Ravenloft: Prisoners of the Mist

Suggestions & Feedback (OOC) => Systems => Topic started by: Deceit on October 02, 2016, 10:40:28 PM

Title: Systems Wishlist v2
Post by: Deceit on October 02, 2016, 10:40:28 PM
Old thread was too large.

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.

For system and functionality requests.
Title: Re: Systems Wishlist v2
Post by: peps on October 03, 2016, 11:35:53 AM
The ability to store crafting materials in the warehouse (e.g. ores, herbs, wood, etc.).
Title: Re: Systems Wishlist v2
Post by: julienchab on October 03, 2016, 11:47:50 AM
The ability to store crafting materials in the warehouse (e.g. ores, herbs, wood, etc.).

You already can.
Title: Re: Systems Wishlist v2
Post by: peps on October 03, 2016, 12:54:38 PM
The ability to store crafting materials in the warehouse (e.g. ores, herbs, wood, etc.).

You already can.

I mean as a whole, rather than individually. And without the need to hold writs for them. It would be like putting in and taking out from a companion's inventory.
Unless that already exists?
Title: Re: Systems Wishlist v2
Post by: aprogressivist on October 03, 2016, 01:13:27 PM
It would definitely be awesome if things like ore, at least, were stackable... or had containers like the herbalism bags.
Title: Re: Systems Wishlist v2
Post by: Syl on October 03, 2016, 03:09:21 PM
It would definitely be awesome if things like ore, at least, were stackable... or had containers like the herbalism bags.

Couldn't you use just like.. a bag?
Title: Re: Systems Wishlist v2
Post by: aprogressivist on October 03, 2016, 03:22:55 PM
I don't think a bag full of ore can be stored, can it?
Title: Re: Systems Wishlist v2
Post by: MAB77 on October 06, 2016, 08:34:57 PM
Regular bags cannot be stored as the system would not be able to track its content. To be able to store items without the voucher/writs system, we would have to use some sort of database that might heavily impact server performances. An avenue we will not pursue.

The voucher you get when storing an item, is actually the very same item you stored, upon which a special template was applied. It is the only way to have a storage system where the variables of your gear (stats, color and shape modifications, etc.) can be kept without the aforementioned DB.

I don't think there will ever be a special container for ore. But we have plans for an eventual system where ingots can be made into bars and vice-versa. But that is further down the road. Be patient.
Title: Re: Systems Wishlist v2
Post by: Syl on October 08, 2016, 12:39:13 AM
I wish for the ability to turn in bounties in either bulk or individually without having to drop the item on the floor.
Title: Re: Systems Wishlist v2
Post by: Phantasia on October 12, 2016, 03:08:06 AM
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.

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.
Title: Re: Systems Wishlist v2
Post by: FinalHeaven on October 12, 2016, 03:21:30 AM
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.

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.
Yes please.
Title: Re: Systems Wishlist v2
Post by: Syl on October 12, 2016, 07:19:18 AM
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.

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.
Yes please.

I can say this sounds AWESOME! disguises are a hassle having to carry different clothes and armor or having to change the looks and dye it over and over again
Title: Re: Systems Wishlist v2
Post by: SanneJ on October 19, 2016, 06:33:51 PM
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?
Title: Re: Systems Wishlist v2
Post by: Arawn on October 20, 2016, 03:07:51 PM
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.
Title: Re: Systems Wishlist v2
Post by: SanneJ on October 20, 2016, 04:52:55 PM

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.


Sorry did not know that, does it really matter if it's small things like that? it's not like I'm emoting how the npc react to my pc, it's only in conversation with other pc's (and some of them are IG jokes or lies) 
Title: Re: Systems Wishlist v2
Post by: DrXavierTColtrane on October 20, 2016, 07:23:56 PM
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.
Title: Re: Systems Wishlist v2
Post by: Arawn on October 20, 2016, 09:49:52 PM
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.

You're welcome to claim IC that an NPC said or did something concerning or around your character, but the NPC did not say it. If it's something incredibly minor, like telling someone Radu stared at you when you (a tiefling) walked by, we won't call you out on it. But giving an NPC something to sell that he doesn't, or especially claiming that he 'makes cookies', which is inconsistent with the setting, is the reason why this is the prerogative of the DMs alone.
Title: Re: Systems Wishlist v2
Post by: SanneJ on October 21, 2016, 10:03:12 AM
Fair enough, I will adjust me roleplay a bit. but be warned, I might ask you as a DM to play that crazy wizard to see if he likes tea and cookies (or has any) and suggest to the gnome that making mead would be a great idea :roll:
Title: Re: Systems Wishlist v2
Post by: NecropolisV on October 25, 2016, 05:39:53 AM
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.
Title: Re: Systems Wishlist v2
Post by: Ryltar/ Robert Archer on October 25, 2016, 07:09:33 AM
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.

This has been brought up SO many times (myself included!) and i SO want this! TBH I would love a crafting system which wasnt dependant upon stats (irks me a little that someone with negative stats cant force learn a craft ala tailoring say wont let you do it if you got a -6 in any of the two needed stats for it)
Title: Re: Systems Wishlist v2
Post by: Zwickelfaust on October 25, 2016, 11:32:20 AM
You make the old cooking pot the crafting item for it. Make use of all the useless seasonings that drop. Chicken, water, carrots, salt, pepper, other seasonings, you get chicken soup. Good to warm the soul. Temporary plus one to saves verse cold. Small stuff. Chef could be a plausible profession and it would open up new rp. Chefs catering player events, a group of adventurers could have a hot meal and rp while they wait that hour or so before they can rest.
Title: Re: Systems Wishlist v2
Post by: Arawn on October 25, 2016, 01:21:43 PM
A cooking system is on my to-do list.
Title: Re: Systems Wishlist v2
Post by: Syl on October 25, 2016, 01:27:13 PM
A cooking system is on my to-do list.

[squeals hoping to make a hero's feast]
Title: Re: Systems Wishlist v2
Post by: Syl on November 17, 2016, 10:40:32 AM
I posted this before but I don't know if it was ever seen but

Would it be possible to have Bottle black changed from a simple potion to a grenade like item? This way we can throw them and make more uses for them instead of having to be up near someone and drink it?
Title: Re: Systems Wishlist v2
Post by: delia wood on November 17, 2016, 05:09:02 PM
Not sure if these is even possible.  If I have many of the same item (unidentified) and I have it identified, can my char remember that I have identified it ?
Perhaps later if I come across the same item; she will just say "oh I know this item!".
Maybe this is like learning in AI ?

