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  1. #21
    Member Z'ha'dum's Avatar
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    Quote Originally Posted by Grifta View Post
    @Z'ha'dum; For clarity, Pathfinder doesn't have a schematic system. Basically if you have enough knowledge (skill points) you can make, or try to make, basically anything. Even the creation requirements (specific race, class, alignment, etc.) only make the items harder to make rather than impossible.
    Well, I wasn't sure how Pathfinder does it or what it's called but at some point you need a schematic, recipe, list of ingredients whatever you wanna call it to construct it.

    There are of course two sides to this. There is the base weapon (and whether it's a normal success or master crafted I guess) and there's the topic of magical properties. I do not know how Pathfinder would normally tackle it. Can you craft magic items or do they need to be enchanted?

    In essence though the option to create or obtain the desired weapon type with magical properties is what it is all about. But you want to balance it that you don't have level 1 characters running around with +5 vorpal swords (D&D reference). So that balance would have to be built into the game somehow so that your items are level appropriate.

    Quote Originally Posted by Grifta View Post
    Diety's favourite weapon would be a cool idea to add some flavour, like your character was meant to go on this adventure. My only concern with that, is that there are lots of reasons to pick a deity other than the weapon (domains for example). Desna is a classic one having arguably the best domain choices (please don't argue this point here :P) but her weapon is the Starknife. It's an amazing weapon for a very specific type of character, but completely useless for everyone else.
    Well the deity idea is of course not a complete system but just one way to add some flavour to the game. Religion is about faith though and not so much about min maxing, which a lot of people do. So I think that deities should come with strings attached. If Desna has the best domain choices as you say (I have no idea so I have no reason to argue the point anyway) but limited weapon choices...well that's fair. That means there are consequences and it's not just a standard go-to choice.

    In my view deities should not be chosen lightly and certainly not just based on what gives me the best benefit. Opportunism in that respect can work in certain alingments like CN but most alignments are about principles and to ignore these in favour of some opportunistic options to maximize your character's output is in my view the wrong way to use religion in a game. So for me it's good that if Desna is so good with the domains that the weapon choice is so limited. That's your trade off. I mean why else have a whole pantheon of deities if people are always going to choose the same ones.

    Also I wonder if your choices in game will have alignment consequences because that might also affect you if you move towards an alignment that is unacceptable for your deity. It depends a bit on the deity and specific alignment but a lot of dieties have expectations of their followers. Having some mechanic and trade off system in place would be a good thing. I know that in tabletop games people often ignore religion and just treat deities as a buffet where they pick what they like and nothing more. I don't think that's right. Whether you are in a faith or not in real life (I was religious growing up but haven't been for a long time), religion has a big impact and especially in a context based around the middle ages which fantasy usually is, religion was even more vital and real to people as there wasn't much science to explain a lot of things.

    So to be honest, I would like it if deities came with trade offs that balance them and avoid just picking them for the benefits alone. That's my view on that :)

  2. #22
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    90% of feat selection are traps anyway.

    I would HATE if they made the game "lootfest for dummies" and make weapons adjust for player choices.

    Put a weapon crafter in the game, problem solved.

    There are weapons in this game with more reasons to be in the game than the stupid forced companions.

  3. #23
    Community Manager Berserkerkitten's Avatar
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    Quote Originally Posted by Elendil View Post
    There are weapons in this game with more reasons to be in the game than the stupid forced companions.
    Yes, we get it. You hate our companions. Can we not make every thread about this? Thanks.

    As for the topic at hand, there are currently no plans for tailored loot, sorry.
    Last edited by Berserkerkitten; 01-31-2018 at 02:41 PM.
    Ye cannae touch this! - Clan McHammer

  4. #24
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    As ever Elendil, you manage to bring your unique views and present them in such a diplomatic and reasoned way. My hat's off to you sir.

