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Suggestions Thread: Game Mechanics (scripts, spells, feats, combat)

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  • tfoxtfox Member Posts: 87
    Fixing the spell school issues of Mass Haste, Balagarn's iron horn and Protection from Spells so that they're no longer treated rather weirdly as though they belong to the school of enchantment. . . there by stopping specialist wizards from using them that should be able to use them.
  • Savant1974Savant1974 Member Posts: 303
    edited November 2017
    It's been a while, but I recall having issues with encounter triggers not counting henchmen in their CR calculation. So a solo player hitting a trigger would get the same spawn as a player with two henchmen, making it very difficult to balance. If this could be fixed, we could open up modules to more than two henchmen without breaking the difficulty balance.
    [Deleted User]
  • 1varangian1varangian Member Posts: 367
    Hunter548 said:


    6) Add a couple more caster-intended PRCs. PM and RDD are the sole caster-friendly PrCs, but both of them are more suited to melee/sword-and-spell builds rather than actual casters. Archmage would be fitting?

    Mystic Theurge and Eldritch Knight would be really cool. Those two open up completely new archetypes which makes them more important than PrC's that only slightly alter a base class.
    Cerabelus
  • BalanorBalanor Member Posts: 176
    I would like to request the GetPCChatVolume function be modified to get/return TALKVOLUME_TELL. And I would like to request a new function called something like GetPCChatTellTarget.

    The reason for these is -
    In my PW we have many voice commands setup to perform an action based on a player sending a Tell to another person. For these to work, we need to be able to get the text from the Tell itself, along with the target of the Tell. Right now this is only possible through the nwnx_chat plugin, but if this functionality could be included into the game's chat functions, those of us who use Windows server for our PWs, or those who don't use NWNX at all, won't have to wait (as long?) to get one of the crucial NWNX plugin's functionality within the game.
  • AcaosAcaos Member Posts: 13
    Someone already mentioned Favored Soul, but having Spirit Shaman would be great as well, which would give us all spontaneous variants of all three of the primary caster classes.
    [Deleted User]
  • HunterRayder93HunterRayder93 Member Posts: 266
    Acaos said:

    Someone already mentioned Favored Soul, but having Spirit Shaman would be great as well, which would give us all spontaneous variants of all three of the primary caster classes.

    shaman and FvS are part of the 3.5 i see it a bit hard to implement in a 3.0 based game like the worloak from the trither and 3.5 to 3.0 but i'm confident and i say it's all possible.
  • Dark_AnsemDark_Ansem Member Posts: 992
    edited November 2017
    Make a new system for Epic Spells: as feats, they are sorely underpowered.
    Update audio and SFX quality, just like what happened for BG and hopefully PST
    Post edited by Dark_Ansem on
    RandomPerson
  • AcaosAcaos Member Posts: 13
    To follow on the previous commentor:
    - Fix the bug that doesn't allow a character to know more than six or so epic spells (crashes the client).

    Also:
    - Better control for spontaneous spellcasting (especially for clerics and druids). For example:
    -- It would be great to be able to dynamically control a cleric's spontaneous spellcasting ability so we could make domain spells spontaneous like Cure/Inflict already are. We also have additional Cure/Inflict/Mass Cure/Mass Inflict spells on HG we'd like to be able to make spontaneous as well.
    -- It would also be very nice to let druids cast Summon Creature spontaneously.
    -- Naturally, if this were done well, we could also do it for wizards, which might let us do some nifty things with specialized wizards.
    Dark_Ansem
  • HunterRayder93HunterRayder93 Member Posts: 266
    taking D & d Wiki

    dandwiki.com/wiki/

    here are the differences between 3.o and 3.5..