Title: Re: Systems Wishlist v2
Post by: ladylena on November 17, 2016, 08:23:33 PM
Poison crafting!

And more options for tailoring. While we are on the topic of tailoring, maybe change what linen or cotton does so they aren't the same?
Title: Re: Systems Wishlist v2
Post by: derkotushka on November 18, 2016, 03:21:54 AM
I'm also thinking what it will be good add poison craft. For example herbalism craft something like varnishes and maybe some new plants? Like special poison from plants against shapechangers, against spiders, against spirits?.. And few poison with same effects what drop spiders and other monsters.

It's also will be good if strong sleep-spells will work on elfs and half-elfs. It's possible buy/find chemistry items what use sleep spells. And obviously it will not work on elfs and half-elfs.
Title: Re: Systems Wishlist v2
Post by: TheFury on November 18, 2016, 07:17:42 AM
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). That being said, elves being immune to sleep is a DnD hallmark, so regardless I don't think elves should be able to be magically knocked out, especially since in most lore they don't sleep at all.

Also, as a person whose character is good at precisely one craft, tailoring, I'd like to see more options there as well.
Title: Re: Systems Wishlist v2
Post by: modderpunk on November 18, 2016, 11:43:41 AM
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:
Title: Re: Systems Wishlist v2
Post by: ladylena on November 18, 2016, 11:59:20 AM
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:

Speaking of poisons.. I'd really like to see venoms and poisons being individual items. Just more an rp thing I guess. There are some poisons that you can only apply to a weapon and some you can only apply to food/drink
Title: Re: Systems Wishlist v2
Post by: LeviShultz on November 18, 2016, 12:17:13 PM
Poison crafting would be cool. Maybe some could be made from the alchemy skill, harvested and concentrated venom from animals and creatures like pit fiends or the Bebilith. Other's could be made from herbalism- Hemlock or nightshade.
Title: Re: Systems Wishlist v2
Post by: NecropolisV on November 18, 2016, 08:24:38 PM
another cool system that could be small and made mostly for flavor is stoneworking possibly? For making things like stone altars, and stone benches, or statues? Just an idea, I know more than one religious concept would appreciate being able to set up shrines to their gods in some places, with a few statues and benches.
Title: Re: Systems Wishlist v2
Post by: Daboomer on November 23, 2016, 10:09:01 AM
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.
Title: Re: Systems Wishlist v2
Post by: Syl on November 23, 2016, 12:34:40 PM
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.

Like instead of just hitting the rest button for a update, like.. each time night comes a message in combat comes up saying what phase the moon is in?
Title: Re: Systems Wishlist v2
Post by: Daboomer on November 23, 2016, 01:25:50 PM
Åh no. Møre that you can check it during the Day as well and not just during the night.
Title: Re: Systems Wishlist v2
Post by: Syl on November 23, 2016, 02:31:55 PM
Åh no. Møre that you can check it during the Day as well and not just during the night.

But you normally cannot see the moon during the day. so it would only help at night or dusk at the earliest.

Don't get me wrong love the idea of it telling me the moonphase, but I normally hit R to learn what it is.
Title: Re: Systems Wishlist v2
Post by: Daboomer on November 23, 2016, 07:31:19 PM
What i'm trying to explain while writing like a complete idiot is that i for one can't know the moonphase by pressing R during the IG daytime, and i think this would be reasonable to have that implemented  :)

Edit: Meaning when you log in on an half vistani during daytime IG you can see that "Oh theres going to be a fullmoon tonight". It seems like something a half-vistani would keep track of?
Title: Re: Systems Wishlist v2
Post by: Indigocell on December 03, 2016, 06:42:09 PM
A few small wishes.

I wish "Tenser's Transformation" had a very slight visual effect, such as glowing red eyes for example (similar to the vision spell).

I wish the "Ivory Scroll Case" was a container you could actually put scrolls into.

I wish there was a deployable herbalists's cauldron type of item because why not? It's just a cooking pot, more or less. Herbalism is a survivalist skill and it seems silly that you would have to travel to a city or somewhere with a cauldron just to make use of it.
Title: Re: Systems Wishlist v2
Post by: Philos on December 03, 2016, 07:10:40 PM
I wish the "Ivory Scroll Case" was a container you could actually put scrolls into.

A thousand times this! I have so many scrolls.
Title: Re: Systems Wishlist v2
Post by: DM Brimstone on December 04, 2016, 04:04:07 AM
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.
Title: Re: Systems Wishlist v2
Post by: Syl on December 04, 2016, 10:16:23 AM
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
Title: Re: Systems Wishlist v2
Post by: julienchab on December 04, 2016, 10:35:51 AM
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


Scrolls weight 0.1 pounds each, so if you have 100-150 of them, they start to be quite a weight and a magic bag will be the best container for them. I like the idea of a scroll case for the flavor, but unless it gives some sort of weight reduction to scrolls, I'll always use a magic bag to carry my scrolls around, since wizards usualy have low str, and need to do inventory management.
Title: Re: Systems Wishlist v2
Post by: Iluvatar on December 04, 2016, 10:40:26 AM
I was thinking about this yesterday and, since there are both male and female guard NPC in Vallaki, what about male and female Gendarme in Port-à-Lucine as well?
Title: Re: Systems Wishlist v2
Post by: emptyanima on December 04, 2016, 10:42:57 AM
While there are some female Gendarmes (as PCs), they are not common to the domain at large. I recall that when the first female to join the Gendarme did so, she was labelled 'Madame Trousers' and received some mockery, etc. for it. That is likely why we only see male Gendarme NPCs.
Title: Re: Systems Wishlist v2
Post by: Syl on December 07, 2016, 09:11:53 AM
Not sure if possible but It would be awesome if the skill Heal could have a bonus effect. Treat it just like Tumble or Spell craft and parry but it would be cool if, Every 5 points of heal could either reduce the DC of a poison or Disease, non magical.  OR give you increased saving throws against such, since Heal is considered your knowledge of how to treat the poison, or illness.

THis would make the Heal skill more useful then it would appear cause after looking it up on the Wiki, Heal on here can be seen as a rather small skill save for RP value, which is still important.

Title: Re: Systems Wishlist v2
Post by: derkotushka on December 26, 2016, 09:24:35 AM
It will be good if all plants using in herbalism will be possible use to character directly without transform them in potions.
And add to this different effects, like little short buff, or debuff, poison or disease. (Or maybe even make from some plant with addiction?)

Also if it possible it will be good see some 'hairdresser' in Port which can help change head model or color of hair/tattoo/eyes for gold.
Title: Re: Systems Wishlist v2
Post by: Katahdin on December 28, 2016, 08:23:11 AM
Trying this again. I hope this is the right thread this time?

