player would get a some sort of tool kit with the script and be able to use it on rags or other cloth items. I hope to take a look at it this weekend.