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siegal
Post subject: Random Magic Items  PostPosted: Nov 01, 2010 - 09:12 PM
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Wouldn't it be interesting to find a bagged item that you had no idea what it did? Items that you had to fiddle with to figure out what they were for. Items that you could name as long as you owned them to mark what they might do. When you open a bag, it shows an orb, a weapon, a ring with no other specifics more than that. Perhaps some have more than one ability?
 
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Lenard
Post subject: RE: Random Magic Items  PostPosted: Nov 01, 2010 - 11:30 PM
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nameless items with hidden powers you had to figure out?

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siegal
Post subject: More specific  PostPosted: Nov 02, 2010 - 02:59 AM
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A rather tautological question wasn't it?

Some refinement then.

This idea is inspired by the fact that all values for magic items are maxed and known when we find them. You pick up a bag, peer inside, and you instantly know what it is and how it is to be used. Not much mystery there beyond the moment of seeing the bag.

Would it change the game drastically to stick a fork in the whole transparent attribute and "+ value system"?

To develop the idea further, you could have a skill or sub-skill that allowed characters to examine an item and determine it's abilities and/or quality. It could be as basic as observations we make with the Anatomy skill. Like, "This item is a Katana of Speed" or "This Katana is in Poor Condition". I imagine knowing your metal weapons would fall under blacksmithing. Bows under woodworking, etc. Of course having the appropriate level of knowledge to accurately identify an item would make sense.

Adding more mystique to magic items might be worth doing even though this might not sit well with a few of those min-maxers out there.

I am sure other games have done this sort of thing, although none spring to mind.
 
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Draco
Post subject: RE: More specific  PostPosted: Nov 02, 2010 - 07:46 AM
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Quote:


I am sure other games have done this sort of thing, although none spring to mind.


D&D did it. There were items that were only identifiable by a high enough lore skill. That's why i had deekin the kobold bard on Shadows of Undrentide and Hordes of the underdark(He wasn't there for neverwinter nights). He had a rediculously high lore skill level. Eventually, i levelled my own and barely ever needed him to identify anything. But that was when i was at such a high level i had epic spells, like summon dragon, greater ruin, and hellball Wink

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Jinker
Post subject: RE: More specific  PostPosted: Nov 02, 2010 - 01:30 PM
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In the past, bags you found on the ground were unknown until you used the Magic Lore skill. This became tiresome and was dismissed fairly quickly, if I recall correctly.

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Lenard
Post subject: RE: More specific  PostPosted: Nov 02, 2010 - 04:47 PM
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I would get rather annoyed with it.

Also, if the skill is brought back, i think that once you ID an item for the first time, you shouldn't have to ever again.

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Antoninus
Post subject: RE: More specific  PostPosted: Nov 02, 2010 - 04:59 PM
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But of course, to level it, you would have to ID items thousands of times, if it worked like other skills. Sounds pretty awful.
 
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siegal
Post subject: Legends of Lore  PostPosted: Nov 02, 2010 - 08:19 PM
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Making this a part of a larger skill set makes some sense. I could see a Lore skill being pointless unless there was more to it other than prodding the odd magical knickknack now and again. Your ability to ID an item should progress with the whole skill. Just as Repairing different types of items require different skills, Identifying different types of items would as well. Having a Lore skill would be as useful as a comprehensive Repair skill.
 
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Lenard
Post subject: RE: Legends of Lore  PostPosted: Nov 02, 2010 - 09:25 PM
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Meaning only wizards could tell you what ring you found. Razz

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Hania
Post subject:   PostPosted: Nov 02, 2010 - 10:03 PM
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No thanks

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Lenard
Post subject:   PostPosted: Nov 02, 2010 - 10:08 PM
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Yep, not interested either. Razz

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Faerie_Storm
Post subject:   PostPosted: Nov 07, 2010 - 06:55 PM
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make your lore skill level equal to your class level and have it automatically increase with your class level. Then you still have a useful skill, but it is not annoying. (this should also be doe for rogues lockpicking and removing traps skills, or a similar idea)

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