Its great that gargoyle hide can add +1 to fort, I think it would be nice if there was a patch available that added 1 to reflex. Do the lions in the desert drop skins? They could be a cantidate for it.
Title: Re: Systems Wishlist v2
Post by: Miuo on December 28, 2016, 12:24:32 PM
Removed
Title: Re: Systems Wishlist v2
Post by: Syl on January 13, 2017, 10:08:29 PM
I don't know if this was suggested BUT!! a thought + a wish..

Doors and chests locked by magic, like... A cleric or wizard or someone with enough spell craft is required to unlock the door or chest

A server i played on had a door locked and when you clicked on it it pulled up a conversation and things to do and one of them was remove wards, which unlocked the door if you made the DC check.
Title: Re: Systems Wishlist v2
Post by: Zwickelfaust on January 17, 2017, 03:46:41 PM
This might have been said before, but tailoring should be expanded. Maybe hoods and some cloaks. Also, flavor items like rugs and flags, maybe even gloves.
Title: Re: Systems Wishlist v2
Post by: Miuo on January 17, 2017, 05:19:05 PM
Wooden signs added to carpenters portable kit, with perhaps @label being able to work on the furniture built.
Title: Re: Systems Wishlist v2
Post by: Erebus on January 21, 2017, 01:47:48 PM
Hi!
So, an idea I had. (A)MPC Props.

I feel (A)MPCs could benefit from being able to place a limited number of props in the environment, to help with scene-setting and sowing general fear and terror.
These could include blood and gore spatters, heads on pikes, corpses and so on.
This could take the form of item-placables (like chests, birdcages and easels), which are non-recoverable when dropped, to prevent other players picking them up. The descriptions of these placables could be done using the @label command.

These items could be obtained either through a DM, or perhaps from a chest in some sort of (A)MPC only OOC area?

:)
Title: Re: Systems Wishlist v2
Post by: AnOldFriend on January 21, 2017, 06:28:52 PM
These could include blood and gore spatters, heads on pikes, corpses and so on.

There are plenty of body parts already available. Not sure about the placeable blood/gore though.
Title: Re: Systems Wishlist v2
Post by: Inti on January 22, 2017, 01:18:57 PM
Some bardic stuff.

1. A  'music playing' emote, separate from 'Bardsong' ability. Would be a boon for my current 'magic-free' PC, but also perhaps for other non-bard performers.



2. A greater variety of musical instruments with a bonus to perform, including panpipes, flutes, guitars, harps and the oriental instruments (if the animations ever get fixed on those), it need not be anything over +1 or +2, though a couple of higher ones would be great also.


3. In light of Bards' affiliation with culture and language-related knowledge, perhaps a new feat allowing them to learn an additional 1-2 languages. It may have a number of per-requisites, like perhaps a minimum Bard level, minimum INT (and/or CHA) stat 12/14+ and perhaps a minimum Lore skill, or whatever else it may feel necessary to balance it out. From where I stand, it would be an aid in RPing the performer's immersion in various cultural traditions.


4. An item which would permit for recording and playback of actual tunes IG.  If there is an interest in implementing this, I may actually have certain resources that may help facilitate it.
Title: Re: Systems Wishlist v2
Post by: Ob on January 28, 2017, 10:47:15 AM
I don't have any chars with a PRC, however, one day maybe I will and on that day it'd be nice to see some items with bonus spell slots for those PRC classes (those that have their own spell list) that function the same way that the Caliban Rangers Gloves, Gauntlets of the Fallen Paladin, Amulet of Thoth, 'etc do.
Title: Re: Systems Wishlist v2
Post by: Crimson Shuriken on January 28, 2017, 12:09:31 PM
I think this is scriptable, would be useful for every character from the very beginning and available to everyone.

Combat mode called "Fight Defensively" and when activated incurs a -4 penalty on all attacks to gain a +2 dodge bonus to AC.

Essentially its a worse version of Expertise, does not require Intelligence, or use of a feat, and can be used by anyone. Its in the rules that NWN is based on, so I did not make it up and I think it would be a fine addition for when a person is out-matched and is trying to stay on their feet a while longer.
Title: Re: Systems Wishlist v2
Post by: derkotushka on March 11, 2017, 06:11:10 PM
Will be good if @label can work also on items/claims.
It can work as showing price of item which player offer to sell or it can work as short reminder for what/who this item.
Title: Re: Systems Wishlist v2
Post by: BlueWizrobe on March 22, 2017, 10:46:16 AM
Pack ox stables added to the Wachter Outpost, please and thank you?
Title: Re: Systems Wishlist v2
Post by: Zwickelfaust on March 22, 2017, 05:38:49 PM
I always just played it off like, "I think it's this, but I'm not sure"
Title: Re: Systems Wishlist v2
Post by: Alan Hunter on March 22, 2017, 10:59:16 PM
System of Crafting for Bullets. It might be beneficial to have these items be able to also be utilized for gun crafting as  the means to make powder  is available but no shells.

This said is there a way to add with the powder creation the ability to make explosive tip arrows or grenades? We once had dwarven bombs and fire bombs was not sure why they were removed or mia but is it possible to implement these items?

Also a chitin crafting system for weapons, shields,  and projectiles might be interesting for those who want to rp away from metal.
Title: Re: Systems Wishlist v2
Post by: Jeebs on March 22, 2017, 11:12:14 PM
If I recall, the fire bombs were OP and that's why they were removed. As for chitin shields, that's already a thing. You can either craft a metal shield using chitin instead of wood, or you can make shields with just straight chitin. Not sure how it would work for weapons and arrows though... but maybe a limited selection of bone or flint weaponry and arrows, since some of them already exist in the game anyways.
Title: Re: Systems Wishlist v2
Post by: Philos on March 23, 2017, 12:26:24 AM
Yeah, the grenades where a bit broken. I'm fairly certain it had the same effects as incendiary cloud (an 8th circle spell). Maybe adding something like an oil bomb that does Wall of Fire might be more inline with the power level of spells in item form.

A possible crafting recipe could be Bear Grease and a Fire Essence made from alchemy. Stronger essences giving a higher caster level on the item.
Title: Re: Systems Wishlist v2
Post by: Vel Karsh on April 10, 2017, 07:25:26 PM
Adding XP gain to crafting message

It would be nice if the message when you craft actually said how much XP you receive.

