Thanks. I am aware that NWNX has the power, but I don't want to require a player to install it. The most I am requiring players to do is install HAKs and a TLK. No overrides to put in and out, and no wrappers for the EXE. If I ever bother to turn this into a PW, NWNX would definitely be the way to go, but this particular project is a single player adventure for download.
But did you mean to say that NWNX is needed for skills, and ability points and feats can be adjusted without? I have been unable to find a add/remove feat function. The best I can think to do is to create a "skin" and attach feats to it as item properties. But then... these feats still wouldn't show up on the character sheet.
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I'm thinking that the best solution will be to limit starting characters to Rogue and Sorcerer. Tweak the familiars so that familiars make sense with the story/setting. Isolate PCs of the wrong background/classes etc to a "jail" where an NPC convict explains what the character restrictions are (since they probably didn't read the readme). And lock the remaining base classes (using the prereq 2DA with a variable) until the player finds training or an NPC mentor in game.
I figure Rogue and Sorcerer are the least trained of the classes so it works from a story perspective. The player still gets to select skills, feats, and abilities. AND since I haven't given the players a weird non-class, their characters will be playable in other modules, even though the custom race I am using is different than the half-orc. I'm also liking the idea of starting with a familiar. I think I'll spend the week working on that side of the story in case the player goes that route.
Modifié par henesua, 16 août 2011 - 01:14 .