Register Lost Password?  Cookie?
  The time now is 01:21 AM GMT -6.  
Banshee Network
 
Quick Links
 
 
GameBanshee Swag
Site Features
Submit News
News Archives
Join Our Staff
Forums
Community Blogs
Reviews
Previews
Interviews
Editorials
About GB
Advertise With Us!
Advertisement
 
Go Back   GameBanshee Forums > Forum Categories > News & Feedback > GameBanshee News

Reply
GameBanshee Forums  
LinkBack Thread Tools Rate Thread Display Modes
  #1 (permalink)  
Old 03-07-2006, 10:05 AM
GameBanshee News's Avatar
News ID
 
Join Date: Nov 2002
Posts: 24,058
Post Neverwinter Nights 2 Interview

NWN Downunder has conducted an interview with Obsidian Entertainment's Ferret Baudoin, in which they focus primarily on crafting in Neverwinter Nights 2. A snip:
    Q: Wands, scrolls and potions were a welcome addition in NWN1, but of course there is always room for improvement and new additions. Are there any plans to extend these to other item types, such as staves or casting abilities on weapons or armour, maybe creating items at selectable casters levels, or perhaps rules for recharging items? What's in store?

    A: The big change we’ve made is creating the Craft Magical Arms and Armor and Craft Wondrous Item feats. So now player crafters can make enchanted weapons, armor, and a host of miscellaneous magic items. In the process of that we did an overhaul of the Craft Weapon and Craft Armor skills, too.

    The basics of our plan was to make it so the crafting systems could combine to make a crafter (or group of crafters) be able to make some snazzy gear that would make their fellow adventurers drool. One part of the system is how the Craft Weapon and Craft Armor skills relate to the Craft Magic Arms and Armor feat. Normally a spellcaster with the right feat can enchant things like steel blades to make a custom cool blade to match the crafters’ specifications. But if someone else in the party has the Craft Weapon and he has the right materials he can make an adamantine long sword which inherently has cool properties which the magical crafter essentially gets for free. So suddenly those skills are valuable and sought out.

    The way magical crafting works is you gather the appropriate ingredients (which includes essences you get from a new skill – Craft Alchemy) and then you go to a magical laboratory. There you put everything together and cast the appropriate spell. Which spell to cast is usually the spell listed in Dungeon Master’s Guide for creating magical items. There are some differences – there is no XP cost for making magical items (using the alchemical essences replaces that) and the gold cost is replaced with the materials you need. Some recipes you discover in the course of your adventures, too.

    The end result is we have a more unified crafting system that allows crafters to make some really cool gear – customized to their own needs.
Reply With Quote
Reply


Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is On
Trackbacks are On
Pingbacks are On
Refbacks are On

Forum Jump


 
      Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Friendly URLs by vBSEO 3.2.0
© 2000-2008 GameBanshee.com