Project CMi

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Project CMi

Post  Kaedrin on Tue Jul 03, 2012 10:44 am

These are my notes for the PW I mentioned.

Magic Item Drop Rate
Spoiler:

L1 - 1% T1
L2 - 2% T1
L3 - 3% T1
L4 - 4% T1
L5 - 4% T1, 1% T2
L6 - 3% T1, 2% T2
L7 - 2% T1, 3% T2
L8 - 1% T1, 4% T2
L9 - 4% T2, 1% T3
L10 - 3% T2, 2% T3
L11 - 2% T2, 3% T3
L12 - 1% T2, 4% T3
L13 - 4% T3, 1% T4
L14 - 3% T3, 2% T4
L15 - 2% T3, 3% T4
L16 - 1% T4, 4% T4
L17 - 4% T4, 1% T5
L18 - 3% T4, 2% T5
L19 - 2% T4, 3% T5
L20 - 1% T4, 4% T5
L21 - 4% T5, 1% x2
L22 - 4% T5, 2% x2
L23 - 4% T5, 3% x2
L24 - 4% T5, 4% x2
L25 - 4% T5, 4% x2, 1% x3
L26 - 4% T5, 4% x2, 2% x3
L27 - 4% T5, 4% x2, 3% x3
L28 - 4% T5, 4% x2, 4% x3
L29 - 4% T5, 4% x2, 4% x3, 1% x4
L30 - 4% T5, 4% x2, 4% x3, 2% x4
L31 - 4% T5, 4% x2, 4% x3, 3% x4
L32 - 4% T5, 4% x2, 4% x3, 4% x4

Crafting Drop Rate
Spoiler:

L1-4 = (1% + Level) T1 Wood, (1% + Level) T1 Metal, (1% + Level) T1 Alchemy, (1% + Level) T1 Magic Shard
L 5-8 = (1% + Level - 4) T2 Wood, (1% + Level - 4) T2 Metal, (1% + Level - 4) T2 Alchemy, (1% + Level - 4) T2 Magic Shard
L 5-8 = (8% - Level) T1 Wood, (8% - Level) T1 Metal, (8% - Level) T1 Alchemy, (8% - Level) T1 Magic Shard
L 9-12 = (1% + Level - Cool T3 Wood, (1% + Level - Cool T3 Metal, (1% + Level - Cool T3 Alchemy, (1% + Level - Cool T3 Magic Shard
L 9-12 = (12% - Level) T2 Wood, (12% - Level) T2 Metal, (12% - Level) T2 Alchemy, (12% - Level) T2 Magic Shard
L 13-16 = (1% + Level - 12) T4 Wood, (1% + Level - 12) T4 Metal, (1% + Level - 12) T4 Alchemy, (1% + Level - 12) T4 Magic Shard
L 13-16 = (16% - Level) T3 Wood, (16% - Level) T3 Metal, (16% - Level) T3 Alchemy, (16% - Level) T3 Magic Shard
L 17-20 = (1% + Level - 16) T5 Wood, (1% + Level - 16) T5 Metal, (1% + Level - 16) T5 Alchemy, (1% + Level - 16) T5 Magic Shard
L 17-20 = (20% - Level) T4 Wood, (20% - Level) T4 Metal, (20% - Level) T4 Alchemy, (20% - Level) T4 Magic Shard
L 21+ = (Level% - 16) T5 Wood, (Level% - 16) T5 Metal, (Level% - 16) T5 Alchemy, (Level% - 16) T5 Magic Shard
L 25+ = (Level% - 24) T5 Wood x2, (Level% - 24) T5 Metal, (Level% - 24) T5 Alchemy, (Level% - 24) T5 Magic Shard
L25+ = (if not 2x, then roll as 21+)

Saving Throw Progression
Spoiler:

High: (Level + 1) / 2 = (+1 to +10)
Low: Level / 4 = (+0 to +5)

Magic Item Slot Affinities
Spoiler:

