Author Topic: Minimizing Dice Dependency  (Read 359 times)

Legacy_modtyrant

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Minimizing Dice Dependency
« on: April 10, 2013, 02:14:07 am »


               Hello!

I have posted on here before on how to remove the dice but it didn't really work out so well. I got some extra questions though to try and salvage the mod, haha.

1.) Is it possible to create new skills, feats and spells that work just like the stock abilities (in the menus,char sheet etc)?

2.) What is the maxium values for increasing stat variables through feats, skills and spells?

3.) Is it possible to increase the cap on attributes spent in character creation? For example, a human cannot exceed 18(+4) even though you have more points to spend and why does the point costs for an attribute cap
at 3 (can that be changed?)

4.) I looked for race mods but i could not find any that actually let you use the character creation menu. Is it even possible to make a custom race appear in the character menu? Can custom races also have wings, tails etc within the character creation appearence editor? If not, i will just have to script a conversation based character editor, which i have seen before on some online PW that i don't remeber it's name.

Any ways, this is how my mod is gonna work until i finish learning
scripting and write my own combat "system" to minimize the dependency of dice
even further but what i have now should suffice a lot better than the
stock game-play.

40 Attribute Spending Points from Lv1 (This may change but Lv1 is max level). classes have excess to all of their feats, spells, skills etc but can only choose 12 + class bonuses.  Epic feats will probably be removed or will have requirements but for now i am just gonna ignore them because they are not neccesarry.

Here  is an example but it's not 100% accurate but rather an illistration or a feel of how it would work.

* Characters only have their feats and stat bonuses for D20 Checks. No ATK table or any bonuses from levels etc.

* All critcals are x2@20 threat and auto-failure is removed (least i think i removed it).

Character enters melee against another melee figher and activates a "parry mode" which gives +35 AC and the standard rule is that if the difference is 10 or higher, you get a free attack.

The enemy uses his "keen mode" to counter the parry with +20 ATK. I just made up keen mode but i am gonna try and make custom abilities like it.

The enemy could also attempt to disarm or knockdown the character, both abilities would offer a +15 ATK

I have not balanced this out yet but this is just a raw concept. In basic terms, combat is all about managing your abilities in a way that does not leave you open for an attack because of the cool downs. Each mode has a counter mode, which means you have to switch to another mode. If you are not careful, this would leave you without any modes left to use because of the cool downs. Melee combat would also have SR and SV modes so that they can fight against a spell caster more effectivly.

High
Defense Mode - 40 AC (No Special Effect)
High
Attack Mode - 20 ATK (No Special Effect)

Med
Defense Mode - 30 AC (1 Special Effect) Example: Counter

Med
Attack Mode - 15 ATK (1 Special Effect) Example: Knock Down

Low
Defense Mode - 20 AC (2 Special Effects) Example: Counter, Flurry Of
Blows

Low
Attack Mode - 10 ATK (2 Special Effects) Example: Knock Down, Sneak
Attack
               
               

               


                     Modifié par modtyrant, 10 avril 2013 - 01:22 .
                     
                  


            

Legacy_painofdungeoneternal

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Minimizing Dice Dependency
« Reply #1 on: April 11, 2013, 08:06:35 pm »


               You need to use NWNx ( go check out www.nwnx.org ) to reasonably do what you are intending, the PW's you mention most likely were using this. ( NWNx allows you to add new features to the games server )

Basically what you want to do, requires modding the server process, or the client. Some of the limits won't be changeable regardless, since they require changing the fundamental nature of how the game works mathematically. Some would require modding the client which means it would need to be installed via NWNCX which mods the client similar to how NWNx mods the server, or some features might require using both NWNCX and NWNx in conjunction.

This either requires using a NWNx plugin ( there are ones that allow you to mod combat ), or write your own plugin ( which means learning a disassembler and writing the code in C ). Generally this also means it's only doable on a server, even though some plugins for NWNx can be loaded via NWNCX for single player.

If you want to just use a plugin, i would just research what is there on those forums. There are ones that allow extensive modding of how combat work. You actually call them via scripting, and there are details on how to use each one which come with the plugins.

NWNx is on that website, in a repository for anyone to access.
               
               

               
            

Legacy_modtyrant

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Minimizing Dice Dependency
« Reply #2 on: April 11, 2013, 09:40:00 pm »


               I am gonna use NWNX but i am soooo bored with all the other games i got and i really like the combat animations, style and over all feel of NWN, which is why i am making a temporary mod that minimizes the dice dependancey as low as possible without NWNX and then i am gonna learn how to use NWNX and make some thing "better".

I got a multiplayer OC running with custom content i made but it's not finished yet. I gotta finish re-balancing every thing. I am gonna re-post on here every time i update the mod substantially. The game supports fairly high values, i just have to make the D20 less effective. Most attacks will auto-succeed while in a mode or buffed (of course there are counters to this) and in some cases you only need a 3+ roll and never fail on a roll of 1.

This is why i made the level limit 1 per class (total of 3). Makes the base stats like AC, ATK and SAVTHR really low and then i can use feats and spells to adjust these for combat.