Author Topic: Versus Item Properties (and Effects)  (Read 392 times)

Legacy_leo_x

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Versus Item Properties (and Effects)
« on: February 01, 2013, 12:12:13 pm »


               I've been wondering what the general opinion is on these for awhile.  Excluding spells, how much do people feel that item properties versus race, alginment, etc (and their related effects) add to the game?  Or to phrase it another way: if they were removed from the game, would anyone care?

Some more questions:
* Is it worth investing time to use them?
* Are there any modules that demonstrate them used to some fun/notable effect?
               
               

               
            

Legacy_Shadooow

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Versus Item Properties (and Effects)
« Reply #1 on: February 01, 2013, 01:42:58 pm »


                A special use: unique power items adding offensive bonuses versus some race are fun, but weapons with such properties are hardly used unless such weapon would be the only way to damage target. When adding properties like this to the weapon, you have to consider that the same damage types doesnt stack which is big disadvantage.

Worse are the AC versus itemproperties. These are hard to notice to have any effect since the AC is not shown on character screen wven if the player had +7 vs all three physical damage types. And unfortunately, not every effects can be made versus, vision-effects for example which is a shame.
               
               

               
            

Legacy_HipMaestro

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Versus Item Properties (and Effects)
« Reply #2 on: February 02, 2013, 11:20:19 pm »


               

pope_leo wrote...

I've been wondering what the general opinion is on these for awhile.  Excluding spells, how much do people feel that item properties versus race, alginment, etc (and their related effects) add to the game?  Or to phrase it another way: if they were removed from the game, would anyone care?

Eliminating them would also negate the usefulness of UMD to a certain extent. Not sure if the original question included class as well, but the same dynamic still applies.  In any case, yes... it affects how one develops their character to either exploit or ignore the potential of access to those "constrained" items.
               
               

               
            

Legacy_Empyre65

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Versus Item Properties (and Effects)
« Reply #3 on: February 03, 2013, 12:35:02 am »


               I don't think he meant restrictions on use, but special bonuses against a race or alignment, like a cloak with +2 AC against Lawful or a sword with +3 damage against Humans.
               
               

               
            

Legacy_leo_x

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Versus Item Properties (and Effects)
« Reply #4 on: February 03, 2013, 09:16:18 pm »


               Yea, Empyre65's right.

I was curious since I'm working on a project and was pondering whether to expand some of the Versus properties so that there would be say something like VersusSubrace, VersusDeity, VersusIndividualTarget (for a honest to goodness PDK ability), etc.  But it occurred to me, maybe just ditching them all might be the best route...and do any extra stuff in OnHits or something.

@ShadoOow  I agree if they stacked, especially the damage types, they would be a lot easier to use.  How do you see the vision versus working as matter of gameplay (not nwnx implementation stuff)?
               
               

               


                     Modifié par pope_leo, 03 février 2013 - 09:18 .
                     
                  


            

Legacy_HipMaestro

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Versus Item Properties (and Effects)
« Reply #5 on: February 05, 2013, 01:55:05 am »


               

Empyre65 wrote...
I don't think he meant restrictions on use, but special bonuses against a race or alignment, like a cloak with +2 AC against Lawful or a sword with +3 damage against Humans.

Ahhh.  My bad, then.

Then it that case, I feel they are effective in-game very little unless specific encounters are designed to make them useful.  An exception perhaps is "vs. undead"one  which I have seen most often.  As an example, in the SoU expansion, they designed a weapon that made a signicant difference via the vs. undead weapon prop, where the +X enhancement level of all the available weapons were not sufficent to penetrate the DR of a boss (lich, I think) but the vs. undead prop on the special weapon was sufficient.  That's my only recollection, though.