Another area where there was a problem was when I added ammunition to a weapon store. In Better The Demon, ammunition is sold in stacks of 20 as opposed to 99 due to an overhaul of the economy system. Unfortunately, due to the way ammunition stacks by default (in quantities of 99), I found that an exploit was introduced because the player could buy a proportion of the the stack at a skewed proportional cost. To get around this problem, I had to alter the stacking limit of ammunition (and throwing weapons by the way) in the baseitems.2da to the same as my shop stack quantities of 20. This turned out to equate to the PnP definition of a number of arrows in a quiver, so I was not disappointed about the lowered slot figure. Furthermore, as NWN automatically restocks arrows into the arrow slot as they are used, I did not see it as a problem. If anything, it simply reflects a more realistic ability to carry this type of item.
What! No Magic!
One of the first things a player will notice when they play Better The Demon is that by comparison to the official campaigns, the world of Althéa is a low magic world. There will be hardly any magic items for sale at stores at all. In fact, the only items that will be available are scrolls and potions (and then only by a few people). Weapons, armour or other wondrous items will not be available from any stores. As an example, the most expensive item currently available in a sundry store is a gold necklace at 100 gp. A Healer's kit (+3) comes in second at 68 gp. In the local arms and armour store, the most expensive item is masterwork chainmail at 168 gp. The idea reflected here is that magic is not an everyday item that the local population can afford to buy, so items generally afforded are stocked instead.
That said, crafting items, recipe books and new recipes can be bought at reasonable prices for those with the skills and/or extra gold to make them. The problem is, there is hardly anything to be made from selling magic items as they cost a great deal to make and there are not enough people around who can afford to buy them. The odd item of magic will still be bought from a PC (if they acquire one and wish to sell it), but the store keeper will normally cap their costs and only purchase it if they have a buyer in mind. In other words, once a magic item is sold to a store keeper, it will be sold on shortly afterwards to a special buyer, thereby effectively removing it from the world.
Some of the items on sale include Amraphael's Light Sources and the chalk that was found in his Zork Adventure. Amraphael is a wizard at making custom content and I fully acknowledge the wonderful contributions he has made to help make my own module the way I wanted.
No Cart of Gold!
Another thing players will soon discover is that they will no longer be able to carry items and gold around with them as if they had an invisible All-Terrain Cart of Huge Carrying Capacity. As I have already mentioned above, ammunition will now take up more inventory slots, larger items have more weight than the default values and gold is now carried in bags of 500 gp at a time. (NB: A PC is allowed to carry less than 500 gold without any weight restrictions.) Take a look at the screenshot below to see the gold bag description and how it will impact the PCs. The idea behind this is that the player will now see there are other benefits to having greater strength and/or someone to help them on an adventure, even if it is just to help carry back any treasure they might find.
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