I'd like a gameplay setting for max HP on level up. Probably shouldn't work in multiplayer, unless it's also a server setting.
this option is already available in nwnplayer.ini (look for Max Hit Points). To use it in single player you will have to load module through nwserver though.
Not sure if this is the correct thread to list this, but the description in chararacter creation for the Weapon Restrictions of Haflings/Gnomes is not accurate.
First, they can use Bastard Swords, just as two handed weapons. And it should be mentioned that they use other M sized weapons as two handers as well. Which is useful information at creation if you had plans for your off hand.
I've already suggested expanding the chat window to the full width of the client... another, related suggestion for the vision impaired: create a new vision impaired font, 3 times larger than the high resolution font. I know someone that could REALLY use this. We'll need that expanded chat window with it, though.
My humble request would be a slight tweaking of the Camera Turn speed, at least in relation to Drive Camera mode.
When using the Steam Controller in 4K, the turn speed of the camera is a bit too fast and disorienting even on the lowest level.
And if anyone is interested, I'll be updating my Steam Controller "Fluent Controls" profile for the EE and uploading it soon. You can check out the older version, which is still uploaded, but it is a bit outdated. I have new, interesting things to add to make it better, and so far it's working really well with the EE (just need that camera speed turned down a bit.)
Would it be too hard to put a "TV Mode" in the video section? Increase font size like 200-250% .
This would make text legible when you are sitting 15 feet from a 42' TV. I think this would be a grand addition and would benefit TV users and visually impared alike.
I have no idea how hard this is to implement (and intuitively, I think it might be hard), but a "run away" command for followers would be absolutely fantastic. Very often, a henchman will be taking a beating, and I just want them to back off and let a tankier character handle it.
I would appreciate an "always run" button. It's pretty annoying when I want to get somewhere nearby, quickly, and my character just walks there. Obviously I can just use the arrow keys, but that doesn't work well if the movement involves tight turns.
I'm not seeing this request and I'm honestly not sure if it should go here or in the Beamdog Client forum, but is it possible to get a shortcut for the DMClient within the Beamdog Client?
Back in the day, I wanted a number of things.... most never were implemented. The line, "it's hardcoded" was often given as a response....
One of the things I would like to see:
Currency: I would like to see more than simply "gold." This is important for a few reasons. First, and foremost, in D&D, not every drop should be gold. In fact, in most cases, it is far more likely to be copper or silver. Furthermore, in Faerun, different governments accept different currencies. Some will accept common currency, while others can be far more specific; even outrightly outlawing "common" currencies. Many cities and/or regions have their own types of currency. Yes, they may have a GP equivalent, but, it appears that GP is a "hardcoded" thing. Programatically, I believe it is simply an integer, therefore it cannot have a "real" value (as would be required for such things.)
What I would like to see is a way to extend the currencies. Initially, I would like to see support for PP, EP, GP, SP and CP. Many treasure finds should result in CP, and/or SP, but certainly not GP. Programatically, I could see that older modules would not limit themselves by such values... however, new ones should be able to take full advantage of this system.
I do recall that there were "work-arounds" utilizing pseudo-coins (pirate coins or module-specific coins perhaps?), but that was not truly in tune with the rules. I'd really like to see the currency system being far more accessible for GMs, and perhaps even supported in-game.... at least as far as the traditional CP/SP/GP/EP/PP thing goes.
Ultimately, I'd love to write an extensible system for different currency systems. However, it is imperative that support for SP and CP values be established. If there's any question... at least for 3rd Ed:
3rd Edition Currency In 3rd and 3.5 editions of D&D, the currency system is in decimal form with each coin worth ten coins of the next highest value denomination:[9][10]
In 5e: 5th Edition Currency In 5th edition D&D the currency system follows the proportions of 3rd and 4th editions, with the exception of the electrum piece, which is again worth 5 silver pieces as in 2nd edition:[1]
That said, there are a number of regionally accepted currencies. Cormyrian Lyons, Trade Bars, Waterdavian coins, etc. It'd be nice to segregate the various coins one may accumulate. Obviously, the total value of your currency could be expressed in GP.... but it's extremely likely to be fractional, at best.
