This could also be a script as well, but so far I can't find anyone who's done this yet.
Let me explain.
I am in the process of creating a module with a small team for NWN2 using the MotB expansion. We are wanting to keep in the spirit of PnP D&D by keeping things random. What I am wanting to do is every time a PC finds a art piece or a pile of gems, the prices aren't standard set. Like in PnP there are tables to randomly generate the value so each time the PC finds a gem regardless of the type, be it the same as the last, it has a different value from the others.
I don't know how to script this myself and there is no option in the toolset to do this either. I have posted on the Bioware forums but only got suggestions on where to put the scripts but not samples of script would be used to do this. I'm thinking that there be 9 different scripts with each their own random value as in the Magic Item Compendium.
FOr Example:
Type|Value |Average
------------------------
A 4d4gp 10gp
B 2d4x10gp 50gp
C 4d4x10 100gp
D 1d4x100 250gp
E 2d4x100 500gp
F 4d4x100 1000gp
G 1d4x1000 2500gp
H 2d4x1000 5000gp
I 4d4x1000 10000gp
For each type of gem or art object each script can run the random price to add to the modified value of the gem upon the PC picking it up. This could be a replacement of actual gold PC's pickup for treasure as it's much more common for PC's to find valuable items along with gold.
I like your idea but for role playing purposes, it doesn't go far enough. The random value assignment was great for role playing when used with the appraisal skill. The players without the appraisal skill ran the risk of getting ripped by whatever fence they dealt with because they didn't know the value of what they found. Unlike NWN where the jewelry all has a preset base value (unless each piece is individually placed). However, the whole point of gems and jewelry (other than crafting now) is that the gold should have weight and gems/jewelry are a much lighter way to transport wealth. I can't stand the idea of a player running around with a sack of thousands (millions for uber types) of gold peices and not being the least bit encumbered. The random value and gold-weight combo added another valuable roleplaying element. _________________________ "In life, one and one don't make two. One and one make one."
-The Who "Bargain"
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