You can subtract your crafting XP before from after, but that requires resting twice, drilling down into menus, and knowing where to look.
Title: Re: Systems Wishlist v2
Post by: Zwickelfaust on May 01, 2017, 09:59:42 AM
I'd like to see some wild edibles that spawn throughout the world. It'll be a good food source for nature types like druids, rangers, and barbarians.
Title: Re: Systems Wishlist v2
Post by: Truth_USMC on May 07, 2017, 01:17:48 PM
Making tents give cold damage resistance if you get inside one in a cold saving throw area?  Is that possible or perhaps something similar done already?
Title: Re: Systems Wishlist v2
Post by: harlock on May 30, 2017, 04:08:36 PM
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.
Title: Re: Systems Wishlist v2
Post by: FinalHeaven on May 30, 2017, 04:20:38 PM
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.
Title: Re: Systems Wishlist v2
Post by: DrXavierTColtrane on May 30, 2017, 05:05:18 PM
IMO this is not an appropriate thread for such a discussion.

The thread below implies the subject has been beaten to death:

http://www.nwnravenloft.com/forum/index.php?topic=29366.msg518299#msg518299

(Read the last few posts there.)

I've never ninja-looted, although I was once accused of it and summarily PVP'd (the player later apologized for the mistake).

I think certain kinds of ninja-looting could result in PVP (e.g., you are in the middle of killing monsters and someone sneaks in and grabs the loot while you're fighting them), but I don't find it (in the general case) so reprehensible as many here seem to. Sneaking and stealing things from monsters rather than killing the monsters and taking their stuff...that seems perfectly reasonable IC behavior without the character having to be a complete jerk otherwise. A good character probably should be more motivated by killing monsters than getting treasure unless the treasure is then put to a good cause. But I don't see it as inherently evil or antisocial behavior at all.

I mean, wouldn't you classify Indiana Jones as a ninja looter?

Spoiler: show
(https://thedailysb.files.wordpress.com/2009/08/indiana-jones-angry-natives.jpg)
Title: Re: Systems Wishlist v2
Post by: harlock on May 30, 2017, 08:08:16 PM

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.
Title: Re: Systems Wishlist v2
Post by: Miuo on May 30, 2017, 08:18:18 PM
You have to keep in mind though, it is a realistic situation to face as well. That your character will arrive somewhere to find someone's already stolen everything of worth and rallied up all the dangerous beasties inside. On that note, in all my time on potm I can count the number of times a place has been ninja looted before I arrived on one hand. With how frequently the dungeons reset, it's not as much of an issue as it could be. And if you do happen to stumble onto a place that has been recently looted. Make up some ic excuse to leave for like 15 mins, and then come back when it has reset.
Title: Re: Systems Wishlist v2
Post by: Legion XXI on May 30, 2017, 09:53:07 PM

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.

Honestly in the years I've played here, I think I've probably done more dungeons than the "average" player.  I do a lot of dungeons.  And I also ninjaloot.  And only a very, very, very FEW times ever when either looting OR dungeoning, have I gotten to an area that was already cleared out by another ninjalooter.  This is because for you to get there and there be no loot, you have to arrive within like 15 minutes of the other PC leaving the area.  Odds are, that isn't going to happen in random dungeons other than the ML crypts.  (And if you ARE talking about the ML Crypts, I really wouldn't use that as the 'standard' for what you'll experience because that dungeon is particularly chaotic due to the high new character count who are just running around looting everything not nailed down)

Talking to other players who have been a round a while and dungeon a lot, they seem to have similar experiences.  From all the data I've been able to gather, this is seriously a less than 1% type situation.  It's frustrating, but hardly a game ruining problem considering it's not likely to repeatedly happen to you.  If it is, perhaps you've just made a specific sneak angry or something and he's doing it to you on purpose since he probably can't fight you  :lol:
Title: Re: Systems Wishlist v2
Post by: Iluvatar on May 30, 2017, 10:21:21 PM
Ninja looting is a subject that have been covered completely many times already. You should try the link posted above if you want to know more about Ninja Looting on this server Harlock.

I'll post it here again for you http://www.nwnravenloft.com/forum/index.php?topic=29366.msg518299#msg518299

Also, let's try not to sidetrack to much here, this thread is for Wishes, let's stick to that and make more wishes!!! :D

If you want to speak more about ninja looting, you can always post in the old ninja looting thread linked above ;)
Title: Re: Systems Wishlist v2
Post by: harlock on May 31, 2017, 07:30:47 AM
yes sorry for my second post... should just stay in topic "system wishlist" and just state my wish for ninja looting to be removed.
Title: Re: Systems Wishlist v2
Post by: Greengrowl on May 31, 2017, 08:55:27 PM
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..
Title: Re: Systems Wishlist v2
Post by: Zwickelfaust on June 09, 2017, 07:53:19 AM
This one it's for the Garda! I'd like to see the cooking pot in the mess hall of the citadel to spawn food. It could be much like the crate in the kitchen of the ml sanctuary in the slums, but it could spawn some of the new Barovian dishes like stews and mush. That way, when the Garda are there hanging out, they can actually pull food out of the pot rather then pretend to.
Title: Re: Systems Wishlist v2
Post by: Inti on June 10, 2017, 08:32:13 AM
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..

That, please. :)
Title: Re: Systems Wishlist v2
Post by: derkotushka on June 23, 2017, 11:09:05 PM
Since outsiders can't return back to home so easy, maybe it will be nice to turn them hostile to caster(or everyone?) when spell duration of summoning go to end?
I speak more about elementals.
Not sure how good this idea can be but it may good reflect how spells changed in lands of mists.
Title: Re: Systems Wishlist v2
Post by: EberronBruce on August 23, 2017, 01:04:29 AM
Would like to request adding ACP into the module. Can use the crafting menu to select them. Here is the link to the files at the Neverwinter Vault.
https://neverwintervault.org/project/nwn1/hakpak/original-hakpak/alternate-combat-animations-pack-acp-v40

Title: Re: Systems Wishlist v2
Post by: mf_hansen on November 03, 2017, 02:32:17 AM
Pick Target feat suggestion (if not yet implemented):

Have any targeted spells/combatfeats/similar automatically fire at that target when used, until target is dead.
And some way of clearing the picked target again (just Pick Target on ground perhaps) for manual targeting.
Title: Re: Systems Wishlist v2
Post by: SpaceHam on November 08, 2017, 03:16:35 AM
I had a thought the other day about a system that allows herbalists and maybe alchemists to quickly brew out in the field without access to a crafting station, but at a substantially higher DC check? I can't count the number of times I've had a bunch of woundwart on my character that I could convert into healing pots were it not for the fact that a cauldron was on the other side of the country  :lol:
Title: Re: Systems Wishlist v2
Post by: Grendel on November 08, 2017, 04:51:29 AM
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?
Title: Re: Systems Wishlist v2
Post by: SpaceHam on November 08, 2017, 04:59:57 AM
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?