So, initially, I would like to see the generic categories supported.... PP, EP, GP, SP and CP....... then, a way to extend that to support additional "regional" currencies. Perhaps some civilizations won't accept traditional currency? Perhaps they value one metal over another? Regardless... we need more access to that aspect of the system.
I'd like a gameplay setting for max HP on level up. Probably shouldn't work in multiplayer, unless it's also a server setting.
Edit: Another one—I'd like to be able to see my XP even when my character is ready to level up. I've always found it annoying that the level up button completely obscures your XP counter.
I'd also like to see an AVG HP option on level up. Max hp isn't balanced and it favours high HD classes a great deal. This is important for multiplayer balance.
Rolling for HP is bad as it can result in inexplicably weak PC's. If you can reroll like you could in original NWN it also becomes a ridiculous reroll fest and very unfair for players who don't cheat and accept the first roll.
I'd like a gameplay setting for max HP on level up. Probably shouldn't work in multiplayer, unless it's also a server setting.
Edit: Another one—I'd like to be able to see my XP even when my character is ready to level up. I've always found it annoying that the level up button completely obscures your XP counter.
Rolling for HP is bad as it can result in inexplicably weak PC's. If you can reroll like you could in original NWN it also becomes a ridiculous reroll fest and very unfair for players who don't cheat and accept the first roll.
I've never had a DM enforce rolling for HP in a physical PnP game and it makes dealing with (x) Hit Dice for an encounter a lot easier to plan for. A 5 HD rogue with 6 hit points really messes with... Well, everything.
I thought the hit die roll was not "pure"...that is....that it actually couldnt be too low (that was a patch fix for NWN a long time ago if I remember correctly. If I remembered it wrong I definately would like to see this option added.
Another thing that just struck me. Option to remember what the player has mapped and player map pins over server restart (mostly a MP problem I guess).
Yeah, NWN hit dice cannot roll below half the maximum. Any result that would be below that threshold is increased to that threshold (so a 1d8 hit dice basically has four 4s, a 5, a 6, and 7, and an 8).
I'd like a gameplay setting for max HP on level up. Probably shouldn't work in multiplayer, unless it's also a server setting.
Edit: Another one—I'd like to be able to see my XP even when my character is ready to level up. I've always found it annoying that the level up button completely obscures your XP counter.
Rolling for HP is bad as it can result in inexplicably weak PC's. If you can reroll like you could in original NWN it also becomes a ridiculous reroll fest and very unfair for players who don't cheat and accept the first roll.
I've never had a DM enforce rolling for HP in a physical PnP game and it makes dealing with (x) Hit Dice for an encounter a lot easier to plan for. A 5 HD rogue with 6 hit points really messes with... Well, everything.
I have... it can be interesting. The Rogue 5 with 6 hp is a bit extreme (approximately 1/4000, I think?).
That said, I think the RPGA's Living Campaigns used to do something like max at levels 1 and 2, and then average (rounded up) after that. That seemed to work well.
I'd like a gameplay setting for max HP on level up. Probably shouldn't work in multiplayer, unless it's also a server setting.
Edit: Another one—I'd like to be able to see my XP even when my character is ready to level up. I've always found it annoying that the level up button completely obscures your XP counter.
Rolling for HP is bad as it can result in inexplicably weak PC's. If you can reroll like you could in original NWN it also becomes a ridiculous reroll fest and very unfair for players who don't cheat and accept the first roll.
I've never had a DM enforce rolling for HP in a physical PnP game and it makes dealing with (x) Hit Dice for an encounter a lot easier to plan for. A 5 HD rogue with 6 hit points really messes with... Well, everything.
LOL, Wow I DMed PNP for 30+ years and gave max hp only on 1st level and never had any problems with setting up encounters or players not having a great time playing. LOL at 5 HD rouge with 6 hp.
