Author Topic: initiative (useless or not and some idea on how to make it more of a factor in NWN)  (Read 378 times)

Legacy_ShadowM

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So I been thinking about initiative and reading some old post on the subject. I hear from it a factor on first meeting npc in combat to it does nothing. I not going to get into that, my thoughts are ideas of making it more useful. For example



What are you thoughts on say having a trigger in a room that fires on the first pc and checks if they(and other in area of effect) are in detect mode (meaning if they are then they are being cautious), but say they are not in that mode we could do a surprise check (special case of hidden creatures, creatures that look like furniture, look dead, statues other special cases etc..) and that surprise check is initiative roll vs initiative roll of creature group or DC set on trigger. This is ran in a area effect check and for each pc and thoughs that lose get froze for the first round for being surprised.  Just some thoughts on using detect mode more and getting initiative as a more involved system.


 


or if in detect mode just give a bonus to initiative roll.



Do have other ideas related to this or just general thoughts? Let me know. Thanks all.



               
               

               
            

Legacy_Terrorble

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I don't know of functions to do an initiative check via scripting.  Maybe NWNX has functions for it.  I guess you could check each player's DEX modifier, if they have improved initiative, superior initiative, blooded, or thug feats and add 1d20 vs. a DC set on the trigger.


 


I thought about having spells like premonition and clairvoyance/clairaudience grant initiative bonuses once.  That's when I realized it's hardcoded, and that it wouldn't quite accomplish what I really wanted it for:  when you are attacked by an enemy from stealth, they always win initiative, because you couldn't see them.  


 


This allows HiPS spammers to attack and run away before you can do anything back to them.  If they also have epic dodge, it ensures you can never touch them.  I used to think they could attack AND run away because HiPS builds typically had high DEX and therefore were usually winning the initiative roll, but found out later they always win if you can't see them before they attack.  Combined with the ability to spam HiPS, but for players without keen sense to be able to get multiple detect rolls per round, it is a very frustrating mechanic in NWN for me.


 


Anyway, I like your idea of having a trigger that does an initiative check.  Those that fail the check would be immobilized for a round while the statues come alive, or an enemy drops down from the rafters.  It's like a trap, but involving enemies instead of poison or some form of damage or effect.