Re: Classes, resources, and balance
Posted: Mon Oct 16, 2017 6:27 am
Wouldn't mind a 1d6 <elemental type> unlimited bow to be honest. Bet you you add something like that to the game and there will be an archer renaissance.
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Or, in line with peoples desire to use essences on bows, instead of the arrows, an endless supply of +1, +2 or +3 ammunition(perhaps even make these bows craftable! winkwink), then an essence of the players choice to bring them pretty much on line with melee.Invader_Nym wrote:Wouldn't mind a 1d6 <elemental type> unlimited bow to be honest. Bet you you add something like that to the game and there will be an archer renaissance.
Simplifying the production of arrows and bolts would be a grand idea, as it currently stands it's:Seven Sons of Sin wrote:What happens if we standardize arrow crafting by:
1 - eliminate arrowheads/shafts, and you instead just craft "Arrow Bundle" via Carpentry or Smithing
2 - Arrow Bundles receive variation if you use gems (a la corresponding to essences), at a higher DC, in either Carpentry or Smithing. Nothing would go higher than +2 elemental damage
i.e. the new item looks like,
ingredients: X, + emerald
product: Acid Iron Arrow Bundle (+1)
etc,
sidenote: why the hell did we add the "Feedback" subforum if General Discussion still gets plagued with these kinds of discussions?
There is wisdom here, I can feel it.Seven Sons of Sin wrote:sidenote: why the hell did we add the "Feedback" subforum if General Discussion still gets plagued with these kinds of discussions?