Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: qwertyuioppp on October 02, 2016, 10:40:28 PM

Title: Systems Wishlist v2
Post by: qwertyuioppp 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: APorg 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: APorg 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 / Madness 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: DM 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 / Madness 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: Grendlykins, Simp of Azalin Rex 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: APorg 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: APorg 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: IrishIron 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: APorg 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.
Title: Re: Systems Wishlist v2
Post by: Always_a_hero on July 03, 2019, 11:57:33 AM
Thought it might be nice to add the option of flipping the face model (right to left/left to right) at character creation or in OOC room, even though the majority of models are symmetrical.
Title: Re: Systems Wishlist v2
Post by: Pitch-Black on July 06, 2019, 11:11:00 PM
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.
Title: Re: Systems Wishlist v2
Post by: Phantasia on July 06, 2019, 11:52:01 PM
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.
Title: Re: Systems Wishlist v2
Post by: Arawn on July 07, 2019, 05:34:09 AM
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.

This is systems wishlist, not bug reports. The exceptionally small sizes are a bug and will be corrected with the next update. The hitboxes will not be changed, even for those within the allowed range.
Title: Re: Systems Wishlist v2
Post by: Phantasia on July 07, 2019, 11:13:58 AM
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.
Title: Re: Systems Wishlist v2
Post by: EO on July 07, 2019, 11:17:22 AM
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.

It was actually stated...

Quote
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
Title: Re: Systems Wishlist v2
Post by: Phantasia on July 07, 2019, 11:18:37 AM
You didn't specify the bug at the time, but rather than go back and forth, I'll concede to the unclear point! Carry on with the good work!  :)
Title: Re: Systems Wishlist v2
Post by: Ercvadasz on July 07, 2019, 10:08:37 PM
Marikiths.
Title: Re: Systems Wishlist v2
Post by: MAB77 on July 07, 2019, 11:21:44 PM
Marikiths.

Marikiths are already in the module, but short of implementing Paridon (which isn't in the plans) it is likely you will see them only in a DM quest.
Title: Re: Systems Wishlist v2
Post by: Always_a_hero on July 22, 2019, 04:41:26 PM
Getting a message in the log chat when someone is looking at your character description or using the examine tool at you. An exception could be when the character is not perceived by the character being examined.
Title: Re: Systems Wishlist v2
Post by: Always_a_hero on July 27, 2019, 04:37:27 PM
Addition to the Death Night (A)MPC, Animal Companion: Nightmare. (Firey black horse from hell!)
Title: Re: Systems Wishlist v2
Post by: Ard on July 30, 2019, 12:41:55 PM
Vistani messengers ... ?

 50 gold / message
Title: Re: Systems Wishlist v2
Post by: Boots on July 30, 2019, 12:44:11 PM
Idk if its already been suggested but mb some more optional caravans to places like Krofburg
Title: Re: Systems Wishlist v2
Post by: Troukk on July 30, 2019, 06:09:01 PM
Vistani messengers ... ?

 50 gold / message

I would never EVER trust the Vistani with sensitive information.
Title: Re: Systems Wishlist v2
Post by: Lenshan on August 27, 2019, 06:06:20 PM
I'm new to the RP server scene, so forgive me.  One of the best gaming experiences of my life was on an action/rp-lite server, where builds were everything.  Monsters were notoriously overtuned and required parties to defeat, but also builds were enhanced by a special crafting system that could really maximize a build's potential.  It burned down in a RL house fire a few years ago, but nonetheless, I came to Ravenloft looking for a similar experience. 

What I've encountered so far is actually more comparable than you might think.  RP was definitely in the forefront of the other server, but not mandatory like it is here.  I think the RP thing going on here is actually pretty great, although I'm not very good at it.   
My biggest gripe though is that it is very hard to do anything for half of the time playing.  Night lasts a full 12 hours, during which people mainly just stay in the temple and chat. The sewers also don't seem to allow xp gain if a level 2 is near a level 3 player.  They are also laiden with wererats which can only be killed by players who acquire very expensive rare weapons, or cast spells the barovs forbid.  I've turned to crafting as a means to be able to actually do something in the game, but there are a lot of miners sometimes, and not many deposits.

Additionally, I'm not sure what the gates to valliki being locked at night is supposed to accomplish.  Is it to keep the danger out or in? Or do were wolves and rats not get along?  No formal wishes on that, just a musing.

