Looking for Ideas
-
It took me a year to get trapmaking into the module, so I can't promise it'll come quickly, but I'm looking for ideas on what players would like to see come into the module next.
I've heard requests for:
1). New unique kinds of creatures.
2). A single-weapon fighter style kit.
3). Deathtouched sorcerer theme.
4). New areas to explore.What's your ideas though? Bare bones or fully fleshed out, I'd like to hear them and be inspired into a new project this summer.
-
Would be nice if the new sorcerer themes could be kicked out, but that is a very large project!
-
It would be, but too much work for me right now. Especially to do it right and as an improvement over what we have.
-
Single-weapon fighter
Requires weaponfocus in a one-handed weapon.
+1/2 dodge or shield AC
One-handed weapons count as two-handed increasing the damage from strength modifiers by 50%Only works when wielding a one-handed weapon and leaving the offhand empty, does not work with Bastard Swords, Katanas, Dwarven waraxes
Alternative:
Requires Ambidexterity feat.
Able to use both hands these fighters gain the benefits of having more angles to attack and defend, making their movements unpredictable.
+1/2 dodge or shield AC
+1 AB
+5 parry -
New areas to explore and cool plots and stories to go with them!
-
New areas, all day.
-
I'd like to see a larger variety of creatures in the sewers, effluvial lake and underdark.
Mainly more vermin in the first two listed areas since rats, beetles and the occasional ooze gets boring to me.
For the UD I'd like to see more of the lesser known/rarer creatures like Cloakers as well as more non-hostile presences such as Urdunnir.An idea that may or may not be possible with NWN is random events. They could be used to spice up exploration when there are no DMs around. A die could be rolled upon a PC entering an area to decide if and which event is triggered.
Here are some example events:-
A PC or group of PCs could be challenged to a duel by some NPCs for some reason or another.
-
A group of NPCs could be beating up another NPC and the PCs can step in or ignore it. Helping the victim could get the PC a reward as well as having the PCs become a target and enemy of the group they defeated.
-
There could be a fire in a building and PCs have a time limit to fetch water, rescue people inside or enjoy the show.
I tried to keep it simple enough to not need a DM but complex enough to have multiple paths to complete.
Finally, I'd like to see support for all deities to be added. There are groups of NPCs scattered around the server for many deities, such as: The three temples in Arabel, the Selunite tower, a building dedicated to Shar, Clar Banda's crypt, a certain house that worship Ghaunadaur.
Having shops and areas for your deity is a massive bonus and I'd like for all PCs to be supported this way even if it's just a place that's suitable for a ritual for that deity (e.g. an old, worn alter that has hints of it's involvement with a deity). -
-
Single-weapon fighter
Requires weaponfocus in a one-handed weapon.
+1/2 dodge or shield AC
One-handed weapons count as two-handed increasing the damage from strength modifiers by 50%Only works when wielding a one-handed weapon and leaving the offhand empty, does not work with Bastard Swords, Katanas, Dwarven waraxes
Alternative:
Requires Ambidexterity feat.
Able to use both hands these fighters gain the benefits of having more angles to attack and defend, making their movements unpredictable.
+1/2 dodge or shield AC
+1 AB
+5 parryExcluding katanas from this would make me cry! They look stupid with a shield and are supposed to be used in two hands. If it doesn't get into a one-hand, single weapon fighter kit I'd suggest altering katanas and adding wakizashis. Katana should be turned into a two handed weapon and wakizashi takes the old katana's place.
-
Duelist kit
Requirements: Weapon Finesse
Passives: Alertness Feat, +2 Reflex saves, -2 fort saves.Benefits:
-
Gains +3 attack bonus when using expertise with a one handed weapon and no weapon in the off hand but only if you have skill focus Parry. (the ab bonus doesn't replace the penalty when using expertise, it only mitigates some of it, making it -2 ab instead of -5) only works in medium or light armour.
-
Gains +5 ab when using imp expertise with a one handed weapon and no weapon in the off hand but only if you have skill focus parry and the improved Parry Feat (the ab bonus doesn't replace the penalty when using expertise, it only mitigates some of it, making it -2 ab instead of -5), only works in light armour.
-
May add 1+1/4 of his intelligence modifier to armour when wielding a one handed weapon and no weapon in the off hand, (1 ac at 10-17 int, 2 ac at 18 int, 3 ac at 26 int), only works in light armour, this benefit does not apply at all if you have less than 10 int.
-
May add 1+1/4 of his dexterity modifier to damage when wielding a one handed weapon and no weapon in the off hand, (1 damage at 10-17 dex, 2 damage at 18 dex, 3 damage at 26 dex) only works in medium or light armour, this benefit does not apply at all if you have less than 10 dex.
-
-
! @Fearmoho12:
! > @DicingDeath:Single-weapon fighter
Requires weaponfocus in a one-handed weapon.
+1/2 dodge or shield AC
One-handed weapons count as two-handed increasing the damage from strength modifiers by 50%Only works when wielding a one-handed weapon and leaving the offhand empty, does not work with Bastard Swords, Katanas, Dwarven waraxes
Alternative:
Requires Ambidexterity feat.
Able to use both hands these fighters gain the benefits of having more angles to attack and defend, making their movements unpredictable.
+1/2 dodge or shield AC
+1 AB
+5 parryExcluding katanas from this would make me cry! They look stupid with a shield and are supposed to be used in two hands. If it doesn't get into a one-hand, single weapon fighter kit I'd suggest altering katanas and adding wakizashis. Katana should be turned into a two handed weapon and wakizashi takes the old katana's place.