Ring: Deflection AC, Spell Slots, Regeneration, Lore, Heal, Craft, Damage Resistance, Damage Immunity (10% max)
Amulet: Natural AC, Wisdom, Intelligence, Charisma, Damage Resistance
Boots: Dexterity, Hide, Move Silently, Survival
Belts: Strength, Constitution, Parry, Craft
Cloaks: Deflection AC, Saving Throws, Bonus HP, Speech
Gloves: Disable Device, Open Lock, Dexterity, Appraise
Gauntlets: Dexterity, Enhance, AB, Damage, Strength, Keen?
Bracers: Armor Enhance, Bonus Feat, Perform, Parry, Survival
Helmets: Wisdom, Intelligence, Charisma, Spot, Listen, Concentration, Lore, Heal, Search, Appraise, Speech
Armor: Armor Enhance, Damage Resistance, Reduced Weight, Damage Immunity (10% max), Bonus Feat
Shield: Shield Enhance, Damage Resistance, Reduced Weight, Damage Immunity (10% max)
Weapon: Enhance, AB, Damage, Reduced Weight, Massive Criticals 1d6, Keen

Magic Item Caps
Spoiler:

Tier 1 Skills +2
Tier 1 Enhance/AB +1
Tier 1 Damage Resistance 5
Tier 1 Damage +1
Tier 1 Ability +2
Tier 2 Saves +1
Tier 2 Skills +2
Tier 2 Enhance/AB +2
Tier 2 Damage Resistance 5
Tier 2 Damage +2
Tier 2 Ability +2
Tier 3 Saves +1
Tier 3 Skills +4
Tier 3 Enhance/AB +3
Tier 3 Damage Resistance 10
Tier 3 Damage +d4
Tier 3 Ability +4
Tier 3 Damage Immunity 5%
Tier 4 Saves +2
Tier 4 Skills +4
Tier 4 Enhance/AB +4
Tier 4 Damage Resistance 10
Tier 4 Damage +d6
Tier 4 Ability +4
Tier 5 Saves +2
Tier 5 Skills +6
Tier 5 Enhance/AB +5
Tier 5 Damage Resistance 15
Tier 5 Damage +d6
Tier 5 Ability +6
Tier 5 Damage Immunity 10%
Tier 2+ Keen
Tier 2+ Bonus Feat
Tier 1+ Regeneration
Tier 1+ Bonus HP (max hp Tier * 5)
Tier 2+ Massive Criticals
Tier 1+ Spell slots (max level Tier * 2)
Reduced Weight: 10% per Tier

Skills
Spoiler:

Appraise - Class skill for all
Bluff (renamed to Speech) - Class skill for all
Concentration - Class skill for all
Craft - Class skill for all (only one skill)
Disable Device - Class skill for all (only rogues may open DC20+)
Heal - Class skill for all
Hide - Class skill for all
Listen - Class skill for all
Lore - Class skill for all
Move Silently - Class skill for all
Open Lock - Class skill for all
Parry - Class skill for all
Perform - Class skill for all
Search - Class skill for all (only rogues may detect DC35+ traps)
Spellcraft -Cross class skill for all
Survival - Class skill for all

Tumble - Removed
Taunt - Removed
Set Trap - Removed
Sleight of Hand - Removed
Use Magic Device - Removed
Diplomacy - Removed
Sleight of Hand - Removed
Intimidate - Removed

General Notes
Spoiler:

Level 20 cap
Races have no ECL, balance adjusted to bring all races to 0 ECL
Base classes do not have an experience penalty
Magic Items have 1 "slot" for enchantments per two Tiers (Tier 5 items have 3 slots). May change to all items have two slots.
Staves provide a damage bonus to arcane spells.
All creature kills drop cash based on level
Limited x/day feats, timers the preffered method of limitation


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Re: Project CMi

Post  marnold on Tue Jul 03, 2012 12:39 pm

Interesting. Won't the lack of tumble and UMD really nerf rogues, though? Of course, without seeing the full class implementation it's hard to say.

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Re: Project CMi

Post  Kaedrin on Tue Jul 03, 2012 12:47 pm

Mobility and Spring Attack will be the answer to AOOs while moving (like they should be). Tumble in NWN2 means if you have a skill value of 15+ (not even base ranks) that you pass every AOO while moving in combat. That's broken/useless even without considering the AC bonus.

As for UMD - no. Especially not if rogues actually get some spells and/or ability to use magic items similar to pathfinder.

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Re: Project CMi

Post  MasterChanger on Wed Jul 04, 2012 4:32 pm

Is there a particular rationale behind removing diplomacy and intimidate? Also, would you consider some changes to make some skills you're keeping more useful, such as spellcraft and lore, which now can mostly be done without?

Kaedrin wrote:
Staves provide a damage bonus to arcane spells.
Limited x/day feats, timers the preffered method of limitation

I really like these two changes. Making active feats more useful could make the game much more interesting.