Here are my "wishes"
Reduce night to 10 hours. 8pm to 6am.
Maybe make night even more dangerous from around midnight to 4am, if it isn't already. (the "witching hour", ooOooOo)
Make outdoor regions more rewarding in terms of resources during the times when it's most dangerous.
Expand xp radius in sewers - many times rats are accidentally killed in 1-shot before the party can get close enough to share xp.
Slightly increase xp in valiki sewers so level 3s can benefit. (it's dangerous to go alone, but no one will help you unless you're already dead).
Introduce some minor way for players to protect themselves against one-off sewer wererats, similar to, but not as strong as the temple undead blessing.
Allow additional new mining deposits, herbs, and non-hostile wildlife, to be "discovered" (spawned) by adequate [Spot] checks (and [Listen] checks for wildlife).
Consider allowing crafting to give player xp (with limits of course - maybe diminish down to 0 xp when the player is already halfway to their next player level?).
Reduce the cost of resurrecting a low-level familiar.  200gp is more than I usually own at level 2.

(These last two hinted at in another suggestions thread, sorry for crosspost.)
Create a smithing tool without a martial weapon proficiency requirement.
IF there are classes that can't use daggers - create a hide curing tool that can be used by those classes.
Title: Re: Systems Wishlist v2
Post by: Hypatia on August 28, 2019, 05:29:26 PM
Dungeons you can't rest in save for secure locations that you can bar off so you really have to manage your resources to get through the dungeon. Everyone goes to dungeons they can only survive with wards, and the moment the wards run out, its stop, rest and re-ward. Having dungeon crawls where you can't just do that might make the use of wards a bit more strategic than something you just put on before you go. (hides from mob)

As an emergency counter-balance:  Leomund's Tiny Hut for an emergency rest when you need one.

I made this on a small server I ran once. When you cast it, a little door spawns and it takes you to a safe "rest" zone like an inn room. It has a pot on the fireplace you could cook in, and restable beds. For server balance, I'd make them expensive one-off items probably.  Like a little model of a house you can pick up for a few thousand. That way if you're in a dungeon and have a nasty encounter, and just can't make it to the place you can rest, you can drop a Leomund's if you've thought to bring one, and rest.
Title: Re: Systems Wishlist v2
Post by: distilled1 on September 14, 2019, 01:37:08 AM
I really wish healers had a way to see other player's current HP.
It would help healers to strategize their spells instead of wasting them.
"Injured" for one player could mean 80 HP missing, while for another player it could mean 4 HP missing.
Title: Re: Systems Wishlist v2
Post by: BahamutZ3RO on October 02, 2019, 03:42:51 PM
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 THEM

(https://neverwintervault.org/sites/neverwintervault.org/files/project/29643/images/cabezas.jpg)
Title: Re: Systems Wishlist v2
Post by: BraveSirRobin on October 03, 2019, 04:28:10 AM
I like a lot of them, but some of them -- Male and Female, are a bit too anime for my tastes. But that's just my opinion.
Title: Re: Systems Wishlist v2
Post by: Nemesis 24 on October 03, 2019, 04:56:00 AM
I'll take the anime if we get the rest of them, like, holy crap yes.  The variety these promise is amazing. 
Title: Re: Systems Wishlist v2
Post by: Elyan on October 03, 2019, 05:47:44 AM
I'd love to see these added, without the inclusion of the anime style ones that are floating around in there. We need more heads with eye patches!
Title: Re: Systems Wishlist v2
Post by: emptyanima on October 03, 2019, 07:07:05 AM
I also appreciate that a couple of these look slightly older without being elderly, which is great!
Title: Re: Systems Wishlist v2
Post by: SardineTheAncestor on October 03, 2019, 09:22:38 AM
I also appreciate that a couple of these look slightly older without being elderly, which is great!
This very much.
Title: Re: Systems Wishlist v2
Post by: PrimetheGrime on October 03, 2019, 10:18:27 AM
I am all about those heads! Oh please father christmas, please add this to PotM!
Title: Systems Wishlist v2
Post by: Mandom on October 03, 2019, 10:44:35 AM
I think I see a Tidus head? Please.
Title: Re: Systems Wishlist v2
Post by: Leezil on October 03, 2019, 10:51:25 AM
I think I see a Tidus head? Please.

Yeah looks like a lot of Square Enix stuff!

I'm down for these, obviously if anything outlandish can be removed that's great, if not, still want it! If people are going to choose anime faces they can already do that.
Title: Re: Systems Wishlist v2
Post by: Miuo on October 10, 2019, 01:08:00 PM
Would it be possible to make it so craftable signs have a inventory so you can actually put notes and such into them? Or a more complicated version of using the paper on the sign to have it added. So when you clicked on the sign it brought up a list of entries that could be selected to open up a description. Similar to that of the bounty boards?
Title: Re: Systems Wishlist v2
Post by: SardineTheAncestor on October 10, 2019, 01:15:38 PM
I'm in support of this, even if it's just default container style.

