Maybe bump only positive DI up to 5points to avoid easy stack of positive DI for vampires?
The rest should be fine with 3 or 4 points I think.
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Maybe bump only positive DI up to 5points to avoid easy stack of positive DI for vampires?
The rest should be fine with 3 or 4 points I think.
We'll keep the current values for now. Given the current caster situation, it shouldn't be too easy to stack elemental immunities on items.
Hullo~
I have found that it is impossible to put any further enchantments on inherently runic weapons in the new dweomer pool (tried it on the Dead Man's Cross daggers), it worked perfectly fine with the old one though. Might be an issue with those?
Somebody correct me if I'm wrong but it seems to me like a shared issue across all craftable items who come out of the oven with runic property, but already exceed the 32 points max value of properties and therefore cannot be enchanted. There's also the part where in the new system, runes are never consumed from an item, since it doesnt really matter, it always caps at 32 points.
AstralUniverse wrote: ↑Thu Feb 29, 2024 6:03 pmSomebody correct me if I'm wrong but it seems to me like a shared issue across all craftable items who come out of the oven with runic property, but already exceed the 32 points max value of properties and therefore cannot be enchanted. There's also the part where in the new system, runes are never consumed from an item, since it doesnt really matter, it always caps at 32 points.
If the item in question comes with a rune innately, you get to put another 8 points' worth of stuff on it, regardless of whether or not it exceeds the cap already.
If the item isn't innately runic and it's over 32, you're out of luck though.
Is there an intent to add specific saves like cold, fire, acid etc to items, so that we can take advantage of the overwriting with a lower property change that you made?
IIRC those are the only things missing from the new system that were present in the old one, now
In the same spirit as the previous comment, +AC or +AB vs specific groups are expensive properties that cannot be overwritten, and it makes quite a few items unappealing. Would adding those properties also be considered?
Beary Nice wrote: ↑Mon Mar 25, 2024 1:00 pmIs there an intent to add specific saves like cold, fire, acid etc to items, so that we can take advantage of the overwriting with a lower property change that you made?
IIRC those are the only things missing from the new system that were present in the old one, now
Version 1 will mimic the existing setup.
This means it will only aim to have the relevant properties from the current dialogue based system and not anything further.
This is by design as even in the current system the properties raised as nuisance play a big factor of runes and costs.
Importantly this is not me saying never for the ac, but more that it's important to get the ground work done before anything else is introduced that could further upset established norms.
As for the saves vs elements, I believe we were discussing them (Kalo and I) and how we wanted them evaluated last it was raised.
Irongron wrote:I've literally never used -guard on anyone.
Patch 1.1.4:
"Items can now be made Unenchantable and Unmodifiable by DM's and Developers.
Items with Unmodifiable cannot be renamed or edited in description."
(1) Would it be possible to make Unmodifiable a 0 cost dweomer that can be added to both items and fixtures? It would be a great way for crafters to make their own unique designs and have their 'mark', which fosters creative roleplay.
(2) In the Edit Item Description NUI, which is fantastic overall, would it be possible to make it so that symbols do not appear as ? when copy pasted?
I hope only very few items will come as Unmodifiable when freshly crafted, as it does limit crafter roleplay.
was testing today on PGCC and i found these bugs regarding the enchants:
1) Enhancement Bonus: when selecting it shows Point cost 2 (on the left panel), after adding to the preparation list Point cost is 10 (10 is the correct cost i guess)
2) Dark Vision: when selecting it shows Point cost 2 (on the left panel), after adding to the preparation list Point cost is 0
3) Spell Resistance: when selecting it shows Point cost 2 (on the left panel), after adding to the preparation list Point cost is 0
4) Light: when selecting it nothing shows on the left panel (i know light is 0 points 0 cost maybe this is intended, also maybe keep this at 0 points but a low gold cost just to be a tiny gold sink could be a nice idea)
5) Attack bonus: when selecting it nothing shows on the left panel, after adding to the preparation list Point cost is 4
That's it, i highlighted in bold the more serious ones because it's giving out properties for free