And bastard swords are mainly used two-handedly, with some techniques use only one hand - it's not really ment to be used with a shield either. And given that this already requires your other hand to be free, I have no idea why it should exclude katanas, bastard swords and dwarven waraxes… Greataxe and Greatsword are already better than any of those three if you aren't using a shield. Please don't exclude those if you do make this :(
What I -really- would like to see, though, is that the halfling&Dwarf subraces implemented as per forgotten realms campaing setting:
Strongheart Halflings should have Quick to Master: 1 extra feat and lose the Lucky: +1 to all saves, while Ghostwise should have Telepathy (however you'd implement that - maybe just through tells?) at 20 feet, and lose the "lucky: +1 to saves" trait
Gold Dwarves should replace +1 attack bonus vs orcs and goblins with +1 ab vs aberrations.Also, there was talk about Ranger kits in the suggestions tracker - More options would be really sweet for them ^.^
-
And bastard swords are mainly used two-handedly, with some techniques use only one hand - it's not really ment to be used with a shield either. And given that this already requires your other hand to be free, I have no idea why it should exclude katanas, bastard swords and dwarven waraxes… Greataxe and Greatsword are already better than any of those three if you aren't using a shield. Please don't exclude those if you do make this :(
I left out Bastard swords ect because it would be too strong otherwise, if done for single-weapon fighters they should have a kit of their own. Or possibly have reduced AC bonus.
-
And bastard swords are mainly used two-handedly, with some techniques use only one hand - it's not really ment to be used with a shield either. And given that this already requires your other hand to be free, I have no idea why it should exclude katanas, bastard swords and dwarven waraxes… Greataxe and Greatsword are already better than any of those three if you aren't using a shield. Please don't exclude those if you do make this :(
I left out Bastard swords ect because it would be too strong otherwise, if done for single-weapon fighters they should have a kit of their own. Or possibly have reduced AC bonus.
Difference is 1 damage on avarage, and it requires an additional feat in the form of exotic weapon profiency. Not really that much stronger, I think.
-
Curious on what kind of exploration areas you guys would like to see :)
-
Curious on what kind of exploration areas you guys would like to see :)
Have all the areas for the caravan quest been added in yet? I would assume that the reason they aren't available is because the areas haven't bee put in. If so, I think you should add those areas (Eagle's peak and one the other one that I've forgotten).
-
I would love to see abandoned elven ruins, deep sea wrecks you could explore at the risk of drowning and krakens. The Old Sheriff Barracks in Old Town, with maybe a few leaflets that spawn with telling eternal dialogues between NPCs and such revealing corruption or hinting at plots that are relevant still. An explorable area that has lycanthropic werewolves and such…
Urdlen pit.
-
Runecraft
Requirement: Spell focus Abjuration
Works like attuned gem, you cast a spell on a rune of the appropriate circle (runes could be bought at Thunderholme or something?), it creates a crafted rune of that particular spell. The rune itself can't be used it just sits in your inventory, if ever the spell that was cast in your rune gets cast on you while the rune is in your inventory it consumes the rune and the spell doesn't work.
Essentially it makes counter-play for every spell in the game possible. I should stress that runecraft should be made a bit too expensive for it to be viable to use them for questing purposes often but still a bit less expensive than gem attunement.
Optional idea: Blacksmiths can make a Runebox, any rune being stored in a runebox does not trigger or get consumed even if a spell you have a rune for is cast on you. It allows you to be carrying runes on you for a special occasion without the runes accidentally being consumed by some random joe casting stuff on you before said occasion?
-
@SpiffyHas:
I would love to see abandoned elven ruins, deep sea wrecks you could explore at the risk of drowning and krakens. The Old Sheriff Barracks in Old Town, with maybe a few leaflets that spawn with telling eternal dialogues between NPCs and such revealing corruption or hinting at plots that are relevant still. An explorable area that has lycanthropic werewolves and such…
Urdlen pit.
If someone could make us a kraken model, I'd happily put that into a hak. You wouldn't even need to start from scratch, just make adjustments to the aboleth or phaerim that we already have.
-
Curious on what kind of exploration areas you guys would like to see :)
Its frustrating that some of the areas in the module now don't get explored (Clar Banda tomb, pyramid)
-
Exploration areas:
Ancient EO Strongholds. With outsiders spawning, perhaps even with somewhat workable portals between them, so they could work as an "additional" way to travel.
Shadovar City in the desert. Could be filled with some old quests.
Ports that you could sail to, could have a quest or two, a few odd merchants, but with risk of being attacked by pirates, Krakens etc while you sail.
WW Prison, that perhaps has a hidden portal in the ruins that connects you to it. Ghosts of old Villians could haunt the place, or all sort of creatures- Could hold ancient libraries with lore, experiment chambers, the works.Crossroad Portal system. Allows druids and higher level rangers to travel around the wilderness through a "portal" system controlled by fey. Chance of guardian feys spawning when trying to activate it, if you fail a charisma + lore + animal empathy check?
Fighter "kit".
Add that any medium weapon held singlehandedly, is given the +1.5 str modifier, to count as being a two handed weapon, just like in NWN 2, as it is an awesome feature. -
@Khamal:
Curious on what kind of exploration areas you guys would like to see :)
Its frustrating that some of the areas in the module now don't get explored (Clar Banda tomb, pyramid)
Because these areas are super deadly and a general resource drain with little to no reward. People only go to these places when there's something inside that they need that can't be gotten anywhere else. Or to advance a plot, but centering a plot around one of these areas is kind of mean because of the terrible risk/reward factor involved with exploring them.
If you want to build explorable areas, and also not reward people for doing so, they have to be non-lethal, and the rewards a bit more… Abstract.
Some interesting puzzles, lore, new minor plot hooks, npcs, shops, that kind of thing. Make the areas safeish to be in, and the rewards less physical in nature.