It's a small thing but seeing who is interested in what's posted, imo, enhances the RP, because some will just walk past without checking, others will stop to take a look.
Title: Re: Systems Wishlist v2
Post by: immasturgeon on October 12, 2019, 12:02:01 PM
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
Title: Re: Systems Wishlist v2
Post by: Arawn on October 12, 2019, 03:24:33 PM
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.
Title: Re: Systems Wishlist v2
Post by: immasturgeon on October 12, 2019, 04:38:37 PM
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.

Much appreciated!
Title: Re: Systems Wishlist v2
Post by: vvolatile on February 06, 2020, 04:37:08 AM
Hi there! Thank you for all your efforts so far. My wishlist:

THE EASY:
- Like wood can be bundled, and ore can be sacked: Can we have a "book binder" or "paper ream" that lets us stack up a hundred or so blank sheets of paper? There's no realism-based reason I should be able to carry a book, but not the equivalent amount of paper. Possibly, because of limitations, this could work on blank sheets, but even that would be an improvement!
- Shorter nights, or a "grace period" (an hour taken from each end of the night) after dark where the monsters are just waking up, and before dawn where they're running from the sunrise back to their holes?
- Longer general buff durations, to ease some PVE tedium?

THE UNCERTAIN:
- Can we buy empty books, give them titles, and add text page by page, similar to how we can do character descriptions with commands? OR, what might be easier (to use, anyway): Consume written letters/notes to make the pages! The first page would be the title, author, and item description ("the tome is etched in strange runes" etc, or something much less mysterious, as the author decides). Pages could be torn out to recreate them as a letter/note in the inventory (automatically named as [book title] [page number] and containing the content written on that page. The book could be *read* page by page through the dialog system that NPCs and armor customization use.
Title: Re: Systems Wishlist v2
Post by: Revenant on February 06, 2020, 06:08:31 AM
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 THEM
Spoiler: show

(https://neverwintervault.org/sites/neverwintervault.org/files/project/29643/images/cabezas.jpg)


I am reminded that I would pay for the best of these heads even if they came with the "worst", which are not much worse than certain ones we already have.
Title: Re: Systems Wishlist v2
Post by: SardineTheAncestor on February 06, 2020, 06:20:33 AM
I actually tested those heads a while ago and as it turns out they have the weird white spots ingame and it's pretty jarring. It is a shame, because there are some really good ones in there, and a good chunk of them are like the PS3 version of the PS1 and PS2 heads we have that are generally only used as a joke right now.
Title: Re: Systems Wishlist v2
Post by: Revenant on February 06, 2020, 07:28:25 AM
Interesting - on closer reading, I bet that's related to the shader the author claims to be required, which I'd doubt we are willing to put in with the heads.

Still, if I knew what tools were required, I'd be willing to put the time in to poke around and see if I couldn't either fix some of them or, at least, cull the ones that work without it.
Title: Re: Systems Wishlist v2
Post by: SardineTheAncestor on February 06, 2020, 11:48:20 AM
I think I did have the shaders on but that was during an earlier build of NWN when I tested. 8193 hadn't been completed yet, and the toolset became really crashy when I started checking out the heads. Eventually they stopped showing up as available in the editor so I gave up. Someone else more affluent with the tools may feel the pull to take a look, but I don't feel like reinstalling them again.
Title: Re: Systems Wishlist v2
Post by: FunkyMonkey on April 08, 2020, 07:52:52 PM
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
Title: Re: Systems Wishlist v2
Post by: HopeIsTheCarrot on April 08, 2020, 08:45:54 PM
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

YESSSS +1,000
Title: Re: Systems Wishlist v2
Post by: FunkyMonkey on April 13, 2020, 03:21:25 AM
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.
Title: Re: Systems Wishlist v2
Post by: vvolatile on April 16, 2020, 06:30:36 PM
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?
Title: Re: Systems Wishlist v2
Post by: MAB77 on April 23, 2020, 12:50:47 PM
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.
Title: Re: Systems Wishlist v2
Post by: Agony on April 23, 2020, 02:22:29 PM
Alteration to the disguise system to allow an "@desiguse set description add" feature to allow for longer descriptions.
Title: Re: Systems Wishlist v2
Post by: Kaninchen on April 23, 2020, 06:55:37 PM
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.
Title: Re: Systems Wishlist v2
Post by: Sado on April 27, 2020, 03:28:16 PM
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.
Title: Re: Systems Wishlist v2
Post by: EO on April 27, 2020, 05:41:46 PM
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.

