Game improvement suggestions
deniz1a
Member Posts: 7
- Add an option in auto-pause menu for drinking potion. So that the game pauses when potion drinking is completed.
- Add order queueing feature. This would execute multiple actions one after another. For example, first drink this potion, when that is completed, cast this spell, after that attack this npc...
- Show range circles for spells that have area of effect.
- Define experience points per party member instead of in total amount. The current system discourages accepting new members because that would reduce XP current members would receive. Or it could be a combination of both. There could be a base total amount plus an amount for each party member.
- Add order queueing feature. This would execute multiple actions one after another. For example, first drink this potion, when that is completed, cast this spell, after that attack this npc...
- Show range circles for spells that have area of effect.
- Define experience points per party member instead of in total amount. The current system discourages accepting new members because that would reduce XP current members would receive. Or it could be a combination of both. There could be a base total amount plus an amount for each party member.
7
Comments
I admit I was wrong. You can queue commands such as movement/targeting enemies for attacking but not usage of items or casting spells.
Let's post some more in here, then. Maybe the topic will be noticed.
Also #DwarvenBards!
Ideally, it should be as the DMG recommends - minimum caster level for the spell + 1.
EDIT: I forgot, the DMG also states the minimum caster level for a scroll would be 6. So, even 1st and 2nd level spells have a caster level of 6.
The DMG allows scrolls to be made more powerful by increasing the caster level. So, for lower level spells (1st - 4th levels) a casting level of 10 is allowed (even if non-optimal). Also, checking many of the 1st-3rd level spells scrolls, I found many already set to a caster level of 6 (e.g., Agannazar's Scorcher, Fireball, etc..), which is appropriate.
For higher level spell scrolls, setting the caster level to 10 effectively just sets the caster level to the minimum necessary for the spell (Bioware/Beamdog generally set the minimum level effect to have a minimum caster level of 1, and then start the next effect at minimum caster level + 1*). So, 6th level spell scrolls would cast as 12th level caster, 7th level scrolls at a caster level of 14, etc.. That's one level lower than the "minimum caster level + 1" from the DMG, but it's only 1 level.
* e.g. Mordenkainen's Sword (7th level spell - minimum caster level 14) has effects for a caster levels of 1st, 15th, 16th, 17th, 18th, 19th, and 20th, with the 1st level effect being the duration for a 14th level caster. A scroll set to 10th level just uses the "caster level 1" effect.
EDIT: If you want PnP spell scroll caster levels, I made a mod to do it: https://forums.beamdog.com/discussion/46720/scroll-caster-level-mod?new=1
I would leave it as is personally. Whoever crafted these scrolls was probably of a decent level themselves. So I'm largely ok with how things are.
Returning to "reader is releasing a pre-stored magic power":
@AstroBryGuy
I'm just a simple bard of doubtful abilities, who knows a few tavern tricks and pathetic illusions, and finally, I understand, that the scrolls/wands are imbued with *magic* of some power, but I still believe, that the caster's lvl should have some impact, on the "final power" of the released spell. Which roughly confirms my theory about thieves inability to use full power of scrolls/wands, due to lack of magic experience (and I was focused strictly on thieves, while writing my previous thoughts).
~"The thief has no caster level and so the spell is cast at its minimum power"
[Edit:] Or not, just.. don't mind me