Q. Will we be able to drop/sell important quest items?
A. (S.M. 2/6) There is no such thing as an "important" quest item. But yes, you can drop, lose, destroy, buy, sell any and all items (that someone would want to buy). Lose an important quest item, find another way to solve the quest, there are MANY!
Q. How does inventory work? Is it like Arcanum? based on weight? size?
A. (S.M. 2/2) Currently you start with a backpack which holds up to 24 items of any size category. You cannot carry more weight than your strength would allow, and you do lose movement when you break load (encumbrance) levels.
Q. So a full-plate armour will take up the same space in the backpack as a ring?
A. (S.M. 2/2) Essentially, yes. However full plate armor is going to make you encumbered sooner. Given you had a high enough strength you could have 24 rings in your backpack or 24 suits of plate mail. But not both, and you could trade one for one plate mail for rings.
Q. What item slots are there on the paper doll inventory?
A. (H.N. 2/13)
- primary weapon and/or projectile ammo (used in conjunction if a projectile weapon is equipped)
- primary ring
- secondary weapon and/or buckler (used in conjunction if a secondary weapon or two handed weapon is equipped, otherwise its a secondary weapon or normal shield slot)
- secondary ring
- bardic instrument
Q. Is there an autopack feature?
A. (S.M. 2/2) We thought about having a size managed inventory system and decided to ditch it because spending time packing your bag isn't as much fun as playing the actual game. Arcanum's autopack feature was cool, and even with it included we found that (for us, and we hope for you) it is more fun to not have to worry about odd shapes of inventory items.
Q. Will keys show up in your inventory?
A. (S.M. 2/3) Keys are placed in the logbook once found and do not need to be managed.
Q. Will some items (gold, gems, ammo) be considered weightless?
A1. (T.C. 2/5) Yes.
A2. (S.M. 2/5) Additionally we are considering categorizing anything with a weight of less than 1 pound to be weightless. However we haven't actually decided on this yet.
Q. Will be there be jaunty hats?
A. (T.C. 3/29) Yes, we have jaunty hats. The Gandalf-like wizard hat is in, as well as several others, including my personal favorite, the jauntiest hat of all, which I often put on my halfling monk.
Q. Will there be skull caps for clerics?
A. (T.C. 3/29) No skull caps, but we do have some headgear for clerics and druids.
Q. Will some of the Rogue fun toys make it in: tangle-foot bags, thunderstones, etc?
A1. (S.M. 3/4) Neither are currently implemented but we do hope to support tanglefoot bags and thunderstones. Some of the other equipment sun-rod wont make it.
A2. (S.C. 3/4) Time permitting. We're focusing on magic items and spells more than the mundane items though. [tangle-foot bags] would be easy to implement in code if we only had the art.
A3. (M.M. 3/4) Tangle foot bags would be easy to implement on the art end..... guess it's up to the programmers! Fans, email Sean if Tangle foot doesn't make it in.....
Q. Will caltrops be implemented?
A. (H.N. 3/20) I have already implemented several spells that have a similar effect (spike stones, for example, comes to mind) - so if/when we get around to implementing generic items such as caltrops, I don't believe it will be too much of a hassle. the problem of course, as always, is what priority those are set at... and I believe caltrops, tanglefoot bags, alchemist fire, etc, aren't that high on the priority list, and for sure aren't above the tons of magic items list that we have to implement.
Q. Will there be any potions or scrolls that permanently rise your stats?
A. (S.M. 2/15) None. Per D&D rules at 4th and 8th level you get an ability score point.
Q. Will there be any ultra-powerful items?
A1. (S.M. 2/11) There is at least one artifact level item in the module. I wont say what it is.
A2. (T.C. - RPG Vault) Again, I don't want to give away too much, and I don't want to promise anything that might get removed during balancing, but we do have a lot of the original special items in the game. The powerful magic sword Fragarach (almost an artifact) is going in the game, and it works pretty much like the original; i.e. anyone who hits you is automatically struck by the sword at the end of each round. But you are not the only one interested in such a powerful item, so keeping it could prove problematic. Like everything in the game, this choice has ramifications.
A3. (T.C. 2/23) There are artifacts (yes, that's a plural) down there. But given the magic item creation feats, you don't have to rely on what we put in the game anyway. You can make flaming halberds or shocking bardiches or whatever you like.
Q. Are bucklers supported?
A. (S.M. 2/5) They are, and a special equipment slot exists for shield/buckler. The -2 penalty for offhand fighting while a buckler is equipped is not currently in but is on a list of things to add before we ship.
Q. Will there be teleport items? If not, can I beg you on my hands and knees for them? If that doesn't work, will you accept bribes?
A. (T.C. 2/5) There are some. There can be more. I'm listening...
Q. Will there be tomes that tell more about the history of Greyhawk?
A. (T.C. 2/6) We haven't written any books yet, but we do plan to write some historical tomes that are relevant to the game. We do not plan to make a huge library of Greyhawk history, though.
Q. Will there be containers (i.e. bags of holding)?
A. (S.M. 2/1) You may find or buy bags in your travels which provide additional space in a variety of nXm grids. There will most likely be bags of holding which will reduce the weight of objects placed in them. Bags may have size category limiters on them (i.e. a small bag may not be able to hold a longspear). There is no need for an autopack because every item takes up the same amount of interface space (1 unit).
