When identifying an item, use the lore from whoever has the highest as base
SterlingArcher
Member Posts: 8
If a warrior (or low lore char) has an unidentified item in backpack, and you try to identify. Use mages (or whoever has the highest lore) Lore as base.
This would make inventory management a little easier.
20
Comments
It's a tedious process that could easily be expedited by this request. I'm for it.
He's not actually giving the item to the wizard; just showing it to him.
"you won"
lol
OPs suggestion is too gamey. Dont want this, unless its optional.
It's a slow game by nature, each time we go to a shop to make the junk sell it's a pain in the ass, so why don't make simple? To preserve roleplay? the charisma status to brought items shoud only be applied if the high charismatic character is talking with the merchant, however you just need to have the charismatic party member to get the bonus, not necessary use him to talk with the merchant.
I will tell you why! Because that is the fun of it and it spoils the whole adventure! To find new items, to encounter new enemies not knowing what they may be carrying, to discover the story slowly. It's about your character 'learning' the world and coming to grips with who you are. How can you know how a magical item works unless you have seen it before? There is also a simple "Identify" spell of low level that your character can learn and use. And if you cant be bothered to do that, then just enable the cheats. I know this is a small request, but that is how breaking a near perfect game starts, with little things like this.
This is AD&D as best they could implement it. Sorry to get so upset, but the boards are full of requests not unlike this that will spoil immersion. There is nothing wrong with the game as it is. If you want this feature... make a mod! If you need help making it, I will help... but please dont put this in the game.
But I say leave it as it is.
I do agree in theory; it IS tedious! Some things need too be. If game world is large and rich enough, tedious junk ends up making the experience richer still, not more annoying. Typical modern day cPRG is really suffering from streamlining. Remove features like party and item managment can lead into cake with threateningly few layers. Talk to friendly NPCs. Kill unfriendly ones. Rinse and repeat.
I feel that as a rule of thumb, more cRPG attempts to trick player into thinking the game isn't mostly about hitting stuff with sword or talking to friendly NPC about what too hit with a sword next, the better.
About the roleplay, this is a plataform game, you can't make everything that's done in P&P here, you can't pull the carpet under a enemy to make him fall and kill him with a dagger in a lethal point, you have to hack all his life points, you can't cover a place with oil and drag a legion of undead there to trow a fire spell (or even a torch) and just see them toasting to death (final death here in fact). Somethings can be done others can't, we have to preserve roleplay yes, i'm a huge defender of this idea, just take a look on the add drow elves as main char topic, therefore you don't need to give me class in this.
But together with roleplay exist game play, and it can't be ignored. The very scripts that exist on the characters status menu are a violation of roleplay by your point, the absent of XP penality to evil characters doing good actions or the inverse, as the very reputation system and the way it work, they're all flawed.
As i said before the game already ignore the charisma NPC action to give the party better prices on the merchants, by just have a 18 charismatic person in your party you get the bonus, even if the NPC talking with the merchant has 6 in charisma for example.
Ps: don't forget to disagree here.
Edit: just to ppl know, i defend only the idea of allow the lore value to be party shared, not a shared use of identify spell.
As for the current discussion, I honestly would rather keep things as they are (if you want to identify an item with a spell you'll have to send it over to the arcane caster anyway). I'd even go as far as saying that they should make it so that shops take into account the Charisma of the NPC that's actually interacting with the shopkeeper.
There is nothing wrong with your request as a mod, but not as a core feature in my opinion. My offer still stands to help you make it when the game is released.
Man, you're a valued member of this community, I have supported some of your contributions so far and will continue to do so in the future whenever I agree with you. However, telling Cuv to "grow up" and writing that P.S. shortly thereafter is contradictory, 'cause that P.S. itself sounds kinda childish. You've expressed your opinion about the tedious process of identifying items, and Cuv has expressed theirs with regards to the same matter. This is what internet forums are about: sharing views. There's no need for personal attacks.
In topic: I can be wrong but appear to be a simple thing to do block or allow a party lore share and charismahare, so an option to put P&P loyal gameplay on or off would maybe be easy to do, therefore those options could be put on the gameplay options in game, as the hit rolls, or rest until healed options.
Its possible that the "disagrees" simply come from new board users. I got a bunch of those today too, lol.
I can count a total of two disagrees for you in this thread, so they aren't from here and most likely not caused by Cuv's comment. I understand your reaction as no one likes to see their disagree count grow in their profile, sometimes I get some new disagrees from older posts as well and I imagine getting 30 in a short time can be pretty bothersome. However, Cuv doesn't appear to be the culprit. I'm glad everything's settled, anyway :-)