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.
Title: Re: Systems Wishlist v2
Post by: MoonCrower on May 02, 2020, 04:34:21 PM
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!
Title: Re: Systems Wishlist v2
Post by: NacreCicatrix on May 16, 2020, 11:46:36 PM
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.
Title: Re: Systems Wishlist v2
Post by: firelord111 on May 17, 2020, 02:08:13 AM
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.

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.
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 aligned


Also i would like a button to silence summons so they dont cast spells
Title: Re: Systems Wishlist v2
Post by: Asous on May 17, 2020, 02:32:55 AM
Not exactly needed but to combat the hostile message spam, maybe only limit the message to people who are in the same cell/map/whatever as you?
Title: Re: Systems Wishlist v2
Post by: Mark Johansen on May 17, 2020, 09:52:12 AM
I'd like to request that essences become stackable or atleast a tool to like a herbbag or alchemy flask to stack them.
Title: Re: Systems Wishlist v2
Post by: vvolatile on May 18, 2020, 05:13:21 PM
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!
Title: Re: Systems Wishlist v2
Post by: Glowfire on May 18, 2020, 05:32:04 PM
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!
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.
Title: Re: Systems Wishlist v2
Post by: vvolatile on May 26, 2020, 04:59:29 PM
I know water is used for the heat/thirst mechanic in the desert. However, why can't it also restore one level of exhaustion, or impact that threshold in some way? It would make sense. Otherwise, people go through their first 12-13 levels without ever drinking a drop of water, unless some rain gets into their mouth by accident.
Title: Re: Systems Wishlist v2
Post by: EO on June 09, 2020, 11:02:26 PM
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!

For #1 and #3, I don't think such models/animations exist. We mostly don't make our own modeling content, so unless someone made it and shared it we don't have it.

Regarding Faerie Fire, any reason why you want it? If it's to remove your invisibility, you can use @dispel invisibility which will clear it.

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.

Sure. I'll add that in an upcoming update.

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.


Unfortunately we can't modulate price based on item types; that being said most price limits/markup/markdown are set by domain with a few variations to encourage people to go to certain merchants.

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.

I may be wrong but when you're in the character selection screen upon login, you can check your unaltered stats, skills, feats, etc.
Title: Re: Systems Wishlist v2
Post by: Destinysdesire on June 09, 2020, 11:12:10 PM
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.
Title: Re: Systems Wishlist v2
Post by: don't hate me I'm smARD on June 10, 2020, 01:03:49 AM
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.

This would be awesome for future mobile players !!
Title: Re: Systems Wishlist v2
Post by: Sinful Mystic on June 15, 2020, 04:38:54 PM
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.
Title: Re: Systems Wishlist v2
Post by: HopeIsTheCarrot on June 16, 2020, 09:57:01 AM
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. 
Title: Re: Systems Wishlist v2
Post by: Agony on June 17, 2020, 12:45:45 PM
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.
Title: Re: Systems Wishlist v2
Post by: zDark Shadowz on June 17, 2020, 09:59:31 PM
Much like weapons being made of adamantine are considered masterwork, wooden crafts made of darkwood would also be considered masterwork and gain a +1 universal attack bonus lorewise.

If darkwood isn't on the list of materials thats going to be added soon, could make a wish for it.
Title: Re: Systems Wishlist v2
Post by: Destinysdesire on June 17, 2020, 10:07:11 PM
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?
Title: Re: Systems Wishlist v2
Post by: Crowl on June 18, 2020, 09:30:11 PM
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?

Can we get one near any crafting place, please?
Title: Re: Systems Wishlist v2
Post by: Yesper on June 23, 2020, 05:21:22 AM
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.
Title: Re: Systems Wishlist v2
Post by: Hathor on June 23, 2020, 05:51:09 AM
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.

+1
Title: Re: Systems Wishlist v2
Post by: Amon-Si on June 23, 2020, 06:07:24 AM
Portals to other domains at char creation (with big warning signs)
Title: Re: Systems Wishlist v2
Post by: EO on June 25, 2020, 09:16:27 PM
Portals to other domains at char creation (with big warning signs)

That's not part of our plan. If you feel like you want your character to start there you can ask a DM but there'll be 0 support for low levels. Adding portals creates a sort of expectation.
Title: Re: Systems Wishlist v2
Post by: Ken14 on June 26, 2020, 12:58:16 AM
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.