Yeah for sure, I mean it doesn't have to allow the full array of crafting features, but something like a limit of 2-3 potions a day? I don't know, but limitations should be applied of course.
Title: Re: Systems Wishlist v2
Post by: Arawn on November 08, 2017, 06:26:28 AM
We use the placement of crafting stations quite carefully to influence the flow of characters around the server and maximize potential interactions and RP.
Title: Re: Systems Wishlist v2
Post by: BahamutZ3RO on November 10, 2017, 10:14:15 AM
Alright, this is going to sound crazy but what about a Reach system for whips and things? Given that pistols already use a system to make ranged attacks on targets, I'm wondering if something similar could be done with whips, but given the Short cast range instead of the unlimited range that pistols have?
Title: Re: Systems Wishlist v2
Post by: HopeIsTheCarrot on November 10, 2017, 12:00:52 PM
I actually really love this idea! I think it could definitely add to the whip weapon from both mechanical and RP perspectives. I have no idea as to whether or not it's feasible though? Or as to what it's implementation would need to be as far as functionality goes?
Title: Re: Systems Wishlist v2
Post by: derkotushka on November 10, 2017, 12:26:53 PM
Improved Disarm feat on Whips instead of just disarm which everyone have on 2th level.   :raincloud:
Title: Re: Systems Wishlist v2
Post by: HopeIsTheCarrot on November 10, 2017, 01:01:43 PM
Some whips already have improved disarm right?
Title: Re: Systems Wishlist v2
Post by: buyonegetonefree on November 10, 2017, 01:49:20 PM
I would like to see option,  that will allow put a content of lesser vaasi satchels into crate. Something similar to herbalist's bags or alchemy flasks.   
Title: Re: Systems Wishlist v2
Post by: Zwickelfaust on November 28, 2017, 10:49:42 PM
Can you guys add the new emotes to the emote section of the rest menu?
Title: Re: Systems Wishlist v2
Post by: aprogressivist on November 29, 2017, 04:03:20 PM
I think it'd be nice if all regular NPCs reacted to spell-casting in some manner, even if it doesn't raise OCR... like stares of disbelief or fascination and the like.
Title: Re: Systems Wishlist v2
Post by: aprogressivist on December 10, 2017, 07:58:36 AM
More immersive feedback from the Exhaustion system so I don't have to rely on the debug system to figure out how tired my character is.

As far as I can tell, the current system only starts giving warnings at around Threshold - 4. Meaning by the time you get the warning, you're already close to getting serious penalties.

Obviously you can use the debug system, but as I imagine much of the effort of this server is in immersion, I think it'd be nice to get a few more messages, so perhaps:

Exhaustion 1 - 5: "Your breathing quickens at your effort"
Exhaustion 6 - 10: "You are starting to get a little out of breath"
Exhaustion 11 - 15 (if not already exceeding Threshold): "You are a little winded"
Exhaustion 16 - 20 (if not already exceeding Threshold): "You are winded"
Exhaustion 20+ (if not already exceeding Threshold): "You are very winded"

Note: none of these messages would override the default exhaustion messages already in the system, these would basically supplement them.
Title: Re: Systems Wishlist v2
Post by: ViktorYouFool on December 19, 2017, 03:40:33 PM
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.
Title: Re: Systems Wishlist v2
Post by: Arawn on December 19, 2017, 03:43:42 PM
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.
Title: Re: Systems Wishlist v2
Post by: ViktorYouFool on December 19, 2017, 04:02:35 PM
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.

Ah. fair enough. Would still be nice if there was a way around it, but it would probably be too much work.
Title: Re: Systems Wishlist v2
Post by: Arawn on December 19, 2017, 06:33:14 PM
At that point, we could just add actual storage--the resource- and database-heavy nature of that is exactly why we decided to go with the present system in the first place.
Title: Re: Systems Wishlist v2
Post by: Silas Rotleaf on December 21, 2017, 11:34:21 AM
An incognito mode for when your character is in a disguise which would change their highlight name and possibly color for the duration... I know it sounds rather far fetched but it would eliminate some of the meta cheesing where people immediately know who it really is without having to do any sort of spot or perception checks.
Title: Re: Systems Wishlist v2
Post by: Always_a_hero on December 21, 2017, 03:13:53 PM
A way to hear invisible characters.

From what I've seen in game, when you roll a listen check against one's move silently check, they're supposed to appear as half-transparent. Technically you aren't supposed to know who the person is just by hearing him/her, but that part's up to the way one role-plays. However, when someone's under the veil of invisibility, even if they came next to you, you can't keep track of their location, compared to an ooze who can follow your track if you come by too close or a monster which hears you when you do an action on an object, i.e. picking up plants.

Making a way for PCs to hear invisible characters would also be a nice counter for those without any casting ability, or even save a spell for bards who are proficient in listen skill. :P

It's been on my mind for some time, so I'm just throwing it out there.
Title: Re: Systems Wishlist v2
Post by: Zwickelfaust on January 07, 2018, 04:26:31 PM
Candle crafting. All you need is bees wax and a wick. IT'd be cool.
Title: Re: Systems Wishlist v2
Post by: Always_a_hero on January 08, 2018, 04:22:22 AM
Feat which augments the distance one can hear a whisper based on the listen skill.
Title: Re: Systems Wishlist v2
Post by: Dextan on January 08, 2018, 12:13:53 PM
A tracking system for rangers

https://neverwintervault.org/project/nwn1/script/primitive-ranger-tracking
Title: Re: Systems Wishlist v2
Post by: Always_a_hero on January 16, 2018, 02:48:35 AM
Most of the features which were available with the "craft" skill have been replaced or modified as the crafting system we have presently. However, one feature that I remember from other servers was the possibility to disassemble traps into components.

I don't know if this is a feature from the original game, but adding a craft such as "Trap Disassembling", were you could collect essences of a strength based on the trap's DC could be a way to make trappers more popular.
Title: Re: Systems Wishlist v2
Post by: Ken14 on January 16, 2018, 10:12:11 PM
Not sure if this should be written here, but:

The ability to play a wild mage. That is to say, a wizard/sorcerer who's every spell can cause a random effect. From turning himself into a chicken to calling an elder elemental!

I know it's possible to create something like it, I've seen it work in the Arelith server, but they seem to work on a different frame, and I doubt the sourcecode for it is just up for grabs.

