As noted on the first page of this thread, it would also be easy to add
alignment and race restrictions to the crafted wands. That would
increase their UMD DCs without increasing their sale value. If
increasing the potential store sale value of wands is not a big concern,
then adding worthless properties like spell resistance to crafted wands
would increase their UMD DCs and would be an easy and level-scalable
scripting change.
henesua wrote...
MrZork wrote...
More broadly, I guess I'm not sure what issue with wand crafting isn't fixable.
I had thought that the problem wasn't wands under vanilla NWN but the ability to give wands a higher caster level than the lowest possible, and since this is such an advantage no matter what costs you impose to balance it out, unless you make crafting of wands impossible they will enter the game and mess everything up.
Both of those approaches above
and the approach of making crafted wands undroppable could be made conditional for wands created above the minimum caster level. That is, it could be scripted so that the minimum power wands were sellable (perhaps with properties that increased UMD requirements) while higher level wands had even higher barriers to UMD use or simply could not be sold. Since ABCM includes an optional widget to allow the crafter to decrease his crafting level, he could make wands that more closely match his level for his own use and still make wimpy wands for use by others.
BTW, it's important to note that it's simply not the case that ABCM always creates more powerful wands than the default crafting system. ABCM simply allows crafting of wands that are closer to, but still not exceeding, the caster level. When a higher level item property is availble that's closer to the crafter's casting level, then the wand better matches the caster. But, there are many instances when crafting wand under ABCM will result in a
less powerful wand than the same crafting under the default crafting system. For example, a level 3 mage will craft a level 15 Bull's Strength wand under the default system, but will craft a level 3 wand under ABCM. SImilarly, a level 7 cleric will craft a level 20 Hammer of the Gods wand under the default system, but a level 7 wand under ABCM.
henesua wrote...
I can see how in an enviornment with unlimited or nearly so resources that this is difficult to fix in a graceful way. I consider the "high magic" environments that Shadooow described to have for all intents an dpurposes unlimited resources because the time committment and risk to acquire gold and XP appears to be insignificant.
Outside of those situations however I don't see how introducing in game costs would fail to encourage wand crafting to those that use the wands.
So, is the idea to reduce UMD use of wands, but not discourage wand crafting? To allow UMD use of wands but make it harder? To allow UMD use of just the lowest level of crafted wand? All of those seem doable. Something else?