Interesting responses so far everyone, thanks. Not going to respond specifically to people who more or less said "Hey, sounds like a good idea to me" or "If you have fun doing it, go for it" as this is going to be long enough and with enough quotes already, but I did notice and it's appreciated. For other stuff...
Simple. If it keeps you from writing a proper story and creating an immersive town, land, world, universe (however big your plans are) every little gameplay modification is too much.
I would completely agree. That said, it would have no impact in my case in terms of the final result -- it would only potentially delay the release. World/story/etc would be the same either way.
But in general i would also say i play NWN for the stories, the rp and because i know the system inside out. I know the mechanics,i know which character builds work and which i like and this in return allows me to focus more on the other things. I know there are some limitations to the game, and i look for modules that diminish them. lower levels/magic, few immunity items, tweaks to spell durations/damage die, tweaks to stuff like HipS or devastating blow, i'm all fine with. (Think Aielund Saga or Forgotten Realms Cormyr PW).
Learning the ropes of an all new system glued to the nwn engine with some hoops and tricks? You'd have to convince me to try it. You'd be competing with newer games that come with new systems built into their core, have an active community and wikis where i can learn all i desire about their systems. I like learning new systems and finding character builds i might enjoy playing, in fact it's a huge part of my enjoyment of games. But that part of me (as opposed to the part that just plays the game and enjoys the story and rp) demands stuff like extensive forum discussions about the ins and outs of every talent and collective sources of all the little details available online.
Makes sense. Out of curiosity, have you ever played on Higher Ground? (PW action server with massive changes, including a post 40 leveling system). If so, is the amount of discussion on their forums extensive enough for you?
Regarding the first half, one of my concerns is that I want to increase the level cap over time. With my custom system it would probably go something like 10 -> 16 -> 22 -> 28 -> 34 -> 40. With the default system, I'd probably have to have the first "cap" at 20 and then go 25 -> 30 -> 35 -> 40 (and yes, that would be one less "rung" as well). This is because the toolset and spells per day of casters change very radically up until level 20 and I don't think it's possible to effectively balance the spells/spell slots for an extended period at level 10, then an extended period at level 16, and then an extended period at level 22+ with the same modifications.
In default NWN the issue is "avoided" since you just accept that certain classes are better at certain levels than others and you keep moving through the levels anyway (or cap it at a certain point and balance for that)...but I'm aiming to have all classes roughly on the same power level at each cap (in other words, I know it won't be perfect but it'll still be a lot better than default).
However, this raises a new problem: while a character built for level 20 may look different than a character eventually built for 40 that's currently 20, they are roughly the same in many cases (some multi-classing stuff inside). But a character built for 25 and a character built for 40 that's currently 25 would be different in many cases. For example, for a 40 Fighter I'm looking to usually pick up Great Strength VII, Epic Weapon Focus, Epic Prowess, Armor Skin, Epic Weapon Specialization, and then another six feats that depend upon the world (worst case Epic Toughness VI for 120 more hit points). At level 25 in such a build I'd have Great Strength II, Epic Weapon Focus, and then Armor Skin/Epic Prowess/Epic Weapon Specialization (whichever is best on the world).
However, if the character is built for 25 then I'd pick up Epic Weapon Focus, Epic Prowess, Armor Skin, and then either Great Strength I (if I had an odd strength) or Epic Weapon Specialization (if even strength). You don't have "time" to pick up the non-Great Strength feats with bonus feats. People also might want different starting stats (think of how builds differ for level 30 worlds compared to level 40 worlds).
Overall, I don't want a situation where people feel "punished" for planning "long term" because they're less powerful prior to max level at each cap (and keep in mind the world would be at the current level cap for probably at least 8-12 months each time). For stuff like the Fighter feat issue, simply allowing people to delevel and relevel can eliminate most of those issues though it's sitll not ideal. But for cases where you'd want to literally change your starting stats...that's not something a relevel can fix. And I don't think having to make a new character every time the level cap increases in effect is a very good situation either.
So as you're a fellow interested in this kind of stuff apparently, any thoughts on how to fix/avoid those issues?
Why should PWs be any different? My perspective is a bit biased tho:
- I don't think DND rules are particularly great, appropriate, or efficient for action RPGs (at least non-tactical ones); plus they're jam packed with useless cruft.
- I've already created a replacement scripting engine and combat engine (and have already moved to % based / fractional critical hit system and want to move the attack roll to a more WoW/ARPG style.), so I'm quite invested in my belief that alternate rule systems are a good thing for NWN.
I truly believe that a wider range of rules and systems would have attracted more players, more builders, and also maybe just people that wanted to cut their teeth on gamedev (and who couldn't care less about DND). It's kind of moot now, but...
* I.e. One doesn't need to know much more than 'just click on monsters' to get started. It can be argued that DND fails at that.
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As for me and my server: I feel like it was a mistake for my medium-high magic server to go the 'boost this, boost that' route. If I had do it all over I would have taken a radical approach:
- d20s? Gone... use percentage based systems.
- A spell/feat/skill isn't valuable? Delete it. Maybe repurpose it later after a solid core of useful/fun things have been found...
- Item Properties? Redo them all from scratch with an eye towards efficient randomization and more varied itemization.
- Spells? I'd love to drop vancian magic.
In theory a PW might be different because people playing NWN might be playing NWN for the default rules (or close to it) and they'll play another game if they want something radically different. Of course, I haven't found another game with a good toolset that can do something equivalent to PWs in NWN...
I completely agree that DnD rules are not great/appropriate/efficient for an action RPG on multiple levels and have a lot of unnecessary bloat that just confuses new players and adds complexity without depth. That new scripting/combat engine sounds interesting and I'll look into it when I can. My plan for the attack roll was to basically have the auto-attacks happen but be very little damage compared to the active abilities, but changing it completely would also work! I also agree that a more flexible base engine that wasn't so tied to just DnD would have helped. In general, getting into DnD/NWN is quite hard and the initial hurdle turns a lot of people off.
Your server is "The Awakening" that has the post 40 levels and the crazy Mithril Weapons if I recall correctly? I suppose I am in a situation where I "have to do it all over" so to speak so very interesting to hear you say that. And yes, I very much believe that choosing 10 cool things out of 30 good options is much better than 10 cool things and 20 "bleh" things out of 150 options of varying usefulness.
Where the mage strategy limits come into play - I must say NWN offers a very limited sub-set of spells from D&D, at minimum, the expansion of the spell selection can reduce/eliminate this, as can the use of sophisticated AI scripting in NPCs.
To some degree, perhaps, but the "core" usually stays the same. Aka, unless you need to dispel/breach/CC something...spam your best spell until you run out and then repeat.
And I'm trying to figure out if I'm thinking about making an ice cream flavor that almost no one playing NWN would like '>
Anyway, to me learning new systems within a familiar game is not onerous, and if introduced a bit at a time it's almost invisible. And those kinds of changes make the game alive for me.
Which is another reason I was planning on increasing the level cap over time, so that it wasn't too much to take in all at once.