KingComradeFan
Novice
- Joined
- Jun 12, 2006
- Messages
- 37
I AM NOT AN ALT SO FUCK YOU I HATE YOU LET'S FUCKING DO IT LIKE FUCKING MEN U LITTLE FUCKING GIRL I HATE U
Yes, that does make some sense. It's still definitely not how I would want it to be implemented.Vault Dweller said:That depends on what XPs represent (in your mind). If it's a meter of your potential progress in a specific area, than any slowdowns due to you focusing on something else are very reasonable.
If I were a couple of points away from a level up and suddenly lost those points, I would become less experienced in whatever I do. In other words, I would become weaker. However, I'm not using the definition VD gave.Volourn said:I wish people would know what they are talking about before posting. As Spaz and others have pointed out, you can't lose a level when crafting items and losing xp, so it is IMPOSSIBLE to get 'weaker' or lose a level.
Yeah, I know. It just sounds wrong to me. Experience doesn't feel the right way to represent the character's self.Volourn said:However, as I pointed out,t he xp cost is ebcause youa re using your personal power (experience points) to empower the items with magical energies. That's the in game reason for the xp cost.
Core of the crafting system is done via script and you can add your own recipes
Opportunities to find recipes and materials in the course of your adventures. Players who focus on crafting can make cool things that are better than anything they'll find in a dungeon or on a rack at a store.
It's only bad design to remove it if you don't have a better alternative. I'm sure there's one out there, though I doubt NWN2 will use it.Volourn said:It is HORRIBLE design to get rid of xp cost for magic item creation. Period.
There have been good arguments given for it here by three people.
Experience is how the game shows the character's 'power'. Experience is used to empower magic items. That's the 'in game' reason why.
The mechanical reason why is that it ensures that people don't spam create. And, no, the reason why gold is not a good enough substitute is that is gold is not as valuable as experience for so many reasons.
It is HORRIBLE design to get rid of xp cost for magic item creation. Period.
And, I've yet to see any reason NOT to have it. Not one.
jiujitsu said:Personally, I absolutely hated the XP loss for crafting feature in ToEE. You pretty much have to choose between ever improving or getting better gear. Lame ass shit.
Volourn said:The fact you have to fall back to the 'swing a weapon' or 'call on one's good' exuse proves how lame your standing then.
As for casting spells, it's simple. Most spells aren't permenant. When you create a magic item, it is permenant, hence the power needed to 'magic them up' is higher. This is also why certain magic spells *do* cost xp to cast - espicially the more powerful, longer lasting ones. besdies, casting magic spells alreayd has it rules - it takes energy toc ast hence why you can onlyc ast so many a day. Doofus.
Learn to read. i never said gold wans't important or valuable. i said it wans't as important or valuable as gold.
On top of that, gold doesn't nor can't usually empower magical items with magical energy.
Dumb ones. No one has given a REAL reason why the xp cost for creating magic items is a poor way to handle it. Not one.
LONG LIVE TRUE D&D ITEM CREATION!!!
Only fakers, losers, idiots, cowards, powergamers, and munchkins dissaprove of it!
Game over.
Perhaps not, but a player deserves interesting consequences. Why have item creation merely slow down levelling? Why not have it make the process different? Permanent stat loss is one way to do this (presuming stat gain is rarely an option). I'm sure there are many others.Mefi said:So true. Choices with consequences is such a sucky concept.