Thread: Custom Weapons
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Old 04-08-2006, 01:24 AM   #39
SixOfSpades
Dracolisk
 

Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 48
Posts: 6,901
Quote:
Originally posted by Detherin:
This is precicely the kind of advice I need to hear. The items I have made so far have basically been me trying to get used to the two item makers, so I've gotten a tad carried away with most of them .
I'll fiddle around in Cromwell's Smithy and see what I can do ^_^.
I hear ya--editing programs can be very tempting, especially since we all want to be gods. Just remember that moderation is the key.

Just remember:
  • Don't make anything that would wouldn't like to have used against you. (Can you imagine the Wind-Element Wakizashi dual-wielded with Belm? That's a minimum of 8 attacks per round, 6 of them with a +5 weapon.)
  • You want to make your items useful alongside the other items in the game, not dominate them completely. Munchkin items tend to take control of everything: Install all the components of Tactics and stay alive by building everything from Item Upgrade--you're not playing Shadows of Amn, you're playing WeimerLand.
  • Start small & simple, and try looking for "holes." For example: There's no need for a 1-handed weapon that does Cold damage, as there are already three of those in the game. But a weapon that adds Magic damage to each hit could be very useful, not least for a Fighter whose only option against a Mordy's Sword is to run away from it. An item only really needs one enchantment to be useful, if the enchantment is unique enough.
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