Expanded PnP skillset
Posted: Thu Sep 20, 2007 11:05 pm
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?
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?