Even so, it would be an awesome PRC, in my humble opinion. Could even ravenloft it up and make some (or most) of those random effects horrifying!

Probably a pipedream, though.
Title: Re: Systems Wishlist v2
Post by: Zwickelfaust on January 17, 2018, 09:18:22 AM
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.
Title: Re: Systems Wishlist v2
Post by: MAB77 on January 17, 2018, 12:29:13 PM
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.

I am working on major upgrades to the crafting system right now. It should hit in game shortly after the HAK release. I am about 85% done but I'll wait until it's completed before announcing the coming additions.

It's not for tailoring yet, but that will be my next big project. Some ground work is already done, a complete overhaul of that craft that should see useful things for all classes. If all goes well expect it this summer.
Title: Re: Systems Wishlist v2
Post by: Moshimo on June 18, 2018, 05:55:04 PM
Not sure if this has been suggested in the past or not but, I'd love to see a system in place that lets you legally communicate to other PC's from stealth. Currently the only option is using marks, and while that's fine, I often find myself having to wait for long periods of time for someone to even notice it on the ground, or even worse, they don't notice it at all and just walk away. Besides, marks are very limiting in terms of what kind you can leave. Perhaps a system similar to the "@voice" command could be put in play? It would definitely allow for some cool, spooky scenes. Not to mention it could help alleviate the "no-RP PVP" that comes with assassinations.
Title: Re: Systems Wishlist v2
Post by: ExperimentAlpha on June 20, 2018, 02:05:05 PM
Not sure if this is wip or not - 'Sticky Modes'. In short, moving slightly to adjust targets does not cancel your expertise/parry/flurry.
Title: Re: Systems Wishlist v2
Post by: Ryltar/ Robert Archer on June 20, 2018, 07:39:54 PM
I heard rumors off and on of this in the works maybe but any chance for a cooking craft? Even if for the sole use of RP?
Title: Re: Systems Wishlist v2
Post by: Covetous Magpie on June 30, 2018, 01:13:56 PM
A more robust and powerful character description editing and writing system. The current one is quite limited in functionality and usage, and appears to arbitrarily cut off your ability to make additions.
Title: Re: Systems Wishlist v2
Post by: Super Sugar on August 09, 2018, 04:02:26 PM
I was watching someone play Garen in League of Legends and thought how cool it would be to have a spell effect go off when a Smite Evil or Smite Good successfully hits the target.  At most, this could be done three times a rest, so it wouldn't be too annoying.
Title: Re: Systems Wishlist v2
Post by: VeeTpl on August 09, 2018, 04:49:37 PM
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.
Title: Re: Systems Wishlist v2
Post by: Iridni Ren on August 10, 2018, 01:44:50 AM
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.
Title: Re: Systems Wishlist v2
Post by: ViktorYouFool on August 19, 2018, 02:16:02 AM
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.

While we're on the topic: it'd be nice if you could edit the description of crafted items in general. If someone takes the time to grind tailoring and make a dress, let them write their own little blurb about the dress. Same for a weapon, armor, whatever. Anything that isn't a consumable.
Title: Re: Systems Wishlist v2
Post by: Juxtaposition on September 10, 2018, 11:22:27 PM
For gilding, include cold-forged iron for +2 vs outsiders.

Yes, unreasonable, yes, doesn't work like that.

But regular cold-forged iron weapons are not up to snuff with gilded steel.
Title: Re: Systems Wishlist v2
Post by: chuuch1 on September 14, 2018, 07:48:47 PM
Being able to melt down crafted armor and weapons and have a chance to salvage some of the metal back.  Maybe get 50% back (IE: Full Plate requires 8 ingots to craft, melting it down would give you 4 ingots back)
Title: Re: Systems Wishlist v2
Post by: Jeebs on September 20, 2018, 10:49:40 PM
So, I was under the impression that the speed reductions you incur when you activate stealth or detect mode was hard-coded and could not be circumvented. The recent bug seems to indicate this is false, so I was thinking: why not add a feat that lets you run stealthily? Basically a feat (with a hide and move silently requirement) that grants you a second stealth mode which lets you run but applies a penalty to your overall stealth skills instead. That way you can switch between the two as needed.
Title: Re: Systems Wishlist v2
Post by: Teamplayer on September 20, 2018, 11:36:00 PM
All I can think of is stealth hasted rogues and stealth hasted extremely fast monks. Meanwhile detection attempts still will fire and roll only as often as they always have so this really puts a huge off balance in the precariously balanced stealth vs detector scale.

 Moving in stealth rp wise requires such things as watching where you step so as to not break a twig etc. Paying attention so you don't step out of the shadows or crouching in long grass. Running seems completely the opposite of this.

Edit to add: not to mention ninja looting at a run
Title: Re: Systems Wishlist v2
Post by: Nemesis 24 on September 21, 2018, 12:15:40 AM
Not to mention PvP, where often the only defense against a stealther is to run.  This also applies to countering information gathering as well.  For some folks and against some sneaks, this is literally the one and only defense they have.
Title: Re: Systems Wishlist v2
Post by: Silas Rotleaf on September 22, 2018, 11:09:27 AM
Okay this is a little stupid but I was looking over the Monkey Island series again and thinking... What if POTM had insult-fu? As in a more complex taunt system...
Title: Re: Systems Wishlist v2
Post by: Always_a_hero on September 26, 2018, 06:49:21 PM
Changing the poison spells (Poison/Spider Poison) such that it can be used on a weapon, much like sonic weapon, flame weapon and other elemental buffs to a weapon. Along with a suggested duration: 1 round per caster level.
Title: Re: Systems Wishlist v2
Post by: Always_a_hero on October 22, 2018, 01:22:32 AM
Might need a bit of discussion, but still putting it out here:

Opening doors without any sound, or canceling the door's sound script if the character opening it is in stealth mode. The stealth check (Hide/Move Silently with malus from touching an object) should still trigger though.
Title: Re: Systems Wishlist v2
Post by: TheShadow on November 02, 2018, 12:30:27 PM
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.
Title: Re: Systems Wishlist v2
Post by: Philos on November 02, 2018, 01:02:45 PM
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

Power attack, expertise, dirty fighting etc. are already togglable. They will activate at the beginning of your next round if you're already in combat.

As for knock down and disarm, you're really better off having it be a one attack kinda thing that way you're instantly able to follow up with full ab attacks if you're successfully. Having them being togglable might be good though in some cases. I worry that it just might further encourage kd spam though.