It's also great for casters to have an actual reason to carry around staffs around. I had been considering a system to allow equipment to contribute to DC and caster level but it was too much work for me to be interested in implementing it. Would you consider other benefits to staffs for spells where DC and duration are the keys, rather than damage?

On the whole, the plan you're laying out sounds great.

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Re: Project CMi

Post  Kaedrin on Wed Jul 04, 2012 5:21 pm

Spellcraft currently is a) too easy to identify every spell cast in the game and b) an outlet to focus on spell saves which is why it was changed.

Diplomacy, Intimidate, and Bluff are 3 skills for conversation in a game where skill points are at a premium and points not put in a combat related skill create a big delta between RP and combat builds. Trimming it to one skill (Bluff, for the engine code for sneak attacks) can be renamed speech and then feats developed to award a focus on Intimidate, Diplomacy, etc. Think of the Intimidate feat as Demoralize Opponent that uses the Speech skill (or can be used for RP based intimidation at full skill). Not having intimidate means any such attempt (for demo opponent or RP) will be at a deeply reduced value. It's also ridiculous to think that someone can only be good at one (or none) of the three but not the others. Even barbarians can be eloquent, just watch Braveheart! Razz

Lore is pretty much just for identifying items and I'd like to use it as a skill for feats which debuff the enemy (and the more you use it against a specific race, etc, the better you get at it). Minor debuffs, it's focus is still identifying items and learning general background information about something. Perhaps number of languages known would be based on your lore (+1 language per 10 ranks). It could also be used for dealing with traps, etc, as a rogue who hasn't seen X sigil before isn't going to know how to disarm it properly.

Spellcraft (and/or additional feats) would be used to identify/remove curses, hexes, and other magical ailments. Just casting "cure poison" isn't going to work if you can't identify the poison though curing poison won't really be a spell (more a feat/healing skill).

Staves for casters was meant to be more like LOTR and provide damage/dc/other effects etc and not just damage. The damage was shorthand before I quit typing. Smile You might use a staff that boosts healing, one that empowers your darkness abilities, etc. The idea would be that a mage might have multiple staves for different purposes. By staves, I mean a single "staff" they use and then an enchanted gem they swap out for actually changing the effects. Think of the LOTR staff with a gem at the end that alters the magic instead of just a glowing light. Healers would use the same staves as arcanes though usually for different purposes (unless they multiclass, and hybrid gems would be available).

The other benefit for caster staves boosting their magic (arcane or divine) is that means they will be equipping a staff instead of a sword, shield, crossbow, or other weapon. Sure, you can still cast while using a crossbow, but your magic just won't have the same kick or side effects.

Similarly, melee/ranged weapons would have the same system (swap out a gem that has the item effects). So if you forge a cold iron blade and name it "Bob", you will always use Bob to kill stuff but how you do it may change. The magic "shards" for crafting are gems that are of insufficient quality to enchant as a centerpiece gem.

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Re: Project CMi

Post  Raygereio on Wed Jul 04, 2012 6:44 pm

Kaedrin wrote:It's also ridiculous to think that someone can only be good at one (or none) of the three but not the others. Even barbarians can be eloquent, just watch Braveheart! Razz
I don't know about that first sentence. Bluffing, intimidation and diplomacy - while related - are seperate skillsets to me. One can be a good bluffer, while not being able to intimidate a girl scout.
If the lower ammount of skill points is a consideration, perhaps a skill synergy system can be used to reward those who spread their points out in the talky-skills?

I fully agree with the second sentence though. I've always treated the speech skills as class skills for all classes, both in PnP D&D and in NWN2.

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Re: Project CMi

Post  MasterChanger on Wed Jul 04, 2012 7:08 pm

Kaedrin, all your responses are spot-on. I especially like the idea of using a focus for spell-casting, which is something that I think has always been under-used in D&D. What you've outlined for lore and spellcraft also seems great: maintaining their primary purpose but expanding it to a few other situations.

Regarding the social skills, I see where you're coming from. I do feel that making your listener believe something--whether it's a threat of violence or a peaceful overture--is the goal of all these skills. The balance may end up a little strange, though, when all charisma-based skills are rolled into one. And while the conversation skills are certainly used in RP, I think it entirely depends on how you RP. I've roleplayed with extra points in survival, lore, and heal even when these weren't critical to the power-game aspects of the build.

Ultimately, of course, it's your call. I think I agree with you anyway on most of the big-picture stuff: an RP-based world where base classes matter and the player takes an active role in gameplay, rather than just clicking "attack" and walking away for ten minutes.

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