  5. #25
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    Elendil, the more I see what you post, the more I feel you act like a spoiled child throwing a tantrum. Please stop...
    What do you call a dragon who ate a bunch of adventurers? A party-pooper!
    If you Awaken a chicken, is it speaking fowl language?
    What do you say when a treefolk betrays you? Tree-son!

  6. #26
    Community Manager Berserkerkitten's Avatar
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    Let's not fight with each other. It's an interesting thread and I don't want to have to lock it. <3
    Ye cannae touch this! - Clan McHammer

  7. #27
    Senior Member Grifta's Avatar
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    Don't make me get the hose!
    By Torag's beard, this reference is old...

    These are all cool ideas, but the implementation time is usually too long, or just isn't compatible with the game or system as it currently stands;

    -I'd love a crafting system, but I'd prefer the game to be out on schedule. Maybe as a patch or DLC later? Maybe in the next adventure path?

    -The tailored loot system sounds ok, but it would have to be absolutely perfect or have the option for me to tweak/disable it.

    -The diety-based loot is thematically very interesting, but it's a very D&D 2nd ed system. That's not good or bad, it just requires the rest of the system to balance for it.


    @Z'ha'dum; I'm not trying to shut down your statement, just informing you because you said that you didn't know much about the crafting system. For the +5 Vorpal, there are optional rules that restrict maximum single item value based on character level which can stop this (don't know if they're already using this). There are also standard crafting rules that prevent this, you would have to be level 18, then you're looking at 100,000 gp, 100 days to craft (assuming rushed), and a DC of 28 (again, assuming rushed & all prerequisites).

    I think there was a miscommunication with the schematic stuff. I thought you meant a crafting plan that you had to find before crafting, but in Pathfinder, you basically just know how to craft everything. It's just a matter of having the feats and skill to make it. Which I see would also be called a schematic.

  8. #28
    Member Rob Rendell's Avatar
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    Quote Originally Posted by Elendil View Post
    I would HATE if they made the game "lootfest for dummies" and make weapons adjust for player choices.
    As I said, the original tabletop APs actively encourages the GM to tailor the big-name weapons for the players. The Lonely Barrow's blade, Ovinrbaane, Briar... does that make the original APs "lootfest for dummies" too?

    Quote Originally Posted by Berserkerkitten View Post
    As for the topic at hand, there are currently no plans for tailored loot, sorry.
    Oh well, that's a shame, but it was worth suggesting.

    I hope then that the Artisan crafting system doesn't just give you random (or hand-picked) items, but allows the player to (at least sometimes) commission certain items, for example by handing over existing items for enchanting. Otherwise, after the game is released you're going to see advice threads or wiki pages saying "The optimal weapons to specialise in are X, Y and Z. Everything else is poorly supported in the late game."

    Either that, or implement the retraining rules from Ultimate Campaign (or some variant of it), so people can learn that they've made a poor choice organically and fix it without having to restart, albeit with time and gold cost.
    Last edited by Rob Rendell; 01-31-2018 at 08:53 PM.

  9. #29
    I agree there should be either some tailoring of loot for the character's choices or the ability to craft specific weapons.

  10. #30
    Member Z'ha'dum's Avatar
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    Quote Originally Posted by Berserkerkitten View Post
    As for the topic at hand, there are currently no plans for tailored loot, sorry.
    I think that whenever people ask for something, the best thing to do is to find out why they want it or what issue they are trying to resolve.

    Tailored loot was one idea offered and I think that a fair amount of people already gave alternatives that in my view deal with the issue in a better way. So if there are no plans for tailored loot that's understandable, but is the game planned to be completely random so you may never end up with a weapon that would fit your character and also will there be an account storage? The reason I ask that is that I might get a really cool wand on my Cleric that I can't use but could pass on to another character who can use it, provided I can move it from one character to another somehow.

    I mean I could imagine that if you only get maces and longbows as a cleric but your deity favours longswords that this would be disappointing. Complete RNG for loot would be a bad thing in my view. Especially if that's the only way you can get your gear together.

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