If it's a 'Master Craft', it wouldn't be any new components, right? Why not have a set of (more expensive?) templates that's specifically 'Mastercrafted Longsword/Heavy Flail/Ect..' that has a DC that requires to have 50 in in the crafting skill?
Title: Re: Systems Wishlist v2
Post by: Sinful Mystic on June 26, 2020, 10:28:53 AM
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
Title: Re: Systems Wishlist v2
Post by: EO on June 26, 2020, 12:35:01 PM
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

+1 AB in NwN pierces Damage Reduction, and Enchanted would amount to +3, which would be overpowered. It would also make Adamantine greatly redundant for weapons since a Masterwork Steel weapon would yield essentially the same properties.
Title: Re: Systems Wishlist v2
Post by: Kaninchen on June 27, 2020, 12:17:12 AM
It would be nice to use an umbrella in the Off hand.
Title: Re: Systems Wishlist v2
Post by: Maffa on July 06, 2020, 01:38:59 PM
This is my proposal:

Wizard spell Polymorph's Owl would be treated as "wildlife faction" and not being attacked by other wildlife (such as wolves for instance)
Title: Re: Systems Wishlist v2
Post by: Rainor on July 08, 2020, 07:10:55 AM
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.
Title: Re: Systems Wishlist v2
Post by: Arawn on July 08, 2020, 11:22:46 AM
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.
Title: Re: Systems Wishlist v2
Post by: InMyDarkestHours on July 08, 2020, 06:51:55 PM
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.
Title: Re: Systems Wishlist v2
Post by: Delita on July 08, 2020, 08:49:43 PM
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.

If the engine allows this, making this real will increase QoL of casters by huge amount!
Title: Re: Systems Wishlist v2
Post by: Arawn on July 08, 2020, 09:30:33 PM
We're still trying to track down a few renegade bugs with our NWNX stuff. We won't implement that before then, but as I said when I suggested it in Discord, it's definitely being looked into.
Title: Re: Systems Wishlist v2
Post by: Rainor on July 09, 2020, 11:27:38 PM
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.
Title: Re: Systems Wishlist v2
Post by: HM01 on July 10, 2020, 06:27:50 AM
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.

Might just be me, but I've experienced other difficulties doing this even in the most controlled and curated situations conceivable. I am in favor of what you are advocating though, if there were a command like @dispel invis for nuking your saves ~ would be neat for willing victims.
Title: Re: Systems Wishlist v2
Post by: Arawn on July 10, 2020, 07:20:08 AM
Saves, and resistances, are not generally conscious actions, unlike skill checks. It's not something you can generally "fail" on purpose except a few specific circumstances. While we permit you to roleplay as if you are influenced, intimidated, etc., we don't really plan on supporting it mechanically.
Title: Re: Systems Wishlist v2
Post by: Duayne on July 11, 2020, 08:23:27 AM
I'm assuming something like this may have been suggested before - But have you thought of using the disguise system to have everyone's identity hidden by default with an impassable disguise check? The name would be something generic like "unrecognized" or "unknown". And players would have the option to reveal their identity to those around them with a command, something like @Identifyself whisper/talk/shout (Enabling different ranges). This would be something players would have to honour. E.G if someone introduces themself in 'talk' range, they would be expected to then '@identifyself talk' as everyone in range would now likely know their name.. This may cause players to turn all introductions into whispers if they want to minimise their name being known.

This "unrecognized" or "unknown" disguise would come above any playerset disguise, if attempting to examine someone that your PC doesn't recognise, it should just be a generic message like "You don't know this person"

I think a system like this or similar can help eliminate the meta aspects that seeing everyones name can bring- it can also help players keep track of who's names they actually know. At Least in my case, interacting with many MANY players, it is sometimes hard to remember if they have actually introduced themself to me or vice versa, especially if the interaction with them was short lived.

A system like this was present in another community I was in on another game 8-9 years ago and felt it worked extremely well. Codewise I have no idea how this could be implemented and I can't help there, sorry, but I believe this could be a good addition.

I would like to hear if you agree/disagree with this suggestion, all comments welcome!
Title: Re: Systems Wishlist v2
Post by: Arawn on July 11, 2020, 12:07:06 PM
You would have to store for every character a map of every other character they had ever met. The data storage and retrieval alone (on every single OnPerceived event, since to store the values on a character BIC would make load times slower and undo all the work we've done to lower the sizes of inventories) would be expensive, and managing the status would be tricky and prone to bugs (as you've seen, the Disguise system itself uses NWNX functions which still need some tweaking themselves). It might work in a smaller community, but in a server that regularly hits 100+, just someone entering the Outskirts could trigger a series of database calls that would lag the entire server.

