Maybe someone will like one of these ideas, I know a couple of these things have been brought up before.
Thanks for your time and hard work.
The ability to store crafting materials in the warehouse (e.g. ores, herbs, wood, etc.).
The ability to store crafting materials in the warehouse (e.g. ores, herbs, wood, etc.).
You already can.
It would definitely be awesome if things like ore, at least, were stackable... or had containers like the herbalism bags.
I would certainly like to see an updated armor-crafting system (appearance), much like the updated dummy color system we have in the OOC areas.Yes please.
To be more specific, as a temporary solution perhaps, I'd like to see an "outfit save slot" system. Basically it would work the same way as regular crafting, but when you're all paid and done you get an option to save it to an appearance slot in your OOC menu. Maybe make five or so of these slots. It's not that big of a hassle, but this is more of a quality of life suggestion. If you pay for the dyes, and the expensive alteration, I think it's more than fair to keep the appearance locked into one of your save slots you can switch to for a small fee, or freely.
If your disguise or outfit goes out of date or you want to change it, you simply make the necessary payments and changes again through the crafting menu and overwrite the save slot of that outfit. Of course, you can only change into the "outfit" of the same type of armor. So if you have, let's say, some type of cloth you have two appearances for, you can only change into either appearance with the same cloth/armor. Crossing Armor Class types won't work, of course, so it keeps the system mostly free of cheesing. Also helps eliminate the need to carry a million different pieces of cloth/armor to switch out of, if your character is like that.
I shot this idea up pretty quickly and haven't given it too much thought, but maybe this would be a useful addition.
I would certainly like to see an updated armor-crafting system (appearance), much like the updated dummy color system we have in the OOC areas.Yes please.
To be more specific, as a temporary solution perhaps, I'd like to see an "outfit save slot" system. Basically it would work the same way as regular crafting, but when you're all paid and done you get an option to save it to an appearance slot in your OOC menu. Maybe make five or so of these slots. It's not that big of a hassle, but this is more of a quality of life suggestion. If you pay for the dyes, and the expensive alteration, I think it's more than fair to keep the appearance locked into one of your save slots you can switch to for a small fee, or freely.
If your disguise or outfit goes out of date or you want to change it, you simply make the necessary payments and changes again through the crafting menu and overwrite the save slot of that outfit. Of course, you can only change into the "outfit" of the same type of armor. So if you have, let's say, some type of cloth you have two appearances for, you can only change into either appearance with the same cloth/armor. Crossing Armor Class types won't work, of course, so it keeps the system mostly free of cheesing. Also helps eliminate the need to carry a million different pieces of cloth/armor to switch out of, if your character is like that.
I shot this idea up pretty quickly and haven't given it too much thought, but maybe this would be a useful addition.
I have been telling small things about npc's that do not happen in the game with Merrum for a long time, just for roleplaying purposes. like when talking about the crazy wizard that lives near the crossroad in Barovia that he has great cookies and loves tea, or that I stayed with friends that live near a ant hill if I was away for a occ holiday, or that Radu from the ladies resting place is in love with Bianca but doesn't dare to tell her.
But someone went looking for one of them and now I feel bad that she could not find it.
I told her that I was drinking a honey drink (mead) that the bee keeping gnome outside the gate of Vallaki sells, but that you had to listen to more of his strange stories if you wanted to buy it.
So my request is: could there please be a option at the beekeeper to buy mead, after you listen to a long crazy story?
Emoting for NPCs is specifically against the rules of the server, I'm afraid, so it's unlikely we'll retroactively change the NPCs over something which is a rulebreak.
I think there's a difference between emoting and "hearsay."
If I claim an NPC told me something, then that may or may not be true. The other PC can choose to believe it happened or not.
Emoting, however, would seem to me to be actively playing that the NPC said something in front of other characters--in other words, speaking for the NPC to those characters.
The former (in small doses) seems necessary for immersion because otherwise the NPCs are like Westworld or Disney's Hall of Presidents. DMs can't always be around to operate them, but presumably they do say something other than their scripts from time to time.
What would be really, really cool i think is, a cooking system.. That would be a pretty cool craft honestly.. For those that desire to be chefs! Cooking rations does the trick for hunger purposes, but, being able to create actual meals and aspire to heights of culinary skill of that of the finest chefs would be pretty awesome for rollplay, for various situations. It's nothing important, or really making a difference mechanically, but it would be a cool rp skill and tool.
A cooking system is on my to-do list.
I'd support poison crafting, if only because poisons are hard to use (single use items that attach to a weapon, most of the server is undead and immune to them anyway).
I'd support poison crafting, if only because poisons are hard to use (single use items that attach to a weapon, most of the server is undead and immune to them anyway).
i think if you experiment a bit you'll find there is more uses for poison allready... :twisted:
Something has been picking away at my mind for a little while, would it be possible to have the message in the rest meny that pops up with moon phases during the day as well? It would make it easier to be prepared as a half vistani for the Lunatio is a thing that comes to mind. Easier keeping track of it and knowing that "Ah tonight there will be a fullmoon". I think this is something that they would after all have some insight to and gives them a bit of time without actually keeping a perfect track of various moon phases in more advanced ways. I for one know i would appreciate that.
Åh no. Møre that you can check it during the Day as well and not just during the night.
I wish the "Ivory Scroll Case" was a container you could actually put scrolls into.
I wish the "Ivory Scroll Case" was a container you could actually put scrolls into.
A thousand times this! I have so many scrolls.
I wish the "Ivory Scroll Case" was a container you could actually put scrolls into.
A thousand times this! I have so many scrolls.
Or even mundane parchments having their own container system would be great.
I wish the "Ivory Scroll Case" was a container you could actually put scrolls into.
A thousand times this! I have so many scrolls.
Or even mundane parchments having their own container system would be great.
I will say this sounds like a great Idea... However if one is carrying to many scrolls, might as well use a magic bag to reduce that weight. :D
Still love the idea
These could include blood and gore spatters, heads on pikes, corpses and so on.
Anti ninja looting system.
Completely remove hide and invisibility when looting items. The little penalty looting gives is nothing.
There's a rule about respect of other players, ninja looting is sign of disrespect for the rest of the community and should be disabled.
If i'm not wrong this is party based rp server, or want to be such, ninja looting on the other hand is solo type game play that ruins other players experience.
Ninja-looting is a valid form of play on potm.
