RP spells and implementation.

Ideas and suggestions for game mechanics and rules.
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Rumple C
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RP spells and implementation.

Post by Rumple C »

so lets talk rp spells. For arcane casters in particular. Allthough some applies to divine.

they got a whole bunch to choose from but mostly only the combat related ones are going to be released with nwn 2.

heres my two suggestions.

a) We code in (we as in someone who can, not me) a couple of extra spells for each level with varying time limits, eg 1 round/level, 1 hour/level, 1 turn/level. In advance the pc tells the dm "hey i wanna memorise the spider climb spell, i have learnt the spell, the rp scroll is in my inventory" (dm given item)

they memorise the correct spell "lvl 1 1 turn/level rp spell"

and cast when ready. It puts some pretty sparklies on them, dm can see when it wears off...

b)a selection of rp spells are put in by name with the same effects as above. That stops pcs from learning the max amount of spells by their int, and then the rp spells as well.


b is a lot more work than a.

Thoughts? better ideas?
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darrenhfx
Beholder
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Joined: Fri Jul 30, 2004 5:35 pm
Location: Halifax, Canada GMT -4 (AST)

Post by darrenhfx »

Maybe Ronan could comment on this but yes I think its something we should be thinking about from square one.
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