We are more than content allowing (and trusting) players to keep this straight themselves.
Title: Re: Systems Wishlist v2
Post by: Duayne on July 11, 2020, 12:25:43 PM
I appreciate the explanation and feedback! Agreed, for a system that isn't necessary - there are too many drawbacks and additional costs for something that would only add a pinch of flavour.

Title: Re: Systems Wishlist v2
Post by: distilled1 on July 19, 2020, 03:42:40 AM
Is there any conceivable way you guys could introduce a method for players to see the current hit points of their nearby allies?
Like maybe with that custom examine tool or something?
As a player who'd like to mostly focus on supporting others, it's hard to determine which healing spell to use on an ally.
One ally could be missing 100 hit points while another ally could be missing 8 hit points, but both could be shown to the healer as simply "injured".

One other thing, not super important, but I was wondering if someone could eventually update the "House Rules" thread, in the Rules forum section, to include changes to the Cleric class' spells per day. Compared to vanilla Neverwinter Nights, Clerics here receive 1 less spell per day for every spell level.
Title: Re: Systems Wishlist v2
Post by: Maffa on July 28, 2020, 03:51:40 AM
Hi, Id like to propose to mark those skills, spells and feats that are useless in action as so, such as disguise. Just a notation in the description would be enough.
Title: Re: Systems Wishlist v2
Post by: Agony on July 31, 2020, 06:17:46 PM
Would it be possible to get some crafting stations in Har'Akir? It would be great if local PCs didn't have to leave to craft, and might even draw more RP to the area. Thanks!
Title: Re: Systems Wishlist v2
Post by: Thundron on August 10, 2020, 03:24:43 PM
some might be already propsed, but this is what I wish to see:

courier/cargo loader type of job for other stats too. like librarian for someone with high int, butcher for con, performer for cha, wisdom would be hard one.. perhaps some gardener or altar boy at temples.

would be nice to have cooking as trade skill, I suppose you can go around and buy all sorts of foods and RP you made those by yourself. This would also be kind of compex to add, so many new crafting materials like, sugar (would be nice to sugar canes you can harvest sugar from), flour (would require grain harvestable and mill to turn different grains to flour), water (i suppose you could buy water like taninin and potion bottles, or use waterskin). We got so many spices those could be used for higher recipies. I suppose it would be a challenge too scale tons of recipies, and what would all those different foods even do? just sell for more, and maybie give virtue.

elves got woodworking, dwarves got smithing, perhaps calibans/half-orcs could have leatherworking. I am planning to make own settlement for half-orcs, should it first be build with woodworking stuff every reset, but hopefully at somepoint have permanent camp with leatherworking things. I dont know if is some balance issue that people have to run around between different places to do their craft but it doesnt make any sence.

I hope some of these are easy enough to work on.
Title: Re: Systems Wishlist v2
Post by: Edward on August 11, 2020, 07:57:04 PM
Would appreciate the adding of a Leatherworking station and enchanting station for Outcasts in the drain or Krofburg, the enchanting station not being as important. But the lack of a Leatherworking station for Outcast characters or High OCR characters is crippling to those who want to do the craft.
Title: Re: Systems Wishlist v2
Post by: hugolino on August 11, 2020, 10:14:08 PM
I was looking over official D&D 3.0 feats and wondered if some more of them could be implemented. See below for examples.

Eyes in the Back of Your Head
(General feat from "Sword and Fist: A Guidebook to Monks and Fighters", page 6)

Your superior battle sense helps minimize the threat of flanking attacks.

Prerequisite:
Base attack bonus +3, Wis 19+

Benefit:
Attackers do not gain the usual +2 attack bonus when flanking you. This feat grants no effect whenever you are attacked without benefit of your Dexterity modifier to AC, such as when you are flat-footed.

Comment: Maybe add the Alertness feat as a prerequisite.

Absent-minded
(Trait feat from "Unearthed Arcana", p. 87)

You are fascinated by knowledge and learning and are capable of pursuing complex trains of thought quite quickly. However, your preoccupation with such thoughts makes you a little less aware of your surroundings.

Benefits:
You gain a +1 bonus on Knowledge checks (although this does not let you use a Knowledge skill untrained).

Drawback: You take a -1 penalty on Spot checks and Listen checks.

Roleplaying Ideas: Characters with this trait might flit from idea to idea, trailing off in mid-sentence or mumbling their way through complex ideas. Conversely, characters with this trait might be extremely articulate but still allow their thoughts to move faster than the pace of a conversation.

Comment: Perhaps this feat could grant a Lore bonus but also grant a Spot and Listen penalty?

