I poke my head in from time to time and have been paying semi-attention to the v5 sneak peaks. I still play nwn semi-regularly, just elsewhere…
Latest posts made by noctem
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RE: How Many Old Timers Are Still Around?
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RE: On potions brewing…
2. No one complains about the level of prices of a PC potion-brewer (they are sensibly cheaper than the normal ones) who will still make a profit. I.e. for a bunch of 5 shield potions, sold at 250 lions the bunch, I make about 60 lions, if you buty the same amount of potions from an NPC you spend about 660 lions. (for comparison a wand is 20 lions a charge) So I fail to see how renouncing to profitability will solve the issue of time.
You're cutting out 400 gold from NPC prices, to make 60 gold on a batch of 5 potions. You're making 12 gold a potion. Why not increase the price of those potions? Make yourself 30 to 50 gold per potion.
This isn't a personal attack, but why limit yourself to 12 gold profit per potion brewed? That sounds completely asinine to me. Alternatively, why not brew potions as your able. Offer them for sale when you have them. Either through sendings when you have stock. I understand you have to cover the cost yourself, but it's an option.
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RE: On potions brewing…
As a thought, a character who has the ability to brew potions does not need to make that available to the entirety of the player base.
I understand that Almadyr is playing a merchant-type character and that's fine. You can however approach that differently. Supply "your" people with those potions, make a slight profit from that but don't advertise to the general public. In doing so you give your "team" and edge over others and you create yet another reason to have people "play on your team".
It may not make for huge profits, but the current system doesn't seem to do that. Holding the ability to brew and provide another character with potions over their heads is just another way to string your puppets along.
Anyhow, just my 2 cents worth.
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RE: Need another hand?
The last time Caek created a villain it was pure awesome.
That aside, if the server is ripe for a new villain and someone has an idea for one, I'd recommend running it by the DMs for sure. If nothing else, that might be able to assist you with start up.
Having tried my hand at "villains" in the past, it can be a rough start and having a hand in a bit of dirty business from the start can really help a villain create a good foundation for their future enterprises.
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RE: Reagent Spells
One of the greatest flaws of animate dead mechanically is that it always brings forth the same crummy undead whether you're level 5 or 15.
Unless you use the player corpse reagent, then the summoned undead's power is reliant on the level and class of the corpse animated.
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RE: Reagent Spells
I think you folks are going way out of the bounds of Moloch's question.
If I'm wrong, so be it but I think Moloch is asking more along the lines of the recent change to Dark Fire and Flaming weapon where a single reagent changes the elemental damage type.
For example;
Fireball + (generic ice gem, or elemental ice shard) = Cold Damage
Fireball + acid flask = Acid Damage
Fireball + ??? = ??? DamageAnd so forth.
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RE: Intrigue and Adventure VS CoA Sims
I love the basis of this thread. I love that the DMs are willing to practically spell out, word for word, what a player can do to get their attention. However, I'd hope that players are willing to do these things for the sake of doing them rather than doing them with the thinking of "Hey! This should get me a DM quest!" or the like.
I've enjoyed what I've seen over the past few days in people getting out more, doing a bit more "adventuring" for the sake of adventuring. It allows characters to interact in new settings, overhear plot hooks they might not otherwise be privy to, or to walk into traps/set traps. I just hope it's a trend that continues because of the possibilities it presents, rather than fishing for DM involvement. Don't get me wrong, I think DM involvement is great. You get to flesh your characters and portray parts of their personality that are hard to do when facing a scripted NPC.
On that note, it never hurts to toss the DMs an ingame tell stating what your doing and why. I believe short and precise tell is best. Makes it easy to read. I'd also like to point out that what Moloch has laid out can be applied to static quests as well. If you have a dynamic group that seems to be playing off of each other very well in terms of RP (not mechanically) then toss out a tell. I can't speak for the DMs, but I imagine added a bit of flavor or spice to a scripted quest doesn't take much.
For example, let's say you've gather a couple people for the Lady's Challenge quest (I'm using this because it's a very well known, very heavily done and quick quest). The characters are playing well off of each other, engaging in conversations and taking things a bit further than a mad rush through some crypts, laying waste to all the undead that dare oppose them. You might get a bit more out of a certain Evil Priest, a bit of added, personalized dialogue. Perhaps a monologue regarding his evil plans, clues on where to find him, or maybe he'll switch things up a bit… summoning you out, into his true base for a bit more of a showdown before running away, tail tucked.
I'm beginning to ramble, so I'll stop now. Hopefully I was able to get what I was trying to say across.
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RE: The Darkest Wand (chpt 1-44 of my novel – 2/3 done!)
I've read through what you've posted so far. It's written well enough that I'd like to finish it.
Overall, I like it. But as you said, there are some editing errors that need to be adjusted, but the overall story flows well enough. Nicely done.
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RE: Just for Fun
The Stout Defender
Tower Shield: +2 enchantment
+2 con
-2 dex
+1 will save vs. fear
on equip: slow
DR 5/-Shields most often used by dwarven warriors in defense of dwarven strongholds. These shields, magically imbued by dwarven runecasters, give the wield the courage and consitution to stand and face all foes. Designed by a cleric of Gorm Gulthyn to aid the stronghold defenders from a duergar assualt.
These shields allowed the 's defenders to to hold strong, repelling the duergar attack. When the next attack on the stronghold came, the 's defenders grabbed their axes and shields and ran off to join the fray. Much to their surprise by the time they made it to the frontlines of the battle, the battle was already lost. Unable to retreat, not only because of the shields, but because of their dwarven pride all fell that day.
Many of the shields have been lost through the course of time, or are perhaps strapped to the backs of exceptionally slow moving duergar.