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View Full Version : Add UMD weapon enchantments to the game.(to cannith crafting for example)



Zeneath
11-13-2020, 10:52 AM
Here is an idea. What if UMD were linked to crafting in some point.

I have looked at weapons and some with active effects can require umd, but not to use it, but to equip it(wands and some items mostly). So here is an idea.

What if there were enchantments/effects for weapons that can be increased by/activated by having higher umd? Mostly pointing at crafted weapons.

Today i crafted a shield with sacred and noticed that at lvl 17 it just adds +2 sacred bonus while another shield that is not crafted gives like +6 sacred bonus to turn undead. I was kinda feeling sad because i just wanted to add deathblock to my already +6 shield, but whatever i said. Then it striked me like lightning.

There could be weapon enchantments in the game, that are dependant on your UMD wheter they work or not and if they do for what degree. A good example would be that some items have "slay living" and other enchantments like that one them. Petrifying effects, etc. yet they are many times weak.

Using the weapons would make it dangerous however as using any item that is magical would be without knowledge about it so here is a list of item enchantments that could work as craftable/umd related. It should be imagined similarly to the disable device critical failure/success system. So here is my idea:

Effects and their UMDs:

Applies to all effects:
-The UMD requirement to use the enchantment is (weapon level*2)+20, so for example a lvl 10 weapon would require you to have at least 40UMD.(+stated up or down)
-In case you don't meet the requirement you can still use the weapon, but depending on your actual UMD it will have a chance to bring bad omen to you. For example if your UMD + roll < requirement, then you will be petrified/slain, etc.
-All weapons that have UMD effects can be toggled on and off, by using them like a wand or scroll. However to deactivate it, it requires 50% of the UMD requirement, otherwise the hazard stays.
-The DC of crafted weapons is equal to 20+weapon level+UMD/10(rounded value)+lore according to the effect.
petrify case(arcane lore)
If you are a level 3 artificer with a lvl 3 weapon with about 10 umd, it means the DC for effect is 27.
If you are a level 30 artificer/epic with a lvl 30 weapon with about 80 umd, it means the DC for effect is 20+20+8+30 = 78.
If you are a level 30 cleric/epic with a lvl 20 weapon with about 60 umd, it means the DC for effect is 20+0+6+20 = 46.
-You can only succeed the enemy petrification effects on critical/vorpal strikes. You can only Crticially fail/fail if your attack roll is 1.

Example:
Petrifying enchantment(arcane lore):
UMD -> stays same as rule above
Critical failure -> Get petrified for 3 minutes.
Failure -> Get petrified for 10 seconds.
Success -> Petrifies the enemy for 1 and a half minute.

SheIsMiiiiiiinnnne
11-13-2020, 11:30 AM
Can we just get rid of Cannith crafting instead?