Instruments 3.0 02/09/2012 03:40 AM CST
Saw a post recently in the quests folder lamenting the lack of high-end specialty instruments available as end prizes, and it got me to wondering whether there were any plans for improvement with the dawning of 3.0?

Instruments that are playable when worn (guitar straps so that my character can properly shred while standing, plz?) and weatherproofing would be two additions that I would love love love to see implemented, personally.

Other ideas?

GM feedback?

Thanks!



"One good thing about music, when it hits, you feel no pain."
-Bob Marley
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Re: Instruments 3.0 02/09/2012 05:40 AM CST
Magical instruments!

Should be possible in 3.0...
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Re: Instruments 3.0 02/09/2012 01:22 PM CST
I'd like it if there were some (small) tangible benefit to using a two-handed instrument. Like the spirit ability comes sooner, or something.

Other than that, yes, the usual requests: weatherproofing, wearability, one-handed stringed, magical properties, filling out the difficulty ranges. And a few more types might be nice.


-- Player of Eyuve
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Re: Instruments 3.0 12/13/2012 03:42 AM CST

Instruments that can be heard over several rooms, instruments that need to be tuned regularly, magical instruments are worth repeating, and racial instruments that effect one race uniquely.
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Re: Instruments 3.0 12/13/2012 07:56 AM CST
<<Instruments that can be heard over several rooms>>

warhorns kinda-sorta do that, but make bagpipes do it too!!!



An arisen dummy zombie bellows, "You will all be ssslaughtered!"
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