    3.0:
    dandwiki.com/wiki/3e_SRD:System_Reference_Document

    3.5:
    dandwiki.com/wiki/3.5e_SRD:System_Reference_Document


    3.5(Variant):
    dandwiki.com/wiki/UA:Variant_Rules


    3.5e Homebrew:
    dandwiki.com/wiki/3.5e_Homebrew

    The difference between systems and abyss ... there are different classes and races in the 3.5, the 3.0 though it has many content does not have a big choice over the 3.5, it would be a dream an upgrade of the rules in fact ... the 3.5 and much better and offers more possibilities for absolute predisposition and fun ... but let's see what Beandog does, but this does not mean I would like to have a NWN with the rules of 2 ... no, but ... I would love to.
  • mrjanemrjane Member Posts: 18
    Really good and well working, customizable A.I. I found the companions were crazy stupid in these games. Micromanaging 4+ characters gets tiring after 40, 50, 60+ hours of game play.
    Proont
  • Dark_AnsemDark_Ansem Member Posts: 992
    I wonder if it could be possible to add the "Epic Prestige Classes" (see: Netherese Arcanist)
  • HunterRayder93HunterRayder93 Member Posts: 266

    I wonder if it could be possible to add the "Epic Prestige Classes" (see: Netherese Arcanist)

    if I do not remember badly in NWN there are no epic levels but I'm in NWN2, more reason to try to update the set of rules even if it could create conflicts with moduil and PW.
  • BelleSorciereBelleSorciere Member Posts: 2,108
    Neverwinter Nights goes to level 40. 21+ is epic. Or are they coded differently from epic levels in NWN?
  • FlashburnFlashburn Member Posts: 1,847
    You can already be an epic prestige class by taking more than 10 levels in it. NWN2 doesn't allow this.
  • ProontProont Member Posts: 141
    I'd like to see the Level Cap extended. As well as the ability to multi-class into 3 or more additional classes/prestige classes.

    @Flashburn Epic Prestige Classes are special Prestige Classes that can only be taken at or after level 21.
    Dark_AnsemTemplarDrake
  • Dark_AnsemDark_Ansem Member Posts: 992
    Proont said:

    I'd like to see the Level Cap extended. As well as the ability to multi-class into 3 or more additional classes/prestige classes.

    @Flashburn Epic Prestige Classes are special Prestige Classes that can only be taken at or after level 21.

    Exactly. They are "Epic prestige classes" with only 5 levels.
  • 1varangian1varangian Member Posts: 367
    Epic levels are a bit niche and they need epic level content (planes, gods) to be done properly. I think Trent touched on that briefly in the last stream. I'd rather they did epic levels only after everything else has been finished and polished.
    HunterRayder93
  • Dark_AnsemDark_Ansem Member Posts: 992

    Epic levels are a bit niche and they need epic level content (planes, gods) to be done properly. I think Trent touched on that briefly in the last stream. I'd rather they did epic levels only after everything else has been finished and polished.

    Of course, but at least lay the groundwork for that. If anything, it would make for great update and re-release of post-OC/post-HotU modules
    HunterRayder93ProontDethangels_ShadowXorina
  • KymusKymus Member Posts: 17
    Something that just popped in to my head: fear. Can we get a different effect on that so our characters don't run away uncontrollably and get killed? >_<
    RandomPersonSavant1974fasthd97
  • JidokwonJidokwon Member Posts: 395
    @Kymus: If you slide the difficult to Easy, Fear doesn't work like it normally does and only adds a -4 penalty to hit. I think that most of us prefer spells working properly, though.
    Savant1974
  • DragonovithDragonovith Member Posts: 1
    I'm currently playing as a Blackguard in a Persistent Server, and I can say one thing for certain: Contagion and the Inflict Critical/Serious Wounds are utterly useless abilities. Would be nice if they could be replaced for other useful ones. Perhaps being able to cast spells? Or being able to use Aura of Fear once per day. I don't know, there are many options.
  • tjohn104tjohn104 Member Posts: 10
    Hm, fixing contagion so it's actually a spell worth preparing would be nice.
  • 1varangian1varangian Member Posts: 367
    Random suggestion: add a dodge animation when you make your reflex save against a single target trap or spell?
    Savant1974ProontRandomPerson
  • AncarionAncarion Member Posts: 155

    I think it would be nice if RDD was changed to be Dragon Disciple and you could choose to be descended from any color dragon and get matching wings and breath weapons.

    Yes, I'd like to see less specificity in the various classes. Dragon Disciple would be a little difficult, since you'd then have to devise a way to further specialize in one of the dragon types (perhaps by taking a prerequisite feat?) but it would be nice nevertheless. An even better candidate, I think, would be to change Champion of Torm to Divine Champion. All that would take is a change to the tlk. There's really no good reason the class was named that way in the game in the first place.

