I was talking about the "expert" class as per the DMG .
It's a class ---if you like it that much, take a level of expert............you get a few HP, no BAB, but some skill points to spread around (only within expert specific skill sets)
NWN2: Crafting
- dergon darkhelm
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- dergon darkhelm
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To quote an old saying...SILENCE IS GOLDEN...but that doesn't help me much here.
So given the resounding silence to the last post, I'm going to assume one of two things:
1. People are too busy to bother or care
2. There are no objections to moving forward
With that in mind, let me ask this. Would anyone care if I took the bull by the proverbial horns here and started working on this? Anyone have an interest in helping?
Amar, are you interested in moving this proposal forward, give or take a few tweaks?
To quote another old saying...IDLE HANDS DO THE DEVILS WORK...so off I go.
So given the resounding silence to the last post, I'm going to assume one of two things:
1. People are too busy to bother or care
2. There are no objections to moving forward
With that in mind, let me ask this. Would anyone care if I took the bull by the proverbial horns here and started working on this? Anyone have an interest in helping?
Amar, are you interested in moving this proposal forward, give or take a few tweaks?
To quote another old saying...IDLE HANDS DO THE DEVILS WORK...so off I go.
- Overfilled Cup
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As long as crafting does not include anything over ~ 500 GP (Mastework) and never allows a person to 'power bank' gold I'd be happy to see what you can do. If we get confirmation of an Expert class (or anything that allows you to level as a crafter rather than an adventurer) I'd be willing to look at exceeding those limits.
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I believe it is on the back of their minds but like you said it's not high priority at this time. Writing, designing for a module called RotS a while back the entire purpose of the module was based solely around purpose so that the necessity of DM intervention was slim to nil. Give the players a reason to do something and they'll do it such as player housing inside a city, give them jobs that will pay and have a system that works on that. They can act as city guards maintaining the law, etc, etc. Of course this gets very grity in detail but the premis is still there and all. In regard to crafting give them a reason to spend the time necessary to smith items. Albeit I really am also against magical crafting and additions to item properties in that regard but at least a base component that money could shell out later to fix up and get a satisfactory result from a npc, such as a character creating a standard dagger of random appearance and send it off to npc smiths that can combine in each other's skills (with sufficient gold) and make the item unique or far more rare than the other daggers in the game.I can't see them making it possible to make non-combat/adventure orientated stuff. If you look at the type of game NWN is, I don't think it will be a high priority on their list, as much as I would like to see it possible.
You must a stress a purpose before you're going to get a result, otherwise people won't care.