Suggestions Thread: Game Mechanics (scripts, spells, feats, combat)
Symphony
Member, Developer Posts: 142
Hello folks, I'm Symphony.
In order to keep things collated, I'm starting category based suggestion/bug discussions. Please use your best judgement to find which discussion best suits your range of items!
This Suggestions Discussion is for Game Mechanics. Any sort of addition or change to the game that might effect the dice rolls, character sheet, and progression, would be considered a Game Mechanics suggestion.
An incomplete list of example items is listed below:
In order to keep things collated, I'm starting category based suggestion/bug discussions. Please use your best judgement to find which discussion best suits your range of items!
This Suggestions Discussion is for Game Mechanics. Any sort of addition or change to the game that might effect the dice rolls, character sheet, and progression, would be considered a Game Mechanics suggestion.
An incomplete list of example items is listed below:
- Races
- Classes
- Feats
- Skills
- Spell Effects
- Spellbooks
- Item Properties
- Combat Modes
- Combat Rolls
- "Bonuses" "Penalties" "Modifiers"
- Rest and Restoration
- Movement Speed
8
Comments
- Hire Kaedrin and or his services or request to use his content and add all of his custom classes and reverse engineer all of the classes he added to NWN 2 because they made the game SO much better.
- From this thread on the vault ( here ) I'd like to highlight a few options I'd like to see also (though they would ofc all be awesome)
- Toolset item limit (16k Resource limit) (increase it)
- Allow custom rays, visual effects on weapons, custom races, custom base classes etc.. NWN client externder
items. Without the need of the extender.
- Most of the script functions with extender in basic game(without an extender).
- Preload haks in multiplayer
- Unlocked toolset windows. So you can work in multiple windows and resize them.
- More multi-thread support / 64-bit (game / toolset / server)
2. Add more armor slots like Bracers and Earrings
3. Open the code up so that creators can have custom Spells, Feats, Races, and Class all right from the start, at character creation.
4. Higher Polly counts for Tilesets, Creatures, NPC, and Player Character Models.
5. Support for Gmax and Blender
It did actually work correctly when NWN was originally released, but then it was broken in a patch (patch 3, if I recall correctly) such that enemies were no longer subject to it. No more would NPC sorcerors accidentally roast their lackeys (something that previously happened quite conspicuously on level 2 of the Neverwinter Prison in the official campaign).
Please restore full friendly fire functionality.
Being able to easily add feats that affect skills (for custom Racial skill bonuses, skill focus, epic skill focus etc.. for example)
Feat.2da allow you to adjust skills (not affecting cap) example Colum names SKILLNUM(skill.2da) SKILLMOD (amount feat gives). So we can have some the basic feats that adjust skills. (not added to base feat.2da but supported so no worries about backwards compatibility and allows for current and future modders to add in)
Bards and Sorcerers suffer from taking Prestige Classes - this really, really, really needs to be looked at and fixed. Currently if you have Bard or Sorcerer and take any PrC that advances spellcasting of said classes only get the benefit of extra spells per day and not spells known.
Alternative/additional Spellbook support: It's possible to add a lot of custom spells, but not possible (or easy?) to add classes with their own custom spellbooks. This prevents the addition of new class types such as Psion without doing awkward things
Speaking of Psionics, the ability to add extra pool trackers (Displayed alongside HP) for classes with the ability to script it to follow specific things would be nice. (Either Powerpoints, or perhaps Bard Song or Turn Undead uses) -This may be an unrelated fluff issue
- Cross posted from old thread
2. Add an easy system to edit and create simple feats (Such as those that add spell caster level [Practice spell caster] or the Skill Focus feats for custom skills etc)
3. Change the ranger class to 3.5 ruleset (Combat style, melee or ranged as default; currently we can only impliment using NWNX)
4. Spellbooks for classes that use them (Assassins, Blackguard, currently this is only implemented via NWNX)
5. Bard casting in light armor , or the ability to cast in armor un-hardcoded.
Climb, Jump and Swim. To be used in scripted interactions like in Pillars of Eternity. Perhaps other skills from the 3e rulebook as well?