Edit: You can also queue up multiple kd attacks if you really wanna make sure all your attacks are kd attempts
Title: Re: Systems Wishlist v2
Post by: Revenant on November 02, 2018, 01:33:50 PM
It's possible that TheShadow is referencing "toggling" attack modes - such that if you move or perform other non-combat abilities, they'll remain ready for the next combat. I believe EE added the capability to do that, as I've seen it done elsewhere since the transition.
Title: Re: Systems Wishlist v2
Post by: Philos on November 02, 2018, 04:43:40 PM
Yeah, not having my power attack/expertise drop bc the enemy ran away would be pleasant. +1
Title: Re: Systems Wishlist v2
Post by: EO on November 11, 2018, 04:34:33 PM
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.

We’ll implement this.
Title: Re: Systems Wishlist v2
Post by: buyonegetonefree on November 11, 2018, 06:03:56 PM
Can the same be done to flurry of blows?
Title: Re: Systems Wishlist v2
Post by: InMyDarkestHours on November 17, 2018, 11:09:50 PM
Not so much new systems, but my opinion on potential adjustments to current crafting scripts/system for some nice quality-of-life reasons! (+ justifications):

 :arrow: Changing batch crafting to make rolls for each combination, rather than one roll for the whole batch.
-- This would be more convenient and fair.

 :arrow: Dropping the animation time for Alchemy distilling from ~18 seconds to 10 seconds or so. Additionally re-evaluate animation times for other crafts.
-- This would save a fair bit of time when facing very large batches and doing them one by one (if the first point is not implemented)

 :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.

 :arrow: Allow the Enchanting craft to make enchanted items without requiring a person to donate their XP, but on success make the item unusable.
-- This would give an opportunity to characters to practice the craft without having to line up another player willing to spend XP, aligning more with other crafts
 :arrow: Alternatively, implement another way for a novice enchanter to improve their CXP while soloing (e.g. Recharging charges on selected minor on-use items?)

Thanks
Title: Re: Systems Wishlist v2
Post by: Iridni Ren on November 18, 2018, 12:29:14 AM

 :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.


Yes. The current message at least needs re-working, as it's not always accurate. (You don't get XP when your crafting level equals the DC, but you still receive the message saying you did.)

Quote
: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.

This would be wonderful, but I would automate it so that it doesn't need prompting:

1. If container is full, empty items into inventory.
2. If container is empty, load items from inventory into container.
3. If partly full, do identical items exist in inventory?
   a. If yes, load identical items until full.
   b. If no, empty container into inventory.
Title: Re: Systems Wishlist v2
Post by: Always_a_hero on December 02, 2018, 06:08:48 PM
New emote to the emote list:

Kneeling on one knee. If I want to be more precise, I'd say right hand on the right quadriceps (or a fist on the chest/heart) and left hand on the still raised left knee (meaning the right knee is touching the ground). All that with the head lightly bowed forward...

As I say that with no idea of how animations are handled around here...
Title: Re: Systems Wishlist v2
Post by: Green Monster on January 15, 2019, 08:41:32 PM
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
Title: Re: Systems Wishlist v2
Post by: Arawn on January 15, 2019, 10:53:02 PM
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.
Title: Re: Systems Wishlist v2
Post by: Green Monster on January 15, 2019, 11:07:13 PM
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.

I thought you could make custom new classes? 
Title: Re: Systems Wishlist v2
Post by: Arawn on January 15, 2019, 11:09:39 PM
We can, although not all of the features can be implemented as-is. But as far as tweaking spell failure, that’s just hard-coded.
Title: Re: Systems Wishlist v2
Post by: zDark Shadowz on January 15, 2019, 11:34:23 PM
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.
Title: Re: Systems Wishlist v2
Post by: Iridni Ren on January 15, 2019, 11:50:36 PM
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.
Title: Re: Systems Wishlist v2
Post by: Green Monster on January 16, 2019, 02:09:54 AM
Quote from: Iridni Ren

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.

That's what I was thinking. The game rolls to see if you fail your spell because of armor. Couldn't a script just fetch the % chance of the armor and reduce the spell failure chance by exactly that number, but still things like shields or other things like fatigue could result in a failure? Something like (pseudo code, I don't know nwscript)...

On cast spell
if spell class = bard then
if armor = light then
let x = spell cast failure of armor
let x = x * -1
add x to spell failure chance
end if
end if
end on cast spell

If that's possible, the question is would the % failure return to normal after the spell is finished, or canceled, or interrupted? Wouldn't want there to suddenly be dozens of bard/sorcs casting bard cantrips to drop their spell fail and then casting fireball.

Could the script apply a modifier to just the ONE ROLL for the spell failure instead of alterning the value of the spell fail %? Like, if you fail your spell 20% due to your light armor, could a script add 20 to your roll so that you are certain to roll 21 or more, and that roll modifier not hang around after the one roll?

Title: Re: Systems Wishlist v2
Post by: zDark Shadowz on January 16, 2019, 04:59:28 AM
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.
Title: Re: Systems Wishlist v2
Post by: EO on January 16, 2019, 06:36:44 AM
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.

That would cause problems if the bard is multiclassed with either a sorcerer or wizard. It also causes problems if the armor already has reduced spell failure.
Title: Re: Systems Wishlist v2
Post by: Iyer on January 16, 2019, 02:11:22 PM
Would it be possible to add a log to the rightside chatbar where it tells you weather/damage/people logging in and out? 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.
Title: Re: Systems Wishlist v2
Post by: zDark Shadowz on January 16, 2019, 03:39:28 PM
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. ;)
Title: Re: Systems Wishlist v2 - Healing Flames
Post by: hugolino on February 01, 2019, 01:36:47 PM
Could the following D&D 3.0 racial feat be implemented as a general feat for characters who already have displayed an affinity with fire in obtaining several other fiery ki feats? Maybe it can require you to already be sheathed in Fiery Ki Defense to use it and have it extinguish the defense when doing so?

Healing Flames
( Races of Faerun, p. 164)

[Racial]

You can draw energy from open flames to heal yourself.

Prerequisite
Base Will save +3, fire genasi or tanarukk.

Fire Size ---- Example ---- Hit Points Healed.
Fine ----------- Tindertwig ------ 1.
Diminutive ---- Torch ------------ 1d3.
Tiny ----------- Small campfire -- 1d6.
Small ---------- Large campfire - 2d6.
Medium-size - Forge ------------ 3d6

Benefit
When you use your control flame spell-like ability, you instead may touch the flame and heal yourself a number of hit points of damage depending upon the size of the fire. This counts as a use of your control flame ability for the day. Touching the flame causes you no harm when you use this ability, but if you enter the flame, touch more than just its edge, or remain in contact with it for more than 1 round, you take damage from the fire.
Title: Re: Systems Wishlist v2 - Poison Healer
Post by: hugolino on February 01, 2019, 01:52:02 PM
The following is a two-edged D&D 3.0 feat that could be interesting for gambling types. Maybe make sure that a roll of 1 is always a failure even if the person has a high Fortitude save.

