If you could change a NWN mechanic….
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No-dachi's were meant to be held by two men, they would extend the no dachi horisontally when a horseman would pass by (usually in a forest) and let the horses own momentum cleave its legs off, which usually ejected the rider at high speeds. At which point the stronger of the two swordsman would use the no-dachi to finish the man off while he was still stunned on the ground (if possible). Making the No-Dachi an extremely situational weapon and also why you don't hear much about that weapon typically.
Fun facts
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I'd unlock all the hardcoded material so we can just edit everything.
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Fix UMD. Currently, if you have 1 level of rogue and 1 point in UMD; you can never again cast any spell from a scroll, no matter how many levels of cleric or wizard you have, unless you beat the UMD check - stupid nwn forces it even on scrolls you should be able to cast automatically…
Actually, I think this can easily be achieved by editing the default x2_pc_umdcheck script. It certainly looks to be.
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There's a few things I'd like to see (and subsequently house-rule in my own pen-and-paper games) in NWN:
Weapon Finesse: Finesse should be a quality of the weapon, not a feat (i.e. trained style of fighting). If you're using a rapier, being stronger is not going to help you but being more nimble will. You should use your Dex for attack rolls because you're using a rapier (regardless of which ability score is higher), not because you have a feat.
Combined Skills: Listen, Search, & Spot are nearly always used in conjunction with each other–together they should make up a single Perception skill. Similarly, Hide and Move Silently should simply be "Stealth"... because if you're not effectively doing both, one will foil the other.
Restricted Skills: Intimidate, Persuade, and Bluff are not the same thing. You shouldn't be able to substitute Persuade for Bluff, or vice-versa, because you have more ranks in one than the other.
5-Foot Step & Fighting Withdrawal/Full Withdrawal: Because NWN used real-time combat instead of turn-based, this mechanic can't be effectively duplicated. BioWare tried to approximate it by allowing you to walk backwards (as opposed to turning around and running in retreat) without provoking an AoO. However, the potential for abuse (making the backwards-walking character virtually un-targetable) was so high that CoA DMs have deemed it an exploit. I agree with their decision, but this effectively removes these three legal actions from the game entirely.
There's probably more things, I'm forgetting... I'll post them if I think about it.
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Not sure if it's been said before, but the ability to go into a combat mode. Expertise, power attack, etc, and be able to move around without the mode auto breaking or canceling itself.
Edit 1: Oh yeah, and let elves walk without using W,A,S,D. (Normal detect toggle mode.)
Edit 2: The ability to not target people in your own party, or to not target non-hostile people with hostile moves. (Accidently zapping ally with a spell or taunting an ally while everyone is surrounding a single baddie.)
Edit 3: The ability to retain all of your actions when manually selecting targets. (Hasted and dual wielding at level 6? Waste 3 attacks per round when swapping targets manually!)
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foxes
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I'd unlock all the hardcoded material so we can just edit everything.
If Shards Online turns out to be as good as it says this will be possible :D
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Force bluff checks
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Although force bluff is a nice idea in THEORY, anyone can lie, it just depends on whether or not it's a believable one… (If you have -1 bluff you should probably be pretty damn fidgety and nervous while spewing your shit!)
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Bluff checks in general are unrealistic. If you have a great skill in bluff and you tell a lie, it's just a lie. If you have no or low skill in bluff it should be supported that you should be forced to give some kind of IC tell that you may be lying. A bluff check essentially takes all skill out of the situation and just makes it luck.