Q. Will all found items be in specific places or will there be some kind of random generated treasure/items?
A1. (T.C. 2/11) Most items are placed. Some are generated.
A2. (H.N. 2/11) we have treasure tables, adapted from the original module
Q. Will items you drop on the ground remain on the ground forever?
A. (S.M. 2/6) We took out item decay on maps (towns, dungeons, etc), however if you drop an item on a random encounter map it is lost forever. And you will be reminded by a little dialog box when you try to leave the random encounter map. There is also a checkbox on that dialog box to say don't bug me about this again.
Q. Do you have to search bodies for loot, or does loot just drop off when you kill something?
A. (S.M. 2/6) You gotta click the bodies, don't you like riffling thru the dead?
Q. Will merchants have static inventories, or will they be randomized to an extent?
A. (S.M. 2/6) They will be inventory sourced very similar to Arcanum. And I think the inventory sources get reset anytime you are off the map for more than 24 hours. I could be wrong with the time portion.
Q. Will money be useful, or will you end up with more gold than you can spend?
A. (S.M. 2/6) We hope not, but playtesting will tell.
Q. How does the item identification work?
A. (H.N. 2/12) identify was done the way deemed most fun and easiest/convenient to use... if you cast the spell (1 item only) it will debit 100gp directly from your money pool. or if you are bartering and the NPC can identify, it will cost 100gp. identifying will reveal the full description of the item. after all, its a CRPG, and who really wants to cast identify on a single item X amount of times...? certain feats will let you identify items as well (or implemented in such a way, e.g. potions)
Q. Will we be able to tell if we have a magical item before we identify it?
A. ( you will probably want to "detect magic" on items that are unidentified (i.e. unidentified magic items will have a generic "unknown" name, so you could conceivably miss it if you weren't paying attention).
Q. Can we equip unidentified items?
A. (H.N. 2/13) yes, unidentified items are equippable, and you will receive all the "unknown" bonuses (or penalties)... but as of right now, our Help/History/Rolls log *will* output the correct bonuses, even for unidentified items. i.e. even if you are wielding an unidentified longsword+2, the output will still log a +2 bonus to attack and damage. this can be fixed relatively easy enough, so hopefully it won't fall through the cracks, so to speak.
Q. Will we have to have crushed pearls, wine, and an owl feather to use the Identify spell (like in the core rules)?
A. (H.N. 2/13) I think that fell under the category of a micro-management aspect that people didn't think was a fun.
Q. If I had an intelligent wizard who trained in [the item identifying skills], will he ever run into an item he can't identify?
A. (S.M. 2/6) You will run into many items you won't be able to identify [with skills at a given level].
Q. Can we create our own custom items?
A1. (T.C. 2/11) You can make your own items, with item creation feats. Don't rely on what WE give you!
A2. (S.M. 2/11) All the xp and [gold] costs for item creation work.
A3. (H.N. 2/20) item creation feats are most likely only going to have GP/XP requirements (much like spells that have expensive material components).
Q. What kind of items can we make?
A. (S.M. 2/18) The following feats are implemented: Brew Potion, Craft Wand, Craft Rod, Scribe Scroll, Craft Wondrous Item, Craft Magic Arms and Armor. The kinds of potions, wands, and scrolls you can make with Brew Potion, Craft Wand, and Scribe Scroll come from a list that are is limited by your spell list (and the requirements to make specified item). Craft Rod and Wondrous Item comes from the list of rods and wondrous items that are implemented in the game. Craft Magic Arms and Armor allows you to add enhancements to existing masterwork or magical items. It is limited by the enhancements that are implemented for the game. The unique magic arms and armor are most likely not going to be craftable.
Q. Can we name the items we create?
A1. (S.M. 2/18) Right now you can name the magic arms and armor you create. I'm working on a system that will autoname them as well. You cannot give descriptions to them. Nor can you name wands, scrolls, wondrous items, etc.
A2. (S.C. 2/26) Oh and naming the items you create is on the cool stuff list. It seems likely that familiars will be implemented as items, and it would suck not to be able to name your familiar. And if you're naming your familiar, why not name your items too? So no guarantee of course but seems likely.
Q. Can we augment a monk's unarmed attack by making enhanced boots or gloves?
A. (T.C. 3/28) Magic Fang and Greater Magic Fang spells are in the game. [These spells make natural weapons such as fists do more damage and hit more often.] I don't think you can attach them to boots or gloves, though.
Q. Can we make a "Dagger +1, Flaming, Returning"?
A. (S.M. 2/18) We aren't certain that the returning enhancement will be implemented, but as of right now you can make a dagger +1, flaming.
Q. Is the EXP cost of creating items going to match the PnP D&D rules?
A. (S.M. 2/18) They are the updated prices, many of the prices in the 3rd ed rulebook have been adjusted (see the FAQs and Errata) because they were really WAY to cheap.
Q. Can characters "assist" the item creator and contribute EXP?
A. (S.M. 2/18) Nope, not only is it not core rules it severely reduces the cost of making the items. I really think it would be too unbalancing to allow this to happen. Sorry.
Q. Will you have to wait weeks to finish creating a magic item (like 3E)?
A1. (S.M. 2/11) We removed the time thing, it its more fun our way.
A2. (S.C. 2/11) You have to be in a place where you can rest though