    RandomPersonProontMalclave
  • MalclaveMalclave Member Posts: 47
    Ancarion said:

    I think it would be nice if RDD was changed to be Dragon Disciple and you could choose to be descended from any color dragon and get matching wings and breath weapons.

    Yes, I'd like to see less specificity in the various classes. Dragon Disciple would be a little difficult, since you'd then have to devise a way to further specialize in one of the dragon types (perhaps by taking a prerequisite feat?) but it would be nice nevertheless. An even better candidate, I think, would be to change Champion of Torm to Divine Champion. All that would take is a change to the tlk. There's really no good reason the class was named that way in the game in the first place.

    Regarding Dragon Disciple... maybe choose an element (excluding sonic?) at level 1, sort of like WM Weapon of Choice, and base the breath weapon and immunity on that. Let the wings be customized (as to color) by the player when they're received.
  • saramakossaramakos Member Posts: 19
    I'd love to see the console able to adjust skill levels directly. Something like SetSkill.Lore x
    Proont
  • KymusKymus Member Posts: 17
    edited November 2017
    This all has been mentioned by others, but I thought to add my own words to some of it that I feel most strongly about:

    Suggestion: 4 character-class limit like in NWN2

    Reasoning: The #1 thing that keeps me playing NWN (and why I've bought 5 copies of the game over the last 15 years) is the ability to make a character that does whatever my little (cold, dark) heart desires by juggling the different classes like they're legos. I absolutely love this, so so much. If i want a ninja but a ninja class doesn't exist, then maybe I can make an assassin/rogue/wizard; if I want a mob boss, maybe I could use a fighter/rogue/bard/shadow dancer. Having that extra class can really open up a great deal of possibilities in character creation that simply doesn't exist right now. This is something that is hard-coded and cannot ever be changed by the community. Help me Obi-wan Beamdog; you're my only hope >_<

    Suggestion: Swordsage (Tome of Battle: Book of Nine Swords) as a class OR open up the combat engine so that it's easier to customize

    Reasoning: I don't play DnD outside of NWN (because: reasons), so the characters I make are limited to the box that NWN allows us. The Swordsage is the monk I've always wanted but just wasn't available. It was implemented with the Players Resource Compendium, but I'm told that that breaks about as much as it fixes. A class like this would require changes to the combat engine, which requires NWNX plugins that the server I play on does not presently use (I'm told that NWNX is its own beast). Making it easier to make changes to the combat engine would make it much easier for the community to add in any number of mele-based classes.

    Other suggestions that have already been mentioned that I would love:
    • better toggling for combat modes so they don't turn off when my character sneezes
    • easier buffing for mages so that 2/3 of our quickslots aren't just buffs
    • being able to see the AoE of a spell before casting would be really cool
    • open up hard coded feats
    • being able to hit a moving enemy with a mele weapon would be nice
    • Look at the Player's Resource Compendium; that has a lot of stuff we'd like to see implemented (and be stable)
    • If it's possible to increase the quickslots, that would be nice. The present number is good, but I have ideas (here) that could use up more of them. Likewise, if we can't get a better system in place for spells, then this would be helpful for the wizards.
    Post edited by Kymus on
    Dark_AnsemProontRandomPersonAnonySimon
  • IndyWendieGoIndyWendieGo Member Posts: 62
    Not sure if this has also been asked, but I was looking at the fixes to Counterspell and just wanted confirmation on something. So the release notes say;

    "Counterspell cleaned up properly, no longer grants
    a wizard with an instananeous spell cast after it is
    finished."

    My question is, if this fixes the exploit where people using counterspell could dump a lot of spells on another person. It took three people to do and it could end up crashing servers back in the day, but since this directly mentions 'wizard', I was wondering if that was universal to everything that has access to counterspell. For those wondering and remember the specific terminology of what it was called; we called that bullet casting. Here's other references of such things here. It sounded like it was, so I was asking for clarification.

    If it's not, I definitely suggest that also gets patched out.
  • Dark_AnsemDark_Ansem Member Posts: 992
    Lots of double posts...
    Savant1974
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