Please remove the non-D&D skills Discipline and Parry. Resisting knockdowns etc. is a part of the 3e core rules and doesn't require you to keep a particular skill at max rank and deplete your skill points.
2) Tone down the spell effects on defensive spells. Higher level characters tend to be completely obscured in a mess of overlapping spell effects. Idea: for the defenses that don't have to be obvious (e.g. Fire Shield), have the appropriate spell effect flash briefly only when activated. I.e. show Shield only when it deflects a blow and Endure Elements only when it absorbs damage.
3) Fix the chase! When someone is running away it's next to impossible to attack them with a melee weapon. Your character just slows down and doesn't attack and it feels very frustrating.
4) Full party control for 4-6 characters for proper D&D adventuring.
5) Combat Expertise and Improved Combat Expertise are both overpowered feats and make most fights too easy for a party with a dedicated tank. When DM's factor in Improved Expertise in their encounter designs, it becomes mandatory to have that or you get party wiped. Cap CE at +3/-3 and remove Improved?
6) Fast cast spellbook interface a la NWN 2.
Material types for weapons/armor and Damage Reduction purposes. The standard set of Silver, Cold Iron, Mithral/Mithril, and Adamantine, Epic, and Alignment types would be nice. As well as the ability to add exceptions to Damage Reduction, such as "DR can be penetrated by Cold Iron or a +3 weapon."
Custom DR/Material types would be appreciated as well.
First, rebalance the Shapeshifter. Everything else is fine. As it stands, it's a lot of fun and really unique, but highly underwhelming in the higher level campaigns it was designed for. Just beef it up a bit. No need to do anything drastic.
Another is this, add some stuff. Who doesn't like stuff? What I mean by that is classes or spells or feats or, dare I say, races. PRC in it's entirety is too much for an official add-on, in my honest opinion, but provides an easy set of guidelines.
-Fix Parry
-Make Circle Attack attack function like Attack Of Opportunities instead. A quick attack to a nearby enemy and then resuming attacking the first target.
As is, changing targets constantly gets many killed, since they're reducing every enemies HP evenly, rather than focusing on one at a time. Manually retargeting the first foe results in standing there until the start of the next round, wasting more attacks than Circle Attack granted.
- Fix Whirling attack 3-targets bug on Linux/Mac
- More hotbars
On that note, it might be helpful to hide player accounts when sending tells and just display the character name in the chat bar. In my experience, players are great at pretending not to know when a disguised character is talking to them but sometimes this puts an undue burden on the player whose character is being deceived, whereas a fully supported disguise system would let people organically play the sleuth on such tricksters.
1. Update the rule set from 3.0 to 3.5
While I've never done Pen & Paper, I've heard and read from other players on NWN and NWN2 that the 3.5 update fixed a lot of complaints players had with 3.0. Even though the original NWN used 3.0, I think updating it to 3.5 for the Enhanced Edition will make it more attractive.
2. Add the classes and prestige classes that are available in NWN2 but not in NWN
There's a good chance a lot of players (myself included) that played NWN2 are going to be coming back to play NWN:EE. We'll be missing those classes in NWN:EE if they're not included. In fact, it might be a good idea to make a topic just for classes and PrCs because NWN and NWN2 barely scratched the surface of what's available in Dungeons & Dragons. The same goes for NWN2 feats and spells.
Do not remove parry as a skill. Some might not like it, but others enjoy the fun of riposting attacks and quite frankly it hasn't been hurting anyone since it was added in the very beginning.
Do not remove improved expertise. Either create a module setting for what it gives or softcode them or add a ini setting to disable it. Expertise being necessary on a tank is often times the -only thing- that makes them a tank instead of a standard DPS character. Unless massive alterations of gameplay are granted the only real "tanks" in this game are pale master and dwarven defender. Everything else does either the same or just a little less damage then everything else even in vanilla nwn. Expertise allows groups of players to make these party distinctions without being railroaded into only playing a select few classes.
