Author Topic: Custom Content Proposal: SRD/Item Compendium  (Read 537 times)

Legacy_tenor_general

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Custom Content Proposal: SRD/Item Compendium
« on: November 22, 2015, 07:32:22 pm »


               

It occurred to me as I was building many of the lower level named items (drawn from the SRD) for a persistent world I'm working on, that many, if not all of these have likely been made before, and in all likelihood, someone made them closer to the SRD items than the base NWN items are.


 


Since that is likely the case, I propose that we create a magic item compendium of the items from the SRD at least, so that people don't have to duplicate the work of creating items in their own modules and worlds.  Of course, the items would need to be as close to the SRD as possible, to provide a uniform base from which builders could expand, modify and tinker with to make the compendium fit with their world more seamlessly.  Incidentally, I have a word document which lists out the SRD items, plus a few more from other sources, and their closest NWN property equivalents.


 


This could also include blueprints for non-magical treasures and trade goods that could be found as loot, so that eventually there is a compendium of loot which builders could draw on.


 


A stretch goal would be to eventually enable SRD item properties to be added onto weapons, armor, and items to fully emulate the SRD item possibilities.  


 


What are people's thoughts on this?



               
               

               
            

Legacy_Tarot Redhand

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Custom Content Proposal: SRD/Item Compendium
« Reply #1 on: November 22, 2015, 11:41:19 pm »


               

What is the SRD?


 


TR



               
               

               
            

Legacy_MerricksDad

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Custom Content Proposal: SRD/Item Compendium
« Reply #2 on: November 22, 2015, 11:44:24 pm »


               

My very first attempt at a modification for NW was to first build all the SRD items by the books. While it was interesting, it was annoying as hell to do, and eventually created a generally worthless stack of UTI files nobody seemed to want, including me. What we ended up doing is transitioning to script-created item system where item properties, including custom new ones, or "fixed" ones where they differed in game from those in the SRD, would be added to an item on creation via scripts. That went fine, and I think you can get similar script packages on the vault already, right down to visual effects, which cover most of the needs you might have from the SRD. One of the drawbacks to the NW engine is that it was not set up to properly handle on-crit stuff, and that might cause you a great headache trying to actually fit SRD descriptions.


 


I've since then added so many new item properties, including varieties of ones already in the game, that UTI no longer is a logical choice, as they would no longer fit across servers. A great majority of the work I put into the unreleased 4E project relied on a replacement function for DetermineCombatRound(). Inside, that function required that certain item properties, or even spell-created item properties, be on a weapon, but not actually modify a stat sheet. This allowed me to create my own combat system, which for the most part cloned the basics of 4th edition mechanics, except in a way that worked with my custom token system, where characters learn traits with which they create their own attacks, allowing them to recreate any low to mid-range attack from the 4th edition books for all races and classes. High level spells and attacks no longer fit the mold, since at that point about 20% of the spells were no longer checked for consistency from lower level powers, which was a real turn-off for me regarding 4th edition as a tabletop system. By creating this new combat system, including all the many needed new item properties, I was able to create my own on-crit scripts and solve the issue without requiring external programs.


 


Based on that 4e mod engine, I was able to bring an old program I had written in visual basics over to the land of 2da. That old program was modeled off the original "dnd treasure generator" which was geared for automatic 2nd edition treasure generation at the click of a button. It used files similar to NW's 2da files, pointing to either another file in each reference, or returning a name. Mine was released as the 3rd edition equivalent before even 3.5 came out on the shelves. It was wonderful, and we eventually added files for all of our custom items, or items we found in other games at the time, including everquest item properties. Converting it over to use with 2da was fairly simple for 4th edition, but mostly because their item property setup is lame.


 


If anybody is interested, here's a list of all the current new item properties I added in the 4e mod


 


  • ability check bonus (ability) (value)

  • ability check penalty (ability) (value)

  • bypass resistance less than (spell descriptor) (value)

  • crit extra damage treated as damage type (damage type)

  • crit extra damage die size increase (die size)

  • crit extra damage die size increase vs alignment group (alignment descriptor non-specific) (die size)

  • crit extra damage die size increase vs condition (condition) (die size)

  • crit extra damage die size increase vs race (race descriptor) (die size)

  • defense bonus vs descriptor (descriptor) (value)

  • defense penalty vs descriptor (descriptor) (value)

  • extra damage with spell descriptor (descriptor) (value)

  • implement designation (implement type)

  • on crit run script (script reference)

  • on encounter end run script (script reference)

  • on encounter start run script (script reference)

  • on hit run script (script)

  • on struct run script (script)

  • reroll damage dice while value equals 1 [take the higher value of two rolls]

  • reroll dice on ability check (ability)

  • reroll dice on attack (attack type)

  • reroll dice on damage (damage type)

  • reroll dice on skill (skill)

  • reroll dice penalty varieties for those listed above [take the lowest value of two rolls]

  • resist vs race (race) (value)

  • skill check bonus/penalty (skill) (value)

  • suppress crit extra damage

  • vorpal 4e [add die when die is maxed]

  • vulnerability (descriptor) (value)

  • weapon damage type override (damage type) [all damage dealt by weapon is of selected type]

I'm not even sure at this point I got all the needs for 4e or not, but this must have been pretty close, as I put about a year into just this part.



               
               

               
            

Legacy_Frith5

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Custom Content Proposal: SRD/Item Compendium
« Reply #3 on: November 23, 2015, 01:08:59 am »


               

SRD = System Resource Document. It's the core rules of the D20 system, which WotC produced as Open Gaming content. So, Forgotten Realms specific items aren't in the SRD; other basic D&D items are, however.


www.d20srd.org


               
               

               
            

Legacy_Tarot Redhand

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Custom Content Proposal: SRD/Item Compendium
« Reply #4 on: November 23, 2015, 01:44:08 am »


               

Thanks Frith5. While I'm aware of it, I've never actually looked that deeply into D20.


 


TR



               
               

               
            

Legacy_Pstemarie

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Custom Content Proposal: SRD/Item Compendium
« Reply #5 on: November 23, 2015, 02:42:30 am »


               

NWN Enhanced had a veritable hoard of items drawn from the SRD which you might find useful.


 


You can find the project HERE. Its abandon ware which I have no intention of revisiting or supporting. Feel free to do with it as you will.