![]() Honestly I know it's not going to be okayed (for balance issues) but I'd like more 3.5 esque, borderline Pathfinder feats, for instance a feat that made power attack worth it, rather than just a prerequisity for cleave. I eagerly look forward to your upcoming changes, and hope to see my recommendations come to fruition one day! Every change must be carefully checked to avoid breaking compatibility with pre-existing modules/haks. ![]() Having been a software engineer for over 20 years, I know that working with old code can be like walking through a minefield. I love playing a sorcerer, but almost always end up feeling gimped and going back to wizard.įinally, I just wanted to say to Beamdog that you've done a remarkable job at bringing back an old classic. Being a more casual gamer, it allowed me to jump into things a bit easier. Though NWN by its very nature tends to be about tactics and planning, the warlock gave things a more "hack and slash feel" as a magic user (if one was looking for that). Obviously, the above would need to be balanced. As a sorcerer has a sort of "innate arcane skill" a sorcerer/monk build is rather appealing to me. ![]() Prestige Class: Sorcerer/Monk hybrid - Just isn't a viable build without Red Dragon Disciple, and even then rather flimsy. I usually end up multiclassing, and usually end up regretting it due to poor stats. Though it makes sense a wizard has additional feats since they have to prepare spells, the sorcerer ends up a bit left out at the higher levels (at least it feels that way for me). I suspect there are others who would certainly agree there.Ĭlass Modification: Sorcerer - More spells at epic levels. The ability to limitlessly cast always keep bringing me back to that class. Most desired features I'd like to see in NWN:Īdditional Class: WARLOCK! - The primary reason I keep NWN 2 around. Rather than the player typing in the subrace a selectable choice.I'd guess the various Forgotten Realms subraces by default with the option for mods/haks to add further selections. Monks already have unarmed flurry and flurry with the kama, would be nice to flurry with a 2 handed weapon for appropriate strength bonus they may have to apply.Įxpanded or Altered Subrace system. Eg Crescent moon, Hammer's edge, Spinning Halberd.įeature: Monk flurry with quarter-staff.Ok should probably be able to flurry with all monk weapons but Quaterstaff would be my priority choice. On the subjects of feats relating to weapons - Weapon Style feats, any of them that might-tempt-optimizers / mechanically-reward supotimal away from Scythe/Rapier/Kukri type builds. Also, Halfling Skiprock, Orc Shotput, Great Crossbow, Elven Double bow (ala 3.0 arms and equipment).even if they only got placeholder models, I'm sure modders would create the actual weapons if they had support to be used effectively in class builds. Characters are unable to crouch, crawl, swim, climb, grapple opponents or wield a spear 1-handed (with or without a shield).įeats: Would like to see feats for weapons that aren't already in the game, support for the weapon types added in CEP for example. An example would be improving the bluff skill by allowing players to disguise themselves with it, which could help justify putting points into that skill even if someone is playing a module where bluff is otherwise useless. Make the less useful skills more useful by giving them additional uses that aren't dependent Hunger implementation is best left to module builders though. Cooking could be added as a skill if some way to make it useful is found. A variety of food and books do a lot to deepen the immersion and atmosphere of many RPGs. Evil characters could attempt to poison food. ![]() When used, food rations could make characters rest 50% faster or provide some other minor and optional benefit. I like to visit taverns that let my character sit down to have a meal and I would like to be able to purchase and carry food rations. Being able to apply a wax seal to a letter could improve the system further. The ability to directly write in a book or paper note item, something that's already implemented by certain modules and PWs but would be great to have by default. Sorcerers and Wizards could carry magical tomes of power (aside from their spellbooks) in their hands while the more zealous Paladins and Clerics could bash undead skulls with a one-handed weapon and a holy book in their off-hand. Being able to wield any book as an improvised weapon that does no more than 1D4 blunt damage. ![]()
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