Now for my suggestions:
-Add effects which can increase abilities past the +12 cap. Also a nice addition would be fixing the issue of Negative Energy Protection blocking negative abilities on items.
-Add a function to allow adding and removing of feats from a PC/NPC.
-Add AC type innate as an option for EffectACIncrease.(Innate is the AC used by pale master levels or RDD levels).
-Add a function which allows changing the internal size of a creature.(looks like a dwarf, but actually large sized in code for example.)
-A utility to allow players to print out their build's stats. Currently this is done by 4 nwnx_funcs functions.
*string NWNXFuncs_GetFeatsGainedAtLevel(object oCreature, int iLevel);
*string NWNXFuncs_GetSkillRanksGainedAtLevel(object oCreature, int iLevel);
*string NWNXFuncs_GetSpellsGainedAtLevel(object oCreature, int iSpellLevel, int iLevel);
*struct levelstats_s NWNXFuncs_GetStatsGainedAtLevel(object oCreature, int iLevel);
-int NWNXFuncs_GetSurfaceMaterial(location lLoc); function equivalent, it's used largely for teleportation, anchoring, gravity wells, and pathing.
-A function that does "IncrementRemainingSpellUses(object oCreature, int nSpell);"Everything except bard/sorc
-A function that does "IncrementRemainingSpellLevel(object oCreature, int nSpellLevel);"//Bard/sorc
-A method to retrieve which spell school specialization a wizard has taken.
-Allow non-monks to have more speed than 50%, really important one for gameplay. Purple Dragon Knight class vanilla is almost worthless without it. Also just mentioning, but there is a very bad speed bug with monks... It is not scaling correctly and they get ludicrously fast with any amount of speed bonuses outside the norm.
-Fix Weapon Master's Ki Damage ability to deal maximum weapon damage(but not allow critical hits like D&D).
*Warlock
*Favored Soul
*Shadow Adept
*Hexblade
eg for purposes of dispel resistance potions/trinkets have a CL set to either the CL of the last spell cast from a spellbook or the characters total level if no spells have been cast.
1. Open up the combat engine so it isn't hardcoded, allowing for custom weapon feats and allowing weapon specialization/focus for custom weapons
2. Allow for custom ranged weapons to be added without overwriting the existing ranged weapons
3. Allow Flurry of Blows to work with custom weapons
4. Allow Weapon Finesse to work with custom weapons
And if it is not possible to open up the combat engine this way for whatever reason, I would instead like to see the following weapons added, with the appropriate focus/specialization feats added and for these weapons to be used with Flurry of Blows/Weapon Finesse when applicable:
Nunchaku
Sai
Javelin
Ranseur
Guisarme
Glaive
Siangham
Sap
Greatclub
Spiked Chain
Heavy Mace
Heavy Pick
Light Pick
Falchion
Katar
Tiger Claws
Maul
Lucerne Hammer
Double Scimitar
Chakram
The one thing from NWN2 that I really enjoyed was how they put all the spellcasting into a single GUI quickcast menu, allowing players to have access to ALL of their spells without having to put them in the quickbar. I also liked how they non-invasively showed the casting areas of all spells for which it was applicable, showing exactly where my Fireball would land. Would it be possible to put this into NWN:EE?
my simple suggestion:
- Separate spellbooks for any new class/prestige class (like assassin, blackguard ecc ...) so to have spell choice and not feat.
- Adjust class and prestige class with new spell and spellbook. (some not all).
- Add subrace functionality with 2DA system.
- Domain spell for cleric! I know that some domain spell are not easy to create but substitution is better than nothing (1 spell for 2 domain is good for me the comunity can customize this).
- Customize "Power Attack" and "Expertize" to select the bonus to add/remove.
Thanks in advance for reading
- Fix Parry
Feats:
- Fix Circular Kick
- Fix Whirlwind Attack
Class:
- Make PrC classes calculate caster level correctly. Some effects like spell resistance don't take them into account.