I think that some one should make it so u can use un identified weapons and incresse the cost depending on how strong the weapon is i think that would aslo add a bit of a side quest cuase the char would have to gather money to identify it i think that would be really really cool.
Here's one more reason for the idea on wielding unidentified items: Cursed Items!
@Gwydion669 it can be done through scripting, but it is quite complicated to make a universal script for it.
Does anyone remember how that stuff worked back in the good ol' days of the Infinity engine?
Full effects of the item, except you wouldn't have a clue as to what it did and activated abilities were unavailable.
i havn't played NWN 2 in months now and i toattally forgot about this site untile now hop to see more people contributing to the idear though it's probably at the botom of list by now cheers
Interesting idea. How about finding a normal sword with a mysterious description. A fighter would use the longsword at no penalty, just like a normal sword. A script would be used to destroy the sword and replace it with a described magical one in a conversation with the shopkeeper (before the store is opened)if the shopkeeper is set to be able to identify it. Perhaps the mage in town is the only one who can? And he/she wants a service rather than money?
The same could be done with armor and potions ... preferably "special" items and not the generic +1's that do not bear the hallmark of any particular maker.
wat i'm tryin to say though is that before you got it identified it would act like a normal sword or bow or what ever with maby a hint of the abilitys simple as that.
I think part of the reason for the inability to use an unidentified weapon is because if it's a weapon that you're not proficient with, there is a -4 penalty on the attack rolls, and people unfamiliar with the D&D rules would complain about the "horrible accuracy" of the weapons that they pick up.
Sounds good only problem is though i'm not sure how to do this sort of stuff maybe you or some one else could give it a shot i would love to see it and dob85y your idear is even better then mine
I agree, on both points for the following reasons,
1, a sword when swung at something will cause damage if it hits, if the wielder dosnt know it is magical why should they not be able to swing it? I think unless it has been identified then the special properties shouldnt be available for use, especially activated ones. I remember back in the day of Champinos of Krynn (Showing my age) if you found a sword, the first thing you would do is detect for magic, you could still use it ant thought it was a normal weapon, this is what i would like to see, all magical items view as a standard item (perhaps with a modified item description to give a hint that it is special) until they are identified.
this leads into the second point
2. The identifing of magical items using Lore skill is dependant on the value/power of the item, why would a highly trained individual charge 100gp a pop to ID something that requires all his resources to ID because it is a minor artefact, than charge the next client 100 gold to ID their potion of healing. This would encuorage the development of the lore skill, throughout the game, additionally if spellcraft, or the crafting skills could help identify properties of items, eg a high crafting skill tells you that the particular weapon you are holding is exceptionally well crafted or that your spellcraft skilll tells you that this sword has telltail indications that it has seen time on an enchanters bench, it would give the skills more ingame value and hence reduce minmaxing on other skills for particular game mechanic benefits.
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