I'd like a gameplay setting for max HP on level up. Probably shouldn't work in multiplayer, unless it's also a server setting.
Edit: Another one—I'd like to be able to see my XP even when my character is ready to level up. I've always found it annoying that the level up button completely obscures your XP counter.
Rolling for HP is bad as it can result in inexplicably weak PC's. If you can reroll like you could in original NWN it also becomes a ridiculous reroll fest and very unfair for players who don't cheat and accept the first roll.
I've never had a DM enforce rolling for HP in a physical PnP game and it makes dealing with (x) Hit Dice for an encounter a lot easier to plan for. A 5 HD rogue with 6 hit points really messes with... Well, everything.
LOL, Wow I DMed PNP for 30+ years and gave max hp only on 1st level and never had any problems with setting up encounters or players not having a great time playing. LOL at 5 HD rouge with 6 hp.
Funnily enough that's a real world example.
Poor guy always rolled low for anything important and decided he was going to play a glass cannon sneak attack machine... Don't think he was expecting to be that glass of cannon. And an investment on con wouldn't have gone amiss.
Granted it's an extreme example and an obvious fringe case. Rolled HP works just fine more often than not.
During character creation, when choosing your character's appearance, it would be nice to be able to rotate your character model with the mouse, as well as being able to zoom in on your character.
[Edit] Also, implementing a feature that indicates which spells your Wizard has learned by hovering the mouse over them would be welcome.
I'm not sure if it's the right place for that suggestion: it's MANDATORY but uncategorized: AUTO DOWNLOAD OF THE HAKPACKS when u are connecting on a mod!
little thing: make links active in the server description little thing: make the server description more complete: more text and BBCODE stuff little thing: add serveur version in the server list
1) Combat log lines often occupy two or three lines. Make the combat larger, to avoid the line breaks. 2) Combat log filter: Filters like damage I have took, damage all have took, damage I have done, damage all have done, only saves, etc can really make it easier to follow a large scale combat. I'm not 100% sure what those filters might be exactly 3) Chat log filter: All / NPCs only / PCs only 4) Possibly extra log: Remove server messages from the combat log. Or add a filter for it. 5) Fix scroll log bug. I'm talking about the bug that if you are in the middle of the log, resize it to get bigger, there is a lot of output and you resize to be smaller prior going to the bottom, you can't read the bottom lines 6) Fix the character sheet attributes display
Comments
First, they can use Bastard Swords, just as two handed weapons. And it should be mentioned that they use other M sized weapons as two handers as well. Which is useful information at creation if you had plans for your off hand.
https://blog.dyslexia.com/good-fonts-for-dyslexia-an-experimental-study/
My humble request would be a slight tweaking of the Camera Turn speed, at least in relation to Drive Camera mode.
When using the Steam Controller in 4K, the turn speed of the camera is a bit too fast and disorienting even on the lowest level.
And if anyone is interested, I'll be updating my Steam Controller "Fluent Controls" profile for the EE and uploading it soon. You can check out the older version, which is still uploaded, but it is a bit outdated. I have new, interesting things to add to make it better, and so far it's working really well with the EE (just need that camera speed turned down a bit.)
Cheers!
Would it be too hard to put a "TV Mode" in the video section? Increase font size like 200-250% .
This would make text legible when you are sitting 15 feet from a 42' TV. I think this would be a grand addition and would benefit TV users and visually impared alike.
Edit: as suggested by @Kymus
I would appreciate an "always run" button. It's pretty annoying when I want to get somewhere nearby, quickly, and my character just walks there. Obviously I can just use the arrow keys, but that doesn't work well if the movement involves tight turns.
Back in the day, I wanted a number of things.... most never were implemented. The line, "it's hardcoded" was often given as a response....
