Disguise/Craft Skill Question
#1
I see the Disguise and Craft skills are available, but not implemented; that's fine, I'll select them anyway, the PC I'm looking at is futuring out, and these skills will fit his RP. :)

I'm just curious when you (very roughly ;) ) see these as being implemented, Thayan.
"Sometimes I think the surest sign that intelligent life exists elsewhere in the universe is that none of it has tried to contact us."

Calvin, speaking to Hobbes
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#2
Piggybacking on this, do the points in Disguise, increase the chance of the spell being successful or is it just in application of mundane items which can be found?
Caramiriel:Retired
Garbage:Retired
Rimeth: Merchant of Bezantur
Marister (dead) -Ranger -Robin Hood of Thay (death marked for pissing off a Daeron.)
Vil'a'w'en Mel'for'm - Blighter of Moander
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#3
Well, I typically don’t like sharing rough ideas in the public forum since there is a very good chance these will change between now and whenever they actually get implemented. But as a very rough idea, and I want to make sure that there are no guarantees the end result will look anything like this, my current ideas are –

Disguise Kits, or something, will become available to purchase for a one-time use to change your PC’s appearance. The higher the disguise skill, the more disguise/appearance options you’ll have when using the kit. Just like the higher level spellcaster you are now, the more choices you have. Animayhem, the Disguise spell currently adds +10 to the Disguise roll, so using that spell before changing appearance/disguises would end up improving or increasing the appearance options available from the disguise kit.

With the Craft skill, it would most likely be tied to the enchantment forges, likely to reduce the gold and XP cost of enchanting an item. With enough points it in, it could potentially be used to supplement notoriety to determine what enchantment options are available. Maybe. I will say that I am not a fan of crafting systems which have you harvest material to create a mundane [whatever] because they add a ton of resources to the module and I feel there are enough options for making money in Thay without the addition of a mundane crafting system.

Just as an FYI for everyone; both of these skills are setup in the dicebag (type this in-game: !dice) or through the !skillcheck command so even now DMs can make use of these for skill checks during events already.
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#4
Thayan Wrote:I will say that I am not a fan of crafting systems which have you harvest material to create a mundane [whatever] because they add a ton of resources to the module and I feel there are enough options for making money in Thay without the addition of a mundane crafting system.

I agree, having played on places like that. I like Thay's crafting system, as it makes you think before you do so. The forge concept reminds me of the one used in HOU.

Thank-you also for clarification of the disguise spell.
Caramiriel:Retired
Garbage:Retired
Rimeth: Merchant of Bezantur
Marister (dead) -Ranger -Robin Hood of Thay (death marked for pissing off a Daeron.)
Vil'a'w'en Mel'for'm - Blighter of Moander
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#5
Yep, much appreciated, Thayan, and more information than I was trying to get. :)

I was just wondering if it was a "2 months" or "2 years" kind of thing. lol
"Sometimes I think the surest sign that intelligent life exists elsewhere in the universe is that none of it has tried to contact us."

Calvin, speaking to Hobbes
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#6
Ah - looks like I misread the initial post. If I had to guess....I dunno...say maybe 6 months. Give or take 6 months. ;)
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#7
Copy that...it might work out just perfectly then. ;)
"Sometimes I think the surest sign that intelligent life exists elsewhere in the universe is that none of it has tried to contact us."

Calvin, speaking to Hobbes
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