Abrasive
(Trait feat from "Unearthed Arcana", p. 87)

Benefit: You gain a +1 bonus on Intimidate checks.
Drawback: You take a -1 penalty on Diplomacy checks and Bluff checks.

Comment: Perhaps this could grant an Intimidate bonus and a penalty to Influence and Bluff?

Able Sniper
(General feat from "Races of the Wild", p. 148)

You are accomplished at remaining unseen when you're sniping with a ranged weapon.

Prerequisite:
Hide 5 ranks, DEX 13,

Benefit:
You gain a +2 bonus on ranged attack rolls with a weapon made against flat-footed targets that are at least 30 feet away. In addition, you gain a +4 bonus on Hide checks made to hide again after you have made an attack roll while hiding (see page 76 of the Player's Handbook).

Comment: Perhaps keep the first benefit and replace the second benefit with a +1 bonus to Hide checks?

Close-Quarters Fighting
(General feat from "Sword and Fist: A Guidebook to Monks and Fighters", page 5)

Prerequisite:
Base attack bonus +3

You are skilled at fighting at close range and resisting grapple attacks.

Benefit:
When an enemy attempts to grapple you, any damage you inflict with a successful attack of opportunity provoked by the grapple attempt is added to your ensuing grapple check to avoid being grappled. Further, you are entitled to make an attack of opportunity even if the attacking creature has the improved grab ability. This feat does not provide you with additional attacks of opportunity in a round, so if you do not have an attack of opportunity available when your enemy attempts to grapple you, you do not get any benefit from Close-Quarters Fighting. For example, a dire bear strikes you with a claw attack. If you don't have this feat, the dire bear's improved grab ability allows it to immediately attempt a grapple check, provoking no attack of opportunity from you. However, with Close-Quarters Fighting, you are entitled to an attack of opportunity. If you hit and score 8 points of damage, you may add +8 (plus your attack bonus, Strength bonus, and size modifier) to your grapple check to resist the dire bear's grapple attempt.

Comment: Could this translate into a Discipline bonus if you are not wielding a ranged weapon or unarmed, unless you have Improved Unarmed?

Death Blow
(General feat from "Sword and Fist: A Guidebook to Monks and Fighters", page 6)

Prerequisite:
Base attack bonus +2, Improved Initiative

You waste no time in dealing with downed foes.

Benefit:
You can perform a coup de grace attack against a helpless defender as a standard action.

Comment: Could this translate into a small damage bonus versus Prone foes?

Feign Weakness
(General feat from "Sword and Fist: A Guidebook to Monks and Fighters", page 6)

Prerequisite:
Improved Unarmed Strike (Player's Handbook), Base attack bonus +2

Benefit:
If you make a successful Bluff check against your opponent's Sense Motive check, you lure the foe into attempting an attack of opportunity because he thinks you are unarmed. But you are armed, and you make your attack against your drawnout foe who is caught flat-footed, before he takes his attack of opportunity. You also may attempt this feat with a Tiny or Small weapon with which you are proficient by attempting to hide it until the last second, but you incur a -2 or -6 penalty on your Bluff check, respectively. You can use this feat with a disguised weapon, such as a war fan, at no penalty on the Bluff check.

Comment: Can this be used to allow some sort of special first strike action (Reflex save possible) against a foe for those who fight unarmed or with tiny or small weapons? The target cannot be Flat-footed as the player is relying on surprise, not stealth. Maybe add Dirty Fighting as a prerequisite

Title: Re: Systems Wishlist v2
Post by: Always_a_hero on August 23, 2020, 07:53:14 PM
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.
Title: Re: Systems Wishlist v2
Post by: SardineTheAncestor on August 23, 2020, 09:55:25 PM
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.

The second suggestion would be great, but I disagree with the first change. It is an essential survival skill to build a fireplace in the rain or snow, and I wouldn't like to see it made impossible to perform this task. This could be expanded with a hidden roll (Wisdom mod, DC 20), the Survival skill (DC 30), or perhaps a longer timer while raining or snowing, to represent the patience and experience it requires.
Title: Re: Systems Wishlist v2
Post by: Rainor on August 24, 2020, 01:25:02 AM
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.

Edit: On another note with the carpentry system, I believe the system in place to prevent objects from clipping into other objects is a bit too sensitive. Some objects I have to space way apart from walls or other objects in order to be able to place them.
Title: Re: Systems Wishlist v2
Post by: Hathor on August 24, 2020, 01:41:26 AM
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.

