"Beyond +1"

Gamer asks about applying modifiers to weapons:

One of my favorite things to do in my P&P Campaign is, when I give out enchanted weapons, to place special qualities upon them in addition to their typical enchantment.
I figure that most, if not all, of the types of enchantment available in the DMG will be available to apply to your weapons. (ie. vorpal, keen, firebrand, ect. . .)
My question is will you be able to apply an effect more along the lines of this:
'The Sunderer'
+3 greatsword
damage- 1-10 +3
15% of all hits destroy the opponent's weapons. Enchanted weapons are allowed a will save to avoid being destroyed.
History- (blah blah blah)
or this:
'Hun-Li'
Falchion +2
Damage 1-8 +2
this weapon is specifically designed for monks, and Monks who take a martial weapon proficiency in Falchion will recieve their unarmed attack bonus, as if they were using a Kama or Saingam.
History- (blah blah blah)
My question is-
How extensive will the list of internal effects be?? Will these require extensive scripting and only work on your home server, or will we be allowed to assign percentile effects/remove certain restrictions within the existing framework?
One of my favorite things to do in my P&P Campaign is, when I give out enchanted weapons, to place special qualities upon them in addition to their typical enchantment.
I figure that most, if not all, of the types of enchantment available in the DMG will be available to apply to your weapons. (ie. vorpal, keen, firebrand, ect. . .)
My question is will you be able to apply an effect more along the lines of this:
'The Sunderer'
+3 greatsword
damage- 1-10 +3
15% of all hits destroy the opponent's weapons. Enchanted weapons are allowed a will save to avoid being destroyed.
History- (blah blah blah)
or this:
'Hun-Li'
Falchion +2
Damage 1-8 +2
this weapon is specifically designed for monks, and Monks who take a martial weapon proficiency in Falchion will recieve their unarmed attack bonus, as if they were using a Kama or Saingam.
History- (blah blah blah)
My question is-
How extensive will the list of internal effects be?? Will these require extensive scripting and only work on your home server, or will we be allowed to assign percentile effects/remove certain restrictions within the existing framework

    NWN has really gone overboard in this area. You can attach so many criteria and abilities to a weapon it blows my mind.

    I just created a Bastard sword with the following abilities:
    Weapon : Bastard Sword
    Ability Bonus: Constitution +2
    Damage Immunity: Bludgeoning
    Improved Saving throws: Reflex
    On Monster Hit: Ability Drain Strength by 3
    Use Limitation: Chaotic
    Use Limitation: Evil
    Damage Bonus vs Racial Type: Gnome 1d6 acid damage


    I now have a Bastard sword which gives me:
    +2 to my constitution
    Immunity to bludgeoning damage
    A +2 bonus to my reflex saves
    A weapon which drains 3 points of strength / hit
    A weapon only useable by Chaotic Evil characters
    A weapon which does an extra 1D6 of acid damage to Gnomes

    In short, a complete BG type weapon effects system. We'll show a little of this at E3, but the possibilities are amazing and too vast to go into in detail in a demo

    Trent Oster
    Producer - NWN