Expanded PnP skillset

Ideas and suggestions for game mechanics and rules.
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AcadiusLost
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Expanded PnP skillset

Post by AcadiusLost »

One of the intentions from day one with NWN2-ALFA, was to allow PCs to invest points in the skills that NWN2 doesn't offer by default. We have hoping to get the custom content loaded at time of character creation (a prerequisite for having these available to new PCs) - but it looks like this will not be an option. We could try to use an override pack, but that would interfere with our members playing elsewhere, and would require them to actively manage files in the directories of their player clients (and can break official game patches/updates as well!).

There is some potential to script a system that allows players to transfer their points into new skills while in the start area- this is something we can look into prior to going live- but there are some debatable changes that likely bear discussion.

1. Parry- this doesn't exist in PnP, had been slated for removal with NWN2-ALFA, but I've heard it's not as broken this time around as it was in NWN1. Worth keeping or no?

2. Set Trap - the trap mechanics in NWN1 (1 and 2) are almost wholly unrelated to anything in PnP. All the same, they've become an accepted and familiar part of the environment in ALFA, and work into class balance discussions on some level.

3. Perform - we'd planned to remove the default "Perform", and replace it with separate skills for each subspecialty (dance, singing, string instruments, etc). This may be mechanistically difficult as it's integrated into the activatable bard feats and such - we could leave it as a standalone skill, or keep it as a placeholder mirroring a bard's highest specific perform skill.

4. Lore / Knowledge (type) - we'd planned to axe the "Lore" skill, to replace it with several specific "Knowledge" skills, like arcana, the planes, religion, geography, etc. Naturally, this would complicate the base mechanics of identifying magical items, though we may be able to manage that via scripts and the context menu.

5. Other skills: Rope Use, Innuendo, Sense Motive, Swim, Ride, etc - these would primarily be of use in RP situations via a DM, though static quests could use them as well.

6. Profession (type) - another class of mostly RP skills, though some may wish to invest in them.


Personally, I think the skillset (and the means to take them) needs to be in place before we go live with NWN2, so we don't have some PCs who didn't have the chance to take skills, or are running around with ranks in (and skillpoints lost to) skills that don't exist in ALFA. Some input on the importance and best way to handle some of these skill changes?
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Post by ç i p h é r »

I agree that we should have this in before LIVE. A scripted skill point re-allocation mechanism should be something we can script for start areas and I think that would be sufficient to overcome the availability (or lack) of skills at character creation.

I've no strong opinions with respect to 1-6. As long as we can implement what ALFAns/standards desire anyway.
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Aelred
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Crafting?

Post by Aelred »

Bringing up Lore and profession leads me to want to explore crafting. So here are some ideas.

I know the crafting idea in Alfa is always a really touchy subject mainly due to the fear of farming abuse and the need to police the players. Using a skill combo of lore/profession/crafting could limit abuse. Players who wish to pursue this path would essentially have to make a huge sacrifice placing the majority of their skill points in those three skills.

Lore, profession and crafting would essentially translate to recognition of materials, collection of materials, crafting of materials:

Forester
1) points in lore (forestry) to recognize the right trees
2) points in profession (forestry) to cut the wood from the trees
3) points in crafting (forestry) to process the wood for sale or make something with it

Miner
1) points in lore (mining) to recognize the ores
2) points in profession (mining) to mine the ore
3) points in crafting (mining) to process/smelt the ore

Fisherman
1) points in lore (fishing) to recognize the fishing holes
2) points in profession (fishing) to catch the fish
3) points in crafting (fishing) to process the fish for selling?

Herbalist
1) points in lore (herbalist) to recognize the herbs
2) points in profession (herbalist) to collect the herbs
3) points in crafting (herbalist) to make the salves and potions

Enchanter???
1) points in lore (enchanter) to gain the knowledge
2) points in profession (enchanter) to gain the ability
3) points in crafting (enchanter) to actually enchant items

Some professions wouldn't need the lore since the recognition of materials would be understood:

Tanner
1) points in profession (tanner) to get skins from dead animals
2) points in crafting (tanner) to cure the hides

Tailor
1) points in profession (tailor) to gain the ability to use the tailor tools
2) points in crafting (tailor) to fabricate the cloth and leather goods

Blacksmith
1) points in profession (blacksmith) to get the ability to forge
2) points in crafting (blacksmith) to forge weapons and armour

Tinker/jeweler???
1) points in profession (Tinker) to gain the ability
2) points in crafting (Tinker) to actually enchant items

In addition to the skill points players would have to buy the tools needed for their jobs. Better tools mean better success at collecting and crafting.

There are many other possible professions (Healer, weaver...???)- but these are the first few I thought of.
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