It would be neat to see a few things for other crafts, such as rugs/carpets for tailors.
Title: Re: Systems Wishlist v2
Post by: Rainor on August 31, 2020, 03:21:26 AM
A command similar to @dispel invis and @dispel concealment, but for premonition.

It's a very obvious magic effect, and the only way currently to dispel it is to sit in a ton of damage until it breaks, or rest.
Title: Re: Systems Wishlist v2
Post by: PrimetheGrime on September 01, 2020, 07:56:18 AM
The ability to be able to modify the looks of a armour template even if you aren't proficient with the armour in question, just for a chance to snaz up the armour you make before giving it out!
Title: Re: Systems Wishlist v2
Post by: Maffa on September 14, 2020, 08:43:58 AM
No idea if it's a feature, bug, oversight or what, but i feel this should be corrected so here i am:

Shadows drop shadow remains, Shadow fiends drop dark shadows remain, greater shadow fiends drop black shadow remains, but greater shadows drop dark shadow remains. I have seen greater shadow fiends in the northern sullen woods only when the spawn is very high, nearby the huntress' hut, and since greater fiends seldom appear because it's an area that gets farmed quite a bit by players, black remains are quite hard to come by.
So, even if the progression shadow (remains) -> greater shadows (dark remains) is somehow correct, the challenge a greater shadow is greater than a fiend's, so i believe they also should drop black shadow remains, OR there should be spawns of greater fiends
Spoiler: show
in the Retezat forest
.
Title: Re: Systems Wishlist v2
Post by: manyconsonants on September 26, 2020, 03:08:27 PM
Is it possible to get persistent furniture within faction buildings? Specifically I am referring to the Refuge of the Fifth Light for us Ezrites since we have been trying to spruce it up and are seeing some increased traffic but the request is for all factions of course.
Title: Re: Systems Wishlist v2
Post by: DM Sinister on September 27, 2020, 02:39:09 PM
The ability to craft some of the current uncraftable potions! Such as Bottled black, death armor and bless!
Title: Re: Systems Wishlist v2
Post by: Iridni Ren on September 27, 2020, 02:47:36 PM
The ability to craft some of the current uncraftable potions! Such as Bottled black, death armor and bless!

No more potions. Please. There are more than 100 herbs already.

To your specific suggestions, the only one I would entertain is Death Armor because it's a personal effect. I don't think drinking a potion should allow any effect that extends beyond the imbiber.
Title: Re: Systems Wishlist v2
Post by: Lexica on September 27, 2020, 03:51:34 PM
I'm actually fairly certain there already is an herb for potions of darkness, it's just quite rare.
Title: Re: Systems Wishlist v2
Post by: inkcorvid on September 27, 2020, 04:16:03 PM
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!
Title: Re: Systems Wishlist v2
Post by: Kaninchen on September 27, 2020, 08:07:27 PM
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.
Title: Re: Systems Wishlist v2
Post by: Iridni Ren on September 27, 2020, 08:51:39 PM
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.

+1
Title: Re: Systems Wishlist v2
Post by: InMyDarkestHours on September 28, 2020, 08:11:39 PM
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.
Title: Re: Systems Wishlist v2
Post by: MatticusCaesar on September 28, 2020, 08:26:08 PM
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.

+1
Title: Re: Systems Wishlist v2
Post by: Maffa on September 30, 2020, 06:54:05 PM
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. 
Title: Re: Systems Wishlist v2
Post by: Mark Johansen on October 01, 2020, 06:44:09 AM
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.

Alot of the time you can find alot of information here https://nwnravenloft.fandom.com/wiki/Ravenloft:_Prisoners_of_the_Mist_Wikia and i always encurage people to help add to it.
Title: Re: Systems Wishlist v2
Post by: Maffa on October 01, 2020, 07:04:16 AM
Yes yes i know how it works (now), and the theory is fine, but having a snapshot of what is happening to your AC at any given time would be really helpful. Expecially new players would enjoy this big time, as theywould know conflicting equipment not helping/stacking and have a hint on where to improve.

I am a warrior and i dont even have control of the buffs I get so i might improve or have something to do with my equipment when that happens.

Mind you the purpose is not extreme minmaxing as much as having a bit of control over what you are effectively doing with your equipment and spells.
Title: Re: Systems Wishlist v2
Post by: Marcus Weyland on October 04, 2020, 08:47:06 PM
More polymorph forms.
I don't want to be a spider!

A less distracting Premonition would be nice, too. It has an awful crazy animation for such a subtle spell.
Title: Re: Systems Wishlist v2
Post by: FinalHeaven on October 04, 2020, 10:09:28 PM
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.
Title: Re: Systems Wishlist v2
Post by: Iridni