It is a perfectly legitimate reason to engage someone in PvP as well though, if you catch them. Just make sure the PvP guidelines are followed.
Ninja-looting is a valid form of play on potm.
It is a perfectly legitimate reason to engage someone in PvP as well though, if you catch them. Just make sure the PvP guidelines are followed.
I'm not saying it's not legit, i'm saying it's ruining other's people game experience. When i go inside a dungeon and all doors are open, monsters attack me from the end of the dungeon and and chests are empty it's disrespectful to me not against the rules and since they disrespect me they may see me cursing and wishing for someone to cut off the hands of ninja looters so they stop ruining my game experience.
Not sure if mentioned here before, most likely, but I'd love an option somewhere in the rest menu to Injure myself or take away a set amount of HP, for those times when only floaty words and actions are hurting you, and not monsters..
Perhaps similar to how Carpenters can make a Sawhorse and work in the field, those professions could purchase a relatively heavy/expensive 'field kit' that lets them set up a craft station?
Would it be at all possible to change the item-storage system so that the claim slips took up less room? Instead of giving back an item that looks identical to the claim, why not just make them the size of a spell scroll but with the item's name and description? It's silly that a piece of paper that says "plate armor" takes up as much space in my inventory as a full suit of plate. This would be a huge boon to PC merchants as well, I imagine.
Would it be at all possible to change the item-storage system so that the claim slips took up less room? Instead of giving back an item that looks identical to the claim, why not just make them the size of a spell scroll but with the item's name and description? It's silly that a piece of paper that says "plate armor" takes up as much space in my inventory as a full suit of plate. This would be a huge boon to PC merchants as well, I imagine.
Because we don't actually swap them for items. We just add the weightless property to the item and change the name.
Could more he added to the tailoring crafting. Maybe add other items, like cloth hats and cloaks. As it is, it's great for bards, but it's not a viable profession that could earn profit outside of selling to bards.
A system for naming items in the inventory. Maybe restrict it to unenchanted only.
I always have a few outfits on my main character - I always recognize them by the grid visuals but it still would be nice to further differnentiate them.
A system for naming items in the inventory. Maybe restrict it to unenchanted only.
I always have a few outfits on my main character - I always recognize them by the grid visuals but it still would be nice to further differnentiate them.
+1. Since this can be done already with containers to some extent, I assume it's doable?
Also, I would like future haks to have the option of not releveling PCs when possible. For example, I saw a lot of new feats being asked for, mostly for druids and rangers. Rather than be a Negative Nelly, I would like to be enthusiastic about other classes having some new options (even if I'm personally "feated out"). It would be nice, therefore, if not every PC on the server had to be re-leveled every time, particularly if one's class and consequently build is largely unchanged.
I know it's possible, but I'm not sure if there's a reason it's not already implemented or desired.
Toggle-able feat based abilities, such as Expertise, Power Attack, Knock Down, etc. It's incredibly frustrating to try to trigger these abilities when you mean to use them, or just unreliable in general. For example, I might click on knock down, yet it may take 3-4 rounds before the attack is even made. Having it always up (at -4 or -5 ab or what have you) is preferable to me
I know it's possible, but I'm not sure if there's a reason it's not already implemented or desired.
Toggle-able feat based abilities, such as Expertise, Power Attack, Knock Down, etc. It's incredibly frustrating to try to trigger these abilities when you mean to use them, or just unreliable in general. For example, I might click on knock down, yet it may take 3-4 rounds before the attack is even made. Having it always up (at -4 or -5 ab or what have you) is preferable to me
Edit: Revanant got it it one. There are a LOT of things that just drop you out of your combat mode or trigger at wierd times. It is already possible to queue things such as knock down, or move while under expertise. Its just finnicky, and often irritating.
Implementing a small change would be a huge Quality of life improvement, in my eyes.
:arrow: Show the quantity of CXP gained for each fail or success. (e.g. Crafting experience gained (+15).) (https://i.gyazo.com/434940b9d1ef6bd182c03e2bff72edc3.png)
-- We can already see the our total CXP, and we can manually work out the gain for that crafting level by reviewing the before and after, so this makes it more convenient to see how our efforts are progressing us.
:arrow: Alchemical flasks and Herbalism pouches, when using and targeting self, get a conversation prompt to:
1- Fill container (searches through character inventory to pick up herbs/reagents automatically - as if you used it on a bag or placeable inventory)
2- Empty container (drops herbs/reagents into inventory - what it currently does)
-- This would save time on moving items around into bags and inventory management.
Wishlist item 1: Swashbuckler Class from NWN2.
For those that don't know, it's a fighter type class. 10hp per level. Simple and Martial weapons feats, Light armor feat. Gets weapons finesse at 1st lvl. Gets Tumble as a class skill, all the social skills, parry, discipline. Some neat special bonuses when using light weapons and light armor. Details here (http://nwn2.wikia.com/wiki/Swashbuckler).
Wishlist item 2: Bards updated to current D&D rules
Bards having no spellcasting failure in light armor, and being able to purchase a feat to up it to medium armor, as per NWN2
Wishlist item 1: Swashbuckler Class from NWN2.
For those that don't know, it's a fighter type class. 10hp per level. Simple and Martial weapons feats, Light armor feat. Gets weapons finesse at 1st lvl. Gets Tumble as a class skill, all the social skills, parry, discipline. Some neat special bonuses when using light weapons and light armor. Details here (http://nwn2.wikia.com/wiki/Swashbuckler).
Wishlist item 2: Bards updated to current D&D rules
Bards having no spellcasting failure in light armor, and being able to purchase a feat to up it to medium armor, as per NWN2
Engine limitations.
After a rest, check if class is a bard, if so, get base AC number of worn armour, if base AC number = 1-3, apply temp property arcane spell failure -5%-15%, apply only useable by bard (to prevent exploits) etc etc to the current clothing worn.
That should do it? May need to deny multiclasses from this bonus.
Actually, this suggests an even simpler solution. The only time arcane spell failure needs to be checked is when an arcane spell is being cast. We know this is customizable and adjustable because the exhaustion system affects spell failure on the fly. Consequently, it would seem that when an arcane spell is cast the check you suggest could be performed: is the caster a bard? If so reduce the property the appropriate amount based on AC.
Probably easier to leave spell hooking out of it. There's a property for items that reduce arcane spell failure so you can cast in armour, and it's easy enough to set up a check somewhere to apply it as a temporary item property. It's what a few servers do already.
I think adding a log telling you what areas you've entered will be helpful. For instance, if I were to enter the outskirts from the slums i would get a log that says something like "Entered Barovia - Vallaki - Western Outskirts" this would help is keep track of where we've been.+1, when I looked at my log and saw Lost Item: Angel Arm I was like "&$&@&$ where did I drop it?!", left 4k+ worth of pelts on Petre's table without claiming as I panicked asking around if someone found my sword. ;)
Not sure if there's a mechanical reason they're not, but now that we have so many of them--many with the same graphic--keeping herbs sorted is ungodly tedious.
Putting them in the storage bags requires an animation to play for each use of the bag. I have had as many as 6 herbs queued for the bag by the time the first animation stopped. Nor is it realistic to keep 90+ bags in one's inventory for all the different herbs. How much more wonderful it would be if herbs behaved like the potions created from them: sorting and stacking themselves automatically!
When first learning recipes, this might require splitting off a single herb, but it's well worth the trade for the mass brewing almost all accomplished herbalists do.
Herb type sacks that work for ore, ingots, and charcoal.👍
That's homebrew, not base 3.5 rules. http://www.d20srd.org/srd/prestigeClasses/dragonDisciple.htm
That's homebrew, not base 3.5 rules. http://www.d20srd.org/srd/prestigeClasses/dragonDisciple.htm
Is all other (or indeed any) material from the book present in the SRD but not in other (later) rulebooks?
Is all other (or indeed any) material from the book present in the SRD but not in other (later) rulebooks?
I am not certain.
The book gives Enlargement as a feature of the 3rd Edition Dragon Disciple, which I understand to be the iteration of the class we've implemented on PotM.
https://imgur.com/a/ijjId14
The 3.5e Dragon Disciple has different features we don't implement, like Blindsense.
We don't have Blindsense because we removed it from players completely.
I would think it could be awsome if we could dual wield whips! Ive red its not that hard to change in the .2da.
Please adjust the limits of the height system in particular for small races. Super tall dwarves, halflings, gnomes or super small ones have been incredibly immersion breaking. Or remove it for small races.
Please adjust the limits of the height system in particular for small races. Super tall dwarves, halflings, gnomes or super small ones have been incredibly immersion breaking. Or remove it for small races.
Not only immersion breaking but almost impossible to click on if they're moving at high speeds. I've brought this up with the Devs already as a possibility to explode their hitbox or to limit it to something reasonable.
Didn't know it was a bug, as this was not stated when I asked the specific developer nor did I notice it elsewhere. Thanks for the heads up though.
Phantasia 06/18/2019
Any thought?
EO 06/18/2019
Let's start by fixing the height bugs; but no there's no way to make the hitbox bigger
Marikiths.
Vistani messengers ... ?
50 gold / message
I also appreciate that a couple of these look slightly older without being elderly, which is great!This very much.
I think I see a Tidus head? Please.
Anyway we could get the @dispel invis command changed to @invis dispel?
Any typo after "dispel" dispels everything and would just be a bit nicer if we could save ourselves from the occasional unintentional removal of everything.
Thanks
Anyway we could get the @dispel invis command changed to @invis dispel?
Any typo after "dispel" dispels everything and would just be a bit nicer if we could save ourselves from the occasional unintentional removal of everything.
Thanks
Since there will soon be other @dispel commands, that won’t be possible. I can however change it so that it only dispels everything if nothing is typed after dispel.
There's a very promising heads pack on the vault lately.
https://neverwintervault.org/project/nwnee/hakpak/original-hakpak/3d-dafenas-definitive-heads
LOOK AT THESE FACES, LOOK AT THEMSpoiler: show
A action tool on bags and boxes so they can be used on a placable. For traders, crafters and adventurers to empty full bags into whatever they wish
Please! Please let us put stag antlers and other creature horns into trapper packs! It makes perfect sense!
Also, please let the trapper packs hold ten items! This makes a lot of sense, especially for small furs/hides! You've already made small snakeskins fit 20, so why not 10 for at least some others?
A @release function on animate/create undead to make it a permanent hostile to all NPC (even yourself). Stock your own areas with hostile to everyone guards to act as mindless fodder to stand in the way of people trying to thwart your evil rituals.
Sorry that it is not a good place for it but this is still possible with stray elemental summons i once failed summon 8 times in a row in the end i had to clean it myself since my character was good alignedA @release function on animate/create undead to make it a permanent hostile to all NPC (even yourself). Stock your own areas with hostile to everyone guards to act as mindless fodder to stand in the way of people trying to thwart your evil rituals.
That'd be too prone to abuse; you can't just unleash monsters on other PCs or NPCs, and in dungeons you could then have dozens of them. MPCs have something like that but they have to apply for the template.
Please! Please let us put stag antlers and other creature horns into trapper packs! It makes perfect sense!
Also, please let the trapper packs hold ten items! This makes a lot of sense, especially for small furs/hides! You've already made small snakeskins fit 20, so why not 10 for at least some others?
I'll consider this as part of the upcoming crafting update.
The trapper bags holding ten would be very nice, considering the sheer amount of furs needed for the craft. I carried 100 furs the other day and 20 bags vs 10 bags is huge.Please! Please let us put stag antlers and other creature horns into trapper packs! It makes perfect sense!
Also, please let the trapper packs hold ten items! This makes a lot of sense, especially for small furs/hides! You've already made small snakeskins fit 20, so why not 10 for at least some others?
I'll consider this as part of the upcoming crafting update.
Fingers are crossed!
Clubs: Is it possible to add a weapon skin(?) to the club to have them look like antlers?
Faerie Fire: Is it possible to allow the caster to cast this spell on themselves?
Emote: Does anyone know if there is an actionable emote that puts the character in a lotus style sitting position? This would be amazing!
A doorbell for the rectory of the Refuge of the Fifth Light. The [knock] function cannot be heard beyond the foyer, and player characters tend to be in one of the meeting rooms.
Variety in prices of npc merchants, drain/black market could offer better prices for necromancy items, poisons, traps, a jewellery shop in Port to offer better prices for gems and jewellery. Dvergheim to offer more for weapons, armours and shields. Just to offer a reason for folk to travel to make a extra bit of coin with their hard won findings.
A system to tell how many ranks of a skill a PC has, without having to get naked, remember which backgrounds were chosen at character creation, and do math on various attribute modifiers. If this already exists, then please ignore ^.^
Edit: Someone mentioned the level up menu has this feature. Perhaps implement an option to view it, when not leveling up? Not a major concern/issue, but a potentially neat quality of life thing.
can we get an emote of @Lockinplace and @Unlock - This would lock the character into position, cant count how many times me or another player has suddenly burst up and across a room from a very hard position to get to, only to spend 5 mins trying to get back into it OOCly. Thanks.
So a player asked me to make him a Mastercraft longbow today. You know the basic +1 kind. Of course I had to convey that the secret to those bows was lost. Then I asked myself why can't I make a +1 bow? Surely it is weaker than a carcass eater cobweb palm longbow?
So I thought what if you had a master level, like 50 for Bowyer, at which point you unlock a master craft option. I leave the material requirements to the Devs but I don't think a +1 bow with no mighty would throw off balance. The same of course could be done for smiths. I would not know what level to recommend as a smith master though. I'm sure MAB would have a good sense of it.
Can we get a trash can in Emmanuelle's? Preferably next to the tailoring station. Clothes that you make but don't intend to keep take up a lot of space.
Can we get a trash can in Emmanuelle's? Preferably next to the tailoring station. Clothes that you make but don't intend to keep take up a lot of space.
Can we also get one in the tailoring house in Vallaki please?
A claim system in the Village of Barovia warehouses would be pretty cool and would possibly incentivize players to use VoB for more than just a midpoint for their hag-slaying happy times.
Portals to other domains at char creation (with big warning signs)
So a player asked me to make him a Mastercraft longbow today. You know the basic +1 kind. Of course I had to convey that the secret to those bows was lost. Then I asked myself why can't I make a +1 bow? Surely it is weaker than a carcass eater cobweb palm longbow?
So I thought what if you had a master level, like 50 for Bowyer, at which point you unlock a master craft option. I leave the material requirements to the Devs but I don't think a +1 bow with no mighty would throw off balance. The same of course could be done for smiths. I would not know what level to recommend as a smith master though. I'm sure MAB would have a good sense of it.
I agree that balance-wise this would not be an issue. I’m a little hung up on the crafting components needed for this. Whether it be bowyer, smith, whatever - what natural component could you find that’s just inherently magical. It makes sense why certain natural components are the bane of certain types of creatures. But what natural component is inherently magical against everything? Not saying it’s not possible, I just don’t see it from a Lore perspective personally. Maybe a new resource could allow for it, if that’s the direction developers want to go with the crafting system. I’m not sure that fits into the lore of the Core though. Again, definitely wouldn’t be a balance issue.
I think your mastercraft template idea has merit.
HopeistheCarrot. There is no need for a magical element, it's about the skill of the smith/bowyar. It's a +1 attack bonus, not +1 enhanced
I think it would be neat to have some way to set your character's saves (will/fort/reflex) down to 0 through a command, or maybe even just an OOC ring that can be equipped with massive negatives to those stats. Because sometimes I want to force my character to fail a save for the sake of RP, and the only real way to lower the saves otherwise is to find and equip weird items with those negatives, that might not lower the stat enough anyway.
As discussed briefly with Arawn on discord some days ago, a system to save and retrieve quickslots;
@quickslot save spells1
(Saves the current quickslot layout as "spells1".)
@quickslot apply spells1
(Replaces the current quickslot layout with "spells1")
This would be particularly useful for caster classes who can't fit all their spells on their quickslot bar and may want to separate them in some way, i.e. defensive wards versus on-the-fly.
Spellbook saving and loading would also work super wonders for the community if that's possible.
I think it would be neat to have some way to set your character's saves (will/fort/reflex) down to 0 through a command, or maybe even just an OOC ring that can be equipped with massive negatives to those stats. Because sometimes I want to force my character to fail a save for the sake of RP, and the only real way to lower the saves otherwise is to find and equip weird items with those negatives, that might not lower the stat enough anyway.
You can always decide that your character does whatever behavior the save is seeking to enforce. You don't need to fail it mechanically.
I think it would be neat to have some way to set your character's saves (will/fort/reflex) down to 0 through a command, or maybe even just an OOC ring that can be equipped with massive negatives to those stats. Because sometimes I want to force my character to fail a save for the sake of RP, and the only real way to lower the saves otherwise is to find and equip weird items with those negatives, that might not lower the stat enough anyway.
You can always decide that your character does whatever behavior the save is seeking to enforce. You don't need to fail it mechanically.
While that would work for a spell such as Dominate Person, im thinking more along the lines of if the player you're roleplaying with decides to use Flesh to Stone or Baleful Polymorph, or anything else similar to that where it would be hard to rp without the save failing mechanically.
Suggestions:
1) The inability to light up a firecamp when it's raining. When using a flit and steel (along being a Barbarian or Ranger) a message would show up in logs like what it is not possible to light up a fire due to the weather. The same could perhaps be applied to other light-emitting usables, and even to the winter when snowing.
2) The ability to set aflame wooden craftables. Using a flit and steel (and others such as torches) you could begin some flaming animation on said craftable. There could be a certain amount of time before the item destroys. The developers should decide if item holders (i.e. chests, barrels) would have contained items completely erased as well, or simply left as remains. Might be interesting to leave a mark of ashes (the erasable sort), but again left to someone's discretion.
While im not sure yet as to what placeables in particular I'd suggest, I like playing around with the carpentry system and would not mind seeing more of them added in.
The ability to craft some of the current uncraftable potions! Such as Bottled black, death armor and bless!
I'm actually fairly certain there already is an herb for potions of darkness, it's just quite rare.There is indeed! I have one in my inventory!
Some sort of visible cue there is a caravan ready for vistani wagons, so people don't have to keep going through the dialogue every minute, or so, to see if things have changed in the interim moments.
For cosmetic/customization reasons, allowing heavy category armours (e.g. splint mail) to craft torso appearances from the medium category (e.g. scale mail) and vice versa. There's a limited number of choices under heavy category that could do with expanding.
QoL proposal
A breakdown of AC composition somewhere, how much of what, what is stacking with what and what i't's there just for show.
It would help new players understanding the different nature of AC, experienced player to harmonize buffs and equipment, and would help squashing bugs for non responsive items/enemies in case of special type only AC bonuses.
Ideal would be somewhere written down, but also a popup on mouseover would be better than nothing.
Upon re-leveling, your character's Ability Scores, Skill Ranks, and Feats are all printed out to help make the process of leveling back up smoother. I know the Feats being printed out is a more recent addition, I'm wondering if the same could be done for spells? Re-leveling a spellcaster must be painful sometimes.
Upon re-leveling, your character's Ability Scores, Skill Ranks, and Feats are all printed out to help make the process of leveling back up smoother. I know the Feats being printed out is a more recent addition, I'm wondering if the same could be done for spells? Re-leveling a spellcaster must be painful sometimes.
Actually, if all these things are knowable, perhaps an option to keep everything the same?
Upon re-leveling, your character's Ability Scores, Skill Ranks, and Feats are all printed out to help make the process of leveling back up smoother. I know the Feats being printed out is a more recent addition, I'm wondering if the same could be done for spells? Re-leveling a spellcaster must be painful sometimes.
Actually, if all these things are knowable, perhaps an option to keep everything the same?
I have no idea if that’s possible, but I would cry tears of joy if it was!
A little command to check the moon phase would be wonderful, for example @moon. Or something for half-vistani to roll for lunatio if appropriate. It can be awkward to not realize it's a full moon until well after the fact.
Hit the R button. It gives a weather blurb with moon phase, even inside!I think the moon phase info is only displayed at night, but I could be mistaken.
Carpentry-craftable wagons! Like the kind the Vistani have, but available for players. Would be a fun way to RP out traveling folk.
Carpentry-craftable wagons! Like the kind the Vistani have, but available for players. Would be a fun way to RP out traveling folk.
Good news! This is already in, under structures.
I wish the spam from merchants putting their wares in and out of boxes in the outskirts would disappear. I am one of the top offenders of this and I hate disrupting peoples roleplay. I've been stolen from a few times and these messages never helped me notice so I don't think they're serving their purpose well.
edit: I wish that instead of the merchant spam being in "talk" channel it went to "whisper" instead.
^ This. Please and thank you. 😩I wish the spam from merchants putting their wares in and out of boxes in the outskirts would disappear. I am one of the top offenders of this and I hate disrupting peoples roleplay. I've been stolen from a few times and these messages never helped me notice so I don't think they're serving their purpose well.
edit: I wish that instead of the merchant spam being in "talk" channel it went to "whisper" instead.
Or maybe the combat log, because usually in places where merchants are actively doing business, there's almost no need to see the combat log.
^ This. Please and thank you. 😩I wish the spam from merchants putting their wares in and out of boxes in the outskirts would disappear. I am one of the top offenders of this and I hate disrupting peoples roleplay. I've been stolen from a few times and these messages never helped me notice so I don't think they're serving their purpose well.
edit: I wish that instead of the merchant spam being in "talk" channel it went to "whisper" instead.
Or maybe the combat log, because usually in places where merchants are actively doing business, there's almost no need to see the combat log.
Or set merchant conversations to private. This is very simply done really.Sorry, I wasn't clear. By merchants, I actually meant player merchants, who typically set up in "hub" areas where people do actually carry on conversations and it can be a pain to keep track of it with regular item exchanges taking up as much space as any other message.
I would love to be able to purchase empty potion bottles from vendors in stacks of 10, rather than having to do it individually.
IC, it's silly, because you'd never really go to a vendor and say "I'll take one empty bottle [hand 10gp]. And another [hand 10gp]. One more [hand 10gp]. How about another [hand 10gp. Same thing, please [hand 10gp]." ad nauseum.
OOC, it's just annoying to have to click so much =.=
^ This. Please and thank you. 😩I wish the spam from merchants putting their wares in and out of boxes in the outskirts would disappear. I am one of the top offenders of this and I hate disrupting peoples roleplay. I've been stolen from a few times and these messages never helped me notice so I don't think they're serving their purpose well.
edit: I wish that instead of the merchant spam being in "talk" channel it went to "whisper" instead.
Or maybe the combat log, because usually in places where merchants are actively doing business, there's almost no need to see the combat log.
Or set merchant conversations to private. This is very simply done really.
Would love if there was a method for copying modded armor and garment designs onto a matching piece or armor/clothing or template.
Currently, if you want to make several outfits of the same design, you need to craft each individual garment or armor then modify each component (left bicep, right foot, torso, etc.) ad-hoc and manually, which can be very time consuming when trying to mass-produce.
I would not expect this to include colors at all - just the design selections.
The carp tool could cause less mental fits if it allowed you to preview next model instead of resetting all the options.
Could paintbrushed be given the same function as quills?
A minor thing but I would love for coffee to be a drinkable item and not just a prop.+1
A minor thing but I would love for coffee to be a drinkable item and not just a prop.+1
And tea! There are nice flavor drinks available for purchase in Port and it would be great if we could actually drink them.
Scroll tube items that can hold multiple blank sheets of parchment.
Probably mentioned it before. Message-board system akin to Arelith's, placed in key areas: Vallaki Outskirts, Mist Camp, Publique, rental rooms, etc.Yes please.
Probably mentioned it before. Message-board system akin to Arelith's, placed in key areas: Vallaki Outskirts, Mist Camp, Publique, rental rooms, etc.Just curious how does Arelith's message board system work?
Probably mentioned it before. Message-board system akin to Arelith's, placed in key areas: Vallaki Outskirts, Mist Camp, Publique, rental rooms, etc.Just curious how does Arelith's message board system work?
If a vampire entering mist form could automatically remove shackles, that would be cool!
A function to talk through a singular door rather than shouting to every door in the vicinity. Via the target tool, or something.Please yes.
If a vampire entering mist form could automatically remove shackles, that would be cool!
The item called Ring of the Ram gives you a feat called Knockdown. Should it not give Improved Knockdown instead, considering that all characters already have Knockdown?
An @command that toggles whether or not a Combat Form will be triggered & consumed the next time a fighter enters combat.
I can understand the design intent it always triggers, but the limited uses per rest currently instead of "once per encounter" can be undesirable for encounters that aren't particularly difficult to overcome in a dungeon that will have several groups more than half of ones fighter level before everyone else wants to stop & rest for 18-24 minute intervals.
would be nice if horns could be used for crafting helmets like metal ingot/chitin plate is used for crafting gloves and boots. bovine/stag anthler would give like +1 antagonize white stag anthler would also give +1 influence or something like that.
Also it would be nice if you could add plates (or horns if that would be implemented) to crafted item, steel ingot + worg boots = plated worg boots.
Most important thing I would like to see, that you could add makers stamp to complete product. since early on you most likely dont have maker's stamp unless you just have it made before start crafting..
would be nice if horns could be used for crafting helmets like metal ingot/chitin plate is used for crafting gloves and boots. bovine/stag anthler would give like +1 antagonize white stag anthler would also give +1 influence or something like that.
Also it would be nice if you could add plates (or horns if that would be implemented) to crafted item, steel ingot + worg boots = plated worg boots.
Most important thing I would like to see, that you could add makers stamp to complete product. since early on you most likely dont have maker's stamp unless you just have it made before start crafting..
CASE LIST:
1. If you have an EMPTY bag, and use it on your person, it will scoop up as much resource as possible from your inventory.
2. If you have a PARTIALLY FILLED bag of "gloomflower", and use it on your person which has NO "gloomflower" in inventory , it will attempt to RELEASE all of the "gloomflower" into your inventory.
3. If you have a PARTIALLY FILLED bag of "gloomflower", and use it on your person which has SOME "gloomflower" in inventory , it will attempt to STORE all of the "gloomflower" from your inventory into the bag.
4. If you have a FULL BAG of a resource, it always attempt to RELEASE it into inventory.
Also it would be nice if you could add plates (or horns if that would be implemented) to crafted item, steel ingot + worg boots = plated worg boots.
I'm not quite sure what you are suggesting here, you can already make plated boots and gloves.
I mean you can make plated boots but cannot add plated to boots. So you cannot like make dozen pairs of boots, store them and convert them to plated boots after you get metal or raise your skill or what ever..
something along the lines of tracking.
i think most of us have or know of mount and blade, and if we use search or spot or a mixture of it, we could spot the tracks on the ground.
for example it says highly traveled route/road
or it says marks indicate of some heavy creatures.
or into more details going a 4 pointed hoof with sharp edges are seen.
so forth, that way there can be some actual tracking done and actual hunting.
it's just a brain fart atm so havnt thought all of it out yet but i think it might be a nice addition, without doing harm to what already is
something along the lines of tracking.
i think most of us have or know of mount and blade, and if we use search or spot or a mixture of it, we could spot the tracks on the ground.
for example it says highly traveled route/road
or it says marks indicate of some heavy creatures.
or into more details going a 4 pointed hoof with sharp edges are seen.
so forth, that way there can be some actual tracking done and actual hunting.
it's just a brain fart atm so havnt thought all of it out yet but i think it might be a nice addition, without doing harm to what already is
Honestly, this suggestion is underrated. I think other systems employ a similar script that puts down footmark placeables to those with the skills to see them, and dependent on how good you are at said skills, you can obtain more information such as race, maybe height depending on depth, etc. I see it being useful with players and tracking them. Even if you're a stealther, you have to leave tracks in snow and footprints in mud. There's really no way of getting around the disturbances that a skilled tracker could find out of the ordinary. One who has the skills to see the tracks/etc they've left behind could try to tamper and cover them up, but there's no untampering the unsettled soil, even if you're able to keep information such as race, or height, etc, out of the mix by destroying the imprint.
something along the lines of tracking.
i think most of us have or know of mount and blade, and if we use search or spot or a mixture of it, we could spot the tracks on the ground.
for example it says highly traveled route/road
or it says marks indicate of some heavy creatures.
or into more details going a 4 pointed hoof with sharp edges are seen.
so forth, that way there can be some actual tracking done and actual hunting.
it's just a brain fart atm so havnt thought all of it out yet but i think it might be a nice addition, without doing harm to what already is
Honestly, this suggestion is underrated. I think other systems employ a similar script that puts down footmark placeables to those with the skills to see them, and dependent on how good you are at said skills, you can obtain more information such as race, maybe height depending on depth, etc. I see it being useful with players and tracking them. Even if you're a stealther, you have to leave tracks in snow and footprints in mud. There's really no way of getting around the disturbances that a skilled tracker could find out of the ordinary. One who has the skills to see the tracks/etc they've left behind could try to tamper and cover them up, but there's no untampering the unsettled soil, even if you're able to keep information such as race, or height, etc, out of the mix by destroying the imprint.
something along the lines of tracking.
i think most of us have or know of mount and blade, and if we use search or spot or a mixture of it, we could spot the tracks on the ground.
for example it says highly traveled route/road
or it says marks indicate of some heavy creatures.
or into more details going a 4 pointed hoof with sharp edges are seen.
so forth, that way there can be some actual tracking done and actual hunting.
it's just a brain fart atm so havnt thought all of it out yet but i think it might be a nice addition, without doing harm to what already is
Honestly, this suggestion is underrated. I think other systems employ a similar script that puts down footmark placeables to those with the skills to see them, and dependent on how good you are at said skills, you can obtain more information such as race, maybe height depending on depth, etc. I see it being useful with players and tracking them. Even if you're a stealther, you have to leave tracks in snow and footprints in mud. There's really no way of getting around the disturbances that a skilled tracker could find out of the ordinary. One who has the skills to see the tracks/etc they've left behind could try to tamper and cover them up, but there's no untampering the unsettled soil, even if you're able to keep information such as race, or height, etc, out of the mix by destroying the imprint.
I have to agree, I think this suggestion would be very good. As an addition to the prior suggestions and points, I'd suggest that the move silently skill could probably contribute to the difficulty of finding the tracks themselves as the skill does represent the care and deliberate movement needed in picking a path that would cause the least noise, which would likely involve slow, rolling steps and picking a route around things that would break and possibly help trackers to follow such as twigs, glass, sticks and the like. This wouldn't have much of an effect on the displacement of soft materials like mud and snow but seems like it could help.
It'd be nice to see, but knowing Rangers and Monster Hunters won't receive an appreciable bonus to the feature makes me reluctant to show support for it.
The module is also ultimately very small and finding anything that's hidden, whether it's a corpse or an enemy player's base, is just too easy. It is tedious but easy. This will only slightly curb the tedium in a limited number of circumstances, and make the game world that much more predictable and gamified, which is something it suffers from already.
It would only be a good feature if several other problems are addressed simultaneously, since it'll bring up its own issues. Implementing it now won't do any justice to MPCs for whom respawning is their only defence, which are rare already.
I'm posting under the impression this is almost entirely for PvP. We can already see what kinds of creatures are inside variable caves before we enter them because of hidden detection checks. So again, it'd be nice to see that for a few more things, but somehow I doubt you're going to see that with the current setup, but it would be useful in a server environment where emergent gameplay was the norm, not the exception.
The PRC class DeepWood sniper. which is basically in simple terms Weapon master for range. If such is possible. but there might be some coding problems. [shrugs] But would be cool!
Oh and lanterns we can use on ourselves that give off light and have attached to our hips so those that need shields can have both light and a shield Would could work as a glowjar in sort but give off normal colour light
An alternative to yelling (/y) that can be used for loud noises. Instead of 'hearing someone shout from X', 'you hear a noise coming from X'.I like that suggestion.
I think some trees within the Citadel courtyard would be nice - the gatherable kind. With the new carpentry updates, and considering it's a required crafting skill for the faction, I think it makes sense to have some in a controlled grown in a safe area, both during day and night. There can sometimes be competition for the trees that grow around Vallaki and we're a lot more limited as to where and when we can gather them.
There's no /real/ incentive of learning carpentry besides some nice placeables so I don't think it would really give us any real advantage over others. It would also provide us with something to do during the night - otherwise, you're forced to spend the limited hours of the day gathering wood for later, instead of doing your job.
How would the burgomaster feel about you destroying his public works projects? :D
A Vistani fur trader in the Mist Camp.
A Vistani fur trader in the Mist Camp.
We talking like the one near the Outskirts? that gives you money for furs? Or one that Sells various furs?
The pine trees providing bark for herbalism share the spawns with many other herbs during spring, including the Hawthorn trees. The pines are so bountiful for both winter and spring, despite being used for possibly one of the least desired potions in the game, whereas the Hawthorns, which are much more direly needed for their flowers, are there for spring only and, more often than not, really hard to find. It'd be awesome if we could have the pines spawn only during winter. It'd more than suffice, since they share spawns with only one other herb. It would at the very least increase the chances of Hawthorne spawns by a little during spring.The very same thing applies for summer and Gnarled Hops.
Add bag mechanic to take items from inventory into the bag.
This would make storing craft ingredients so much easier then all the click spam required to sort them into bags and then use a craft bag on said bag.
The goal is to change the functionality of craft bags, such that if used on the player, it acts the same way as if used on a container.
It should only search surface level inventory, NOT going into containers.QuoteCASE LIST:
1. If you have an EMPTY bag, and use it on your person, it will scoop up as much resource as possible from your inventory.
2. If you have a PARTIALLY FILLED bag of "gloomflower", and use it on your person which has NO "gloomflower" in inventory , it will attempt to RELEASE all of the "gloomflower" into your inventory.
3. If you have a PARTIALLY FILLED bag of "gloomflower", and use it on your person which has SOME "gloomflower" in inventory , it will attempt to STORE all of the "gloomflower" from your inventory into the bag.
4. If you have a FULL BAG of a resource, it always attempt to RELEASE it into inventory.
Technically, Case 2 and 4 already function on the server.
For animal companions, summons, and familiars:
Adding a chat command like: @animal/summon/familiar unsummon
Would be nice to have this as a hotkey on the bar instead of going through the radial circle.
Is there any chance Murnu's Mercantile on Vallaki's Warehouse district would sell also herbalism (like potion bottles and the bags) and alchemical (recipients and resins) materials?
While there ain't any open herbalism or alchemical workstation (not considering open business with free to use cauldrons owned by players) the same can be said about gilding tubes, and the materials for it are available at Vallaki's Crafters Hall... other than it would ease the workings of moving bottle (or resins) to cauldrons that are available to use inside a shop or warehouse by the district
There is now a publicly available cauldron at the Palmweaver brewery, warehouse 1 (hello neighbours), and having the reagents available nearby would certainly be a major boon to the enterprise - there's only so much rp to be had running back and forth to restock the supplies for people to use.
Not to mention this would help Ivory as she has a cauldron in her shop. It still makes all those who dont have shops, go to the Herbalist or Herzzogs... So it doesnt ruin that RP. So it would be nice to see that added, especially since there is no Guilding tanks in town other then private ones, yet there is Vinegar and Mercury in the Trade House.
I think it would be cool if Both Coldstones and Quarts crystals had some actual uses to them. Coldstones could have a use that gives fire resistance. Or let them finally be used to make electrical and cold varnishes.Coldstones do have a use ... though you might have to do a lot of IC digging to puzzle it out ;)
I think it would be cool if Both Coldstones and Quarts crystals had some actual uses to them. Coldstones could have a use that gives fire resistance. Or let them finally be used to make electrical and cold varnishes.Coldstones do have a use ... though you might have to do a lot of IC digging to puzzle it out ;)
@lfrp tag or @lfrp note to add a short sentence to your status in this mode.
'Feel free to send me a tell', 'looking for slice of life RP', 'native looking for friends', etc.
It would be really nice to have the ability to roll multiple dice at once and have the result added up, with any appropriate modifiers, and to use these commands while seated as further quality of life. Dice games troll me a little because of the need to constantly stand back up and spam the chat viciously.
It would be really nice to have the ability to roll multiple dice at once and have the result added up, with any appropriate modifiers, and to use these commands while seated as further quality of life. Dice games troll me a little because of the need to constantly stand back up and spam the chat viciously.
I'll add the ability to roll multiple dices by typing ie [2d4] or [50d6], etc.
If it can be done in such a way as to show the individual rolls as well as the overall results, that would be awesome for the introduction of card/dice games in RP!It would be really nice to have the ability to roll multiple dice at once and have the result added up, with any appropriate modifiers, and to use these commands while seated as further quality of life. Dice games troll me a little because of the need to constantly stand back up and spam the chat viciously.
I'll add the ability to roll multiple dices by typing ie [2d4] or [50d6], etc.
Do you think a limits of five or ten can be a better idea? I can already see the spam of someone adding a number and do 500 instead of 50 by mistake.
As discussed briefly with Arawn on discord some days ago, a system to save and retrieve quickslots;
@quickslot save spells1
(Saves the current quickslot layout as "spells1".)
@quickslot apply spells1
(Replaces the current quickslot layout with "spells1")
This would be particularly useful for caster classes who can't fit all their spells on their quickslot bar and may want to separate them in some way, i.e. defensive wards versus on-the-fly.
Spellbook saving and loading would also work super wonders for the community if that's possible.
I cannot navigate the orphanage dungeon in Western Barovia without being inches from my screen and my tab key held down. Is it possible to add some light to the dungeon?
Add Blacksmith's Apron to Vallaki's trade crafting hall vendors. Feel like this should be buyable from all crafting halls.
I'd like to see a stablemaster in Dementlieu somewhere, that will rent out non-rideable pack horses. It seems more fitting for Dementlieu than Ox, and certainly more than Camels. As much fun as it is to poke fun, if you need a beast of burden in Dementlieu, you have to go to Har'Akir for Camels. The nearest Ox merchant in Barovia is in Vallaki, and there is little chance of an Ox easily surviving the trip to Dementlieu, with the trip taking 30-40 minutes+ to bring home. Har'Akir is not only a 100% safe path for a camel to be brought over, but it is more time convenient to transport Camels to Dementlieu, than Ox from Barovia to Dementlieu.
Which is terribly ironic. Har'Akir isn't even *in* the Core.
I'd like to see a stablemaster in Dementlieu somewhere, that will rent out non-rideable pack horses. It seems more fitting for Dementlieu than Oxen, and certainly more than Camels. As much fun as it is to poke fun, if you need a beast of burden in Dementlieu, you have to go to Har'Akir for Camels. The nearest Oxen merchant in Barovia is in Vallaki, and there is little chance of an Ox easily surviving the trip to Dementlieu, with the trip taking 30-40 minutes+ to bring home. Har'Akir is not only a 100% safe path for a camel to be brought over, but it is more time convenient to transport Camels to Dementlieu, than Ox from Barovia to Dementlieu.
Which is terribly ironic. Har'Akir isn't even *in* the Core.
The ability to store Alchemical Essences in Alchemical Flasks like ingots can be with Miner's Bags.
Additionally, the ability to bulk craft alchemical varnishes with resin and essences.
The ability to store Alchemical Essences in Alchemical Flasks like ingots can be with Miner's Bags.
Additionally, the ability to bulk craft alchemical varnishes with resin and essences.
The ability to store Alchemical Essences in Alchemical Flasks like ingots can be with Miner's Bags.
Additionally, the ability to bulk craft alchemical varnishes with resin and essences.
Can we add the mass-processing of wood on the carpentry bench to this as well?
While we're on the topic of crafting QoL changes --My kingdom for this implementation.
Make it so that alchemical reagents, charcoal, resin, tannin, essentially any of the crafting ingredients that you purchase, can be sold in stacks of 5 and 10. The actual essences or crafted item doesn't need to stack, but having to click 50-200 times while crafting makes my hands cramp up after a certain point.
I can understand that. With carpentry though, especially to get arrow shafts, it can take a good while to process the wood. Would it be feasible to go from log to arrow shafts with a design item (much like oak barrels use a design item rather than a template)?
Please allow us to edit certain item appearances such as gnomish commando goggles and hat of anonymity.
Our policy is that we leave the decision to lock an item's appearance, or not to, at the discretion of whoever contributed said item. Their look are sometimes as important as the function itself to the item's creator and we respect that wish.
Any chance of a confirmation prompt when using a firearm on a non-hostile target?
At no point in the rules is there really ever a time to shoot a non-hostile PC with a firearm. It would be a massive quality of life change for those players. Especially in dungeons.
Any chance of a confirmation prompt when using a firearm on a non-hostile target?
At no point in the rules is there really ever a time to shoot a non-hostile PC with a firearm. It would be a massive quality of life change for those players. Especially in dungeons.
Allow Warmage's Edge to apply to Flame Weapon from Warmages. It'll give them a niche buff that only they can give out for dungeons.
I'd like to see mithral added as a craftable material to the game. For instance, as it is described here. (https://www.dandwiki.com/wiki/SRD:Mithral) I do remember there being talk of it being planned - are there any updates on what happened to the implementation?
Are there plans on updating existing mithral armors to correspond to the properties of mithral in 3.5e? (e.g decreased ASF, increased dex bonus by 2, armor considered one category lighter, lessened armor skill penalties)?
I have not considered it until recently since I do not play many melee characters, or characters that need to target a single pc but it is quite impossible to target things in large groups with a knockdown or called shot. For that, I wanted to suggest perhaps a script that would increase the quality of life, such as @knockdown @calledshotleg similar to the one available in other few servers, such as Arelith.
What it will do is use knockdown (or improved knockdown) or a version of the called shot upon the target you are currently attacking.
I have not considered it until recently since I do not play many melee characters, or characters that need to target a single pc but it is quite impossible to target things in large groups with a knockdown or called shot. For that, I wanted to suggest perhaps a script that would increase the quality of life, such as @knockdown @calledshotleg similar to the one available in other few servers, such as Arelith.
What it will do is use knockdown (or improved knockdown) or a version of the called shot upon the target you are currently attacking.
I have not considered it until recently since I do not play many melee characters, or characters that need to target a single pc but it is quite impossible to target things in large groups with a knockdown or called shot. For that, I wanted to suggest perhaps a script that would increase the quality of life, such as @knockdown @calledshotleg similar to the one available in other few servers, such as Arelith.
What it will do is use knockdown (or improved knockdown) or a version of the called shot upon the target you are currently attacking.
If you target a lootable corpse with a knockdown attack during combat, it will actually perform a knockdown against your current target.
Item suggestion:
Lesser Ring of Power
Outlanders brought to the Core nations by the Mist bring many strange items from their homelands. This is one of them.
Ages ago in a realm then dominated by elves, a person arose who called himself the Giver of Gifts. With skill in words and craft, he won over the elven smiths of the Land of Holly and taught them how to make magic rings. Many were created with little concern for consequences as the smiths perfected their newly learned art. Yet the deceptive Giver of Gifts forged his own master ring in secret to dominate the wills of those who used the lesser and greater elven rings. Many were enslaved due to the influence of these rings. Great wars and subterfuge followed from those who resisted. Nonetheless, many lesser rings survived, such as this one.
Feat: Power Attack
Penalty: - 2 Will saves
Gunshots should trigger a message in the combat log for all players within the transition with a message akin to a Gendarme Whistle/Garda Horn. They're extremely loud.
A @dispel command for premonition, like there is for invisibility and concealment
Brighten up the interior of the Wandering Billy in Krofburg. It is terribly dark in there.Agreed. There are light sources but they don't seem to do much at all.