Rather than having overall max gold limits for pawners, pawners should simply have a maximum transaction value for anything they buy. Say: 50 gold for small market shops, 100 gold for large city shops. Not only would this eliminate the problem of some people crafting enchanted gems to make 10,000 gold in one quick sale (and rendering the shop uselessn for everyone else), it is actually realistic in the way pawn shops really work.
@Lonn: That's what I am expecting the crafting in the MMO to be like, but with NWN, how do you make that work? THAT'S the problem...And reinventing a crafting system at this late stage isn't going to happen unless someone decides to do it ALL by themselvesEDIT: WHOOPS! Forgot which thread this was! >.< Just ignore me...
I'd like to see a little more in the game for Rogues. Now I may be wrong in this, so feel free to correct me, but it seems to me that rogues have the odds decidedly against them here, and most folks seem to look on them as little more than underpowered fighters (not saying thats how it is necessarily, just the feeling I got). From my limited playing of a character who is a rogue, I thought of a few things that might be nice to see for our light fingered friends. 1. Small XP awards for picking locks and disabling traps (I've found that traps can sometimes give xp awards, but it didn't seem consistent for all). Also perhaps XP awards for setting traps as well, though that might be very problematic and open to abuse, so maybe only give it out if the trap is triggered.
2. As fighters now have named weapons which can give an XP bonus on a kill, could we have something similar for rogues where they get a little extra xp hit if they take someone / something down with a sneak attack?
3. More "stuff" for us to steal/lift/purloin/pilfer or otherwise lay our greasy little paws on. That said I'm 100% behind the do not steal from other PCs idea as having played on a server where this was allowed, saw it used to grief other folks far too often, and I'm sure the DM team has a lot better things to do with their time rather than play the PP police.
4. Somewhere for rogues to gather, perhaps in Vehl, which might not be accessible to other pc classes. Maybe give them a pawn shop there and some shops catering to rogue related items (but nothing above what's offered in the other stores - so like +1 lockpicks, and lesser traps, which I've never seen anyone sell as crafted goods yet). The pawn shop makes sense to me, as professional thieves would almost certainly have better access to places to dispose of their loot than other classes.
Anyways, just my 2 pennies for you.~Lareth~
@Steve sorry to be so blunt-headed but, is there a request in there? Are you asking for more unique ways to build up unique PCs? I like the idea of taking some base class levels and then rebuilding later on a successful CDQ.
What I would like to see is (and purely my own views): I have a sorcerer who finds it tough to kill monsters hand to hand. I see fighters destroying these same creatures with their weapons. Okay, accepted. I see monsters who are immune to magic (or as near as it gets) so a sorcerer is useless. Again, accepted. What I am desperate to see are areas or monsters where WEAPONS are ineffective and magic works. Now that would be a change.