One of the things I would like to see:
Currency:
I would like to see more than simply "gold." This is important for a few reasons. First, and foremost, in D&D, not every drop should be gold. In fact, in most cases, it is far more likely to be copper or silver. Furthermore, in Faerun, different governments accept different currencies. Some will accept common currency, while others can be far more specific; even outrightly outlawing "common" currencies. Many cities and/or regions have their own types of currency. Yes, they may have a GP equivalent, but, it appears that GP is a "hardcoded" thing. Programatically, I believe it is simply an integer, therefore it cannot have a "real" value (as would be required for such things.)
What I would like to see is a way to extend the currencies. Initially, I would like to see support for PP, EP, GP, SP and CP. Many treasure finds should result in CP, and/or SP, but certainly not GP. Programatically, I could see that older modules would not limit themselves by such values... however, new ones should be able to take full advantage of this system.
I do recall that there were "work-arounds" utilizing pseudo-coins (pirate coins or module-specific coins perhaps?), but that was not truly in tune with the rules. I'd really like to see the currency system being far more accessible for GMs, and perhaps even supported in-game.... at least as far as the traditional CP/SP/GP/EP/PP thing goes.
Ultimately, I'd love to write an extensible system for different currency systems. However, it is imperative that support for SP and CP values be established.
If there's any question... at least for 3rd Ed:
3rd Edition Currency
In 3rd and 3.5 editions of D&D, the currency system is in decimal form with each coin worth ten coins of the next highest value denomination:[9][10]
1 platinum piece = 1 platinum
= 10 gold
= 100 silver
= 1000 copper
In 5e:
5th Edition Currency
In 5th edition D&D the currency system follows the proportions of 3rd and 4th editions, with the exception of the electrum piece, which is again worth 5 silver pieces as in 2nd edition:[1]
1 platinum piece = 1 platinum
= 10 gold
= 20 electrum
= 100 silver
= 1000 copper
That said, there are a number of regionally accepted currencies. Cormyrian Lyons, Trade Bars, Waterdavian coins, etc. It'd be nice to segregate the various coins one may accumulate. Obviously, the total value of your currency could be expressed in GP.... but it's extremely likely to be fractional, at best.
So, initially, I would like to see the generic categories supported.... PP, EP, GP, SP and CP....... then, a way to extend that to support additional "regional" currencies. Perhaps some civilizations won't accept traditional currency? Perhaps they value one metal over another? Regardless... we need more access to that aspect of the system.
Rolling for HP is bad as it can result in inexplicably weak PC's. If you can reroll like you could in original NWN it also becomes a ridiculous reroll fest and very unfair for players who don't cheat and accept the first roll.
Another thing that just struck me. Option to remember what the player has mapped and player map pins over server restart (mostly a MP problem I guess).
That said, I think the RPGA's Living Campaigns used to do something like max at levels 1 and 2, and then average (rounded up) after that. That seemed to work well.
Poor guy always rolled low for anything important and decided he was going to play a glass cannon sneak attack machine... Don't think he was expecting to be that glass of cannon. And an investment on con wouldn't have gone amiss.
Granted it's an extreme example and an obvious fringe case. Rolled HP works just fine more often than not.
-A drop down list in creature and placable properties that lest you add visual effects to the object.
-JFK
- General improvements to how encounters are created and work (especially with MP and persistency in mind).
[Edit]
Also, implementing a feature that indicates which spells your Wizard has learned by hovering the mouse over them would be welcome.
little thing: make links active in the server description
little thing: make the server description more complete: more text and BBCODE stuff
little thing: add serveur version in the server list
1) Combat log lines often occupy two or three lines. Make the combat larger, to avoid the line breaks.
2) Combat log filter: Filters like damage I have took, damage all have took, damage I have done, damage all have done, only saves, etc can really make it easier to follow a large scale combat. I'm not 100% sure what those filters might be exactly
3) Chat log filter: All / NPCs only / PCs only
4) Possibly extra log: Remove server messages from the combat log. Or add a filter for it.
5) Fix scroll log bug. I'm talking about the bug that if you are in the middle of the log, resize it to get bigger, there is a lot of output and you resize to be smaller prior going to the bottom, you can't read the bottom lines
6) Fix the character sheet attributes display