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Disenchant
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Topic: Disenchant (Read 121 times)
Miriel
Jr. Member
Posts: 35
Disenchant
«
on:
October 07, 2006, 02:38:24 pm »
As iwe pondered ower things in layo, and i must say im impressed by alot of it... A little idea got to my head, a disenchant tradeskill, either as part of Infusion, or other already existing trade skill... What i thought this would do is simple give alittle dust/gem/essence back from item, and what you get back be based on type level etc, and what you get back dont need to be much... I see several reasons for this, one is that it takes magic items out of circulation, also ewen less good items, will have a resuse value... then ofcourse there need to be balancing issues to this, and since i cant script i dont know how hard it would be to implement...
/m
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Weeblie
Sr. Member
Posts: 2414
Thanked: 16 times
Re: Disenchant
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Reply #1 on:
October 07, 2006, 02:55:06 pm »
From a RP point of view, disenchanting and giving items back would be... well... kind of weird. If you have a silver coating on your sword, it's not so very easy to "put it back into a bottle" again.
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Miriel
Jr. Member
Posts: 35
Re: Disenchant
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Reply #2 on:
October 07, 2006, 03:10:09 pm »
No not that you would get a ready enchant back... more you get some of the items that was used to enchant it... may it be a flawed gem, gem dusts, metal, etc ore essence of some sort... i dident mean you disenchant and get a lightning enchant, more that you get the "little" components...
For example you have a iron sword with a lightning enchant on ... now you can either go to forge and try and regain some metal from it ... or try and disenchant it to regain some/part/little of the things that made the lightning enchant
/m
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Pibemanden
Sr. Member
Posts: 2400
Thanked: 176 times
Re: Disenchant
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Reply #3 on:
October 07, 2006, 03:17:39 pm »
I don't think it will be good to implement something like this since it opens for some abuse of the system, making people able to get acid enchantments way easier/cheaper than they should be fx.
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Stephen_Zuckerman
Sr. Member
Posts: 4107
Thanked: 66 times
Re: Disenchant
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Reply #4 on:
October 07, 2006, 03:54:05 pm »
That makes no sense to me, Pibe... The possible abuse (though actually not bad RP, unlike most abuses of the system) is that you could just get further crafting XP by tearing apart all the bulk items you make for practice.
Still, it sounds like a good idea, though subject to various efforts on balancing it.
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Pibemanden
Sr. Member
Posts: 2400
Thanked: 176 times
Re: Disenchant
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Reply #5 on:
October 07, 2006, 05:15:20 pm »
Well the problem is that some things that drop aren't really all that good but still has some good stuff that goes into it's making. Therefore if you could tear the stuff appart you would increase its value a great deal since the CNR in some cases is more worth than the item you get from making it.
Edit: And the whole making stuff tearing it appart and then making new stuff just makes it even more exploitable and would make crafting easier than it is now.
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Stephen_Zuckerman
Sr. Member
Posts: 4107
Thanked: 66 times
Re: Disenchant
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Reply #6 on:
October 07, 2006, 05:21:57 pm »
Well, Pibes, what you'd get out of something would be negligible - for example, you might be able to salvage usable (non-explosive!) coal out of a Fire Bomb, or clear a scroll of its spell to get scribable parchment (and powdered carbon, heheh, if you're pulling the ink off). Perhaps you could strip a Mangled Metal's worth of silver or titanium off of an ehanced weapon. Maybe take the Alchemist's Fire out of a Fire Trap Kit.
The list goes on... But failure, of course, would result in the item being totally destroyed.
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Miriel
Jr. Member
Posts: 35
Re: Disenchant
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Reply #7 on:
October 07, 2006, 06:16:51 pm »
Thats my point as Stephen said, sorry if i explain porly, the refund of "components" should be little, perhaps with a 20 youd get that little extra as when you craft, but still be alittle extra usefull components, i have the feeling there is a lot of items that dont go out of circulation, and items would gain alittle more value if there was more then one option to them when you are done or dont have need for them...
But i agree Pibes, it can be exploited, most things can, so i leave it up to DMs to balance pros vs cons ...
/m
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darkstorme
Sr. Member
Posts: 4648
Thanked: 283 times
Re: Disenchant
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Reply #8 on:
October 07, 2006, 11:19:09 pm »
Bear in mind that there are RP balance issues as well. Can you imagine a priest of Dorand, having crafted an enchanted sword, then disassembling it again for the experience thus garnered? Furthermore, while disassembling a trap, or a firebomb, or similar items might make sense (it's just mechanical, after all), how in the gods' names would you expect to get components back from an enchanted item? As I understand, the items are
consumed
when the main item is enchanted. Gone. Poof. Short of Wish, I don't know any spell that creates wealth from magical energy - as this would do, if it produced saleable/usable components from an enchanted item/weapon.
In addition, while a
massive
switch statement could implement this device, it's a lot of coding that doesn't seem wholly necessary. If there's a really good reason for disassembly (something rp related, perhaps?) that might be worth implementing - otherwise, I couldn't say I support the idea.
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Talan Va'lash
Sr. Member
Posts: 4954
Thanked: 22 times
Re: Disenchant
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Reply #9 on:
October 08, 2006, 01:28:26 am »
This won't happen, balance issues aside, merely because the way CNR is set up it would mean adding 1 additional recipe for every CNR item, doubling the number of recipes in the game.
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forsettii
Jr. Member
Posts: 87
Re: Disenchant
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Reply #10 on:
October 09, 2006, 09:55:40 am »
Honestly this is a little too much like World of Warcraft. Since I took out the Smelting Tradeskill I would not think this would fit well into Layonara either.
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