Item balance suggestions and advice on Item Creation?
Noloir
Member, Mobile Tester Posts: 380
During IWDEE playthroughs it really breaks immersion to stop mid-way through a dungeon (like Dragon's eye) and go all the way back to Kuldahar to restock on ammo for range heavy parties. With this in mind I took the time to create an Ammo belt that serves as a regular belt that can magically conjure only 1 (ideally) ammo belt container (that gives users unlimited access to regular arrows, bolts, and bullets in stacks of 80) and a bundle of either fire (15 arrows) , acid (10 arrows), ice (15 arrows) , dispelling (1) , piercing (3), or detonation (1) arrows once a day.
Problem is when I set the Magical Effects Index with their respective arrows when conjuring a bundle of arrows the others remain instead of draining for the day. 2nd problem is that instead of creating one ammo container and losing the ability indefinitely the belt retains the ability to create endless containers. Is there any way to fix these?
As for the suggestions, I created 2 different arrows that I'd ideally like to restrict to Rangers but for now they're available for every class. I'll post in the .zip below with the Ammo Belt/Container. They're set for storage within the container for easy access. The first named ("DJ#ELARR"(for consoling purposes)) is an electric 1d6 arrow that does an additional three 1d3 electrical static damage within three rounds no save inspired by the SEKOLAH's bolt effect in IWDEE. The no save might be a little too unrestrictive for this effect considering it functions like an electric arrow of biting that's less disruptive against spellcasters. Not sure though.
The second named ("DJ#BRDAR") is a 1d8 +1 arrow that inflicts damage in the same manner as an Acid Arrow only magical instead of Acid. This arrow has a 15% chance of "enfeebling" an enemy by reducing AC, Thac0, Str, and Dex by 1 for 3 rounds. At 15% there's also a chance for target enemy to get stunned for 3 rounds but allowed a save vs paralysis at -1. It uses an interesting unused (within the standard game) .bam of circling birds smashing into a target. Not entirely sure how I feel about these yet in terms of their power.
I'd appreciate any balancing suggestion on these two arrows. Especially the 2nd as it has quite a few effects.
Problem is when I set the Magical Effects Index with their respective arrows when conjuring a bundle of arrows the others remain instead of draining for the day. 2nd problem is that instead of creating one ammo container and losing the ability indefinitely the belt retains the ability to create endless containers. Is there any way to fix these?
As for the suggestions, I created 2 different arrows that I'd ideally like to restrict to Rangers but for now they're available for every class. I'll post in the .zip below with the Ammo Belt/Container. They're set for storage within the container for easy access. The first named ("DJ#ELARR"(for consoling purposes)) is an electric 1d6 arrow that does an additional three 1d3 electrical static damage within three rounds no save inspired by the SEKOLAH's bolt effect in IWDEE. The no save might be a little too unrestrictive for this effect considering it functions like an electric arrow of biting that's less disruptive against spellcasters. Not sure though.
The second named ("DJ#BRDAR") is a 1d8 +1 arrow that inflicts damage in the same manner as an Acid Arrow only magical instead of Acid. This arrow has a 15% chance of "enfeebling" an enemy by reducing AC, Thac0, Str, and Dex by 1 for 3 rounds. At 15% there's also a chance for target enemy to get stunned for 3 rounds but allowed a save vs paralysis at -1. It uses an interesting unused (within the standard game) .bam of circling birds smashing into a target. Not entirely sure how I feel about these yet in terms of their power.
I'd appreciate any balancing suggestion on these two arrows. Especially the 2nd as it has quite a few effects.
Post edited by Noloir on
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