Poison Healer
( Fiendish Codex I: Hordes of the Abyss, p. 87)

[General]

Poison isn't always bad for you.

Prerequisite
Great Fortitude (Player's Handbook) , Con 13,

Benefit
Any time you succeed on a Fortitude save against a poison, you heal a number of hit points of damage equal to your Constitution bonus
Title: Stackable Herbs
Post by: Iridni Ren on February 10, 2019, 01:14:55 PM
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.
Title: Re: Systems Wishlist v2
Post by: Little Lotte on February 10, 2019, 01:36:33 PM
Please give us this.
Title: Re: Stackable Herbs
Post by: Arawn on February 10, 2019, 04:48:08 PM
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.

There are variables set on the individual herbs required for the system; if they stack, all but the first herb in the stack will lose the variables. It's unfortunately impossible, or we'd have done it a long time ago.
Title: Re: Systems Wishlist v2
Post by: herkles on March 11, 2019, 08:44:50 PM
the ability to run as a ghost please. :)
Title: Re: Systems Wishlist v2
Post by: Hypatia on April 02, 2019, 03:26:21 AM
In Port-a-lucin, in the slums at night, it would be great if the “thugs” tried to mug you by initiating a conversation instead of just being automatically hostile. That way you could be presented with a few options such as pay up, intimidate them or persuade your way out of needing to fight. Maybe even get off with a few missing HP if you offer to pay but don’t have enough coin. It would give those of us who invest in “influence” or “antagonize” a chance to use those skills. Especially on the hostile kids. Thankfully I went there with a PC who knew about “@subduel”
Title: Re: Systems Wishlist v2
Post by: firelord111 on April 02, 2019, 04:30:34 AM
About subdual in general I would like if the enemies that were knocked out would stay like that for longer or not charge again as soon as they get up.
Title: Re: Systems Wishlist v2
Post by: Thundron on April 02, 2019, 04:51:29 AM
Ability to Make mead, Beer, cider with herbalism and spirits with alchemy.
Title: Re: Systems Wishlist v2
Post by: Quartermaster on April 02, 2019, 09:42:20 AM
Herb type sacks that work for ore, ingots, and charcoal.
Title: Re: Systems Wishlist v2
Post by: Thundron on April 03, 2019, 09:25:56 AM
Herb type sacks that work for ore, ingots, and charcoal.
👍
Also, option to gather random club/staff like firewood. Those could be like -1 or so
Title: Re: Systems Wishlist v2
Post by: Thundron on April 16, 2019, 11:09:42 AM
Birdforms for druid! I want Raven so I can talk while shifted.
Title: Re: Systems Wishlist v2
Post by: Hypatia on April 16, 2019, 03:19:59 PM
Speaking of birds... Would it be possible to increase the movement speed of all the various bird forms you can take with polymorph, etc.  Perhaps add a "dimensional door" style movement to simulate being able to fly higher? Or maybe even have an option to move from town to town as a bird?

I changed into an owl with this amazing idea that Hypatia was going to be able to zip right over to Valkalli from where I was hiding, utterly unnoticed, and do her business. Instead I found I wasn't moving any faster than my slow human form and the crag cats still wanted to eat me. Other than role playing, I guess I'm not sure what the "owl" form is for. There was a small boost to spot... but some better movement speed might be nice at least. Seems like an owl ought to be able to outpace a human, and then at least the form would be great for making an escape!
Title: Re: Systems Wishlist v2
Post by: Sinful Mystic on May 29, 2019, 09:28:15 PM
Small thing. Mariska's bakery would work well if they sold tea or milk or something.

Also every time someone forces a Gate open they don't lock properly until a reset. Would a repair tool be possible?

A tenement like in Port for the Vallaki slums would be cool also.
Title: Re: Systems Wishlist v2
Post by: FellowMan on June 02, 2019, 04:18:28 PM
Now that we've got heights and such, I'll just leave this here..

Enlargement: At 5th level, the dragon disciple's size increases one step, from Small to Medium-size or from Medium-size to Large. (A character already of size large or larger does nor get any bigger.) The change in size affects the dragon disciple's base claw and bite damage (see above). In addition, he gains a -1 size modifier to his base attack bonus and Armor Class.


(https://www.realmshelps.net/charbuild/classes/prestige/general/dragondisciple.shtml)
Title: Re: Systems Wishlist v2
Post by: aprogressivist on June 02, 2019, 04:21:54 PM
That's homebrew, not base 3.5 rules. http://www.d20srd.org/srd/prestigeClasses/dragonDisciple.htm
Title: Re: Systems Wishlist v2
Post by: Arawn on June 02, 2019, 04:24:07 PM
That's homebrew, not base 3.5 rules. http://www.d20srd.org/srd/prestigeClasses/dragonDisciple.htm
Title: Re: Systems Wishlist v2
Post by: FellowMan on June 02, 2019, 04:35:43 PM
That's homebrew, not base 3.5 rules. http://www.d20srd.org/srd/prestigeClasses/dragonDisciple.htm

It's from Tome and Blood, 3.0e.
Title: Re: Systems Wishlist v2
Post by: Arawn on June 02, 2019, 04:51:14 PM
Is all other (or indeed any) material from the book present in the SRD but not in other (later) rulebooks?
Title: Re: Systems Wishlist v2
Post by: FellowMan on June 02, 2019, 05:09:53 PM
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.
Title: Re: Systems Wishlist v2
Post by: Arawn on June 02, 2019, 05:29:21 PM
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.
Title: Re: Systems Wishlist v2
Post by: FellowMan on June 02, 2019, 05:47:03 PM
We don't have Blindsense because we removed it from players completely.

And for good reason, but the class as implemented on PotM follows the 3rd Edition rules. I think the foremost indicator of that is the increasing hit dice (a 3rd edition feature of Disciples) as opposed to 3.5e's flat 1d12 HD.
Title: Re: Systems Wishlist v2
Post by: Dextan on June 03, 2019, 06:29:03 PM
I would think it could be awsome if we could dual wield whips! Ive red its not that hard to change in the .2da.

Title: Re: Systems Wishlist v2
Post by: Arawn on June 03, 2019, 06:36:32 PM
I would think it could be awsome if we could dual wield whips! Ive red its not that hard to change in the .2da.

This has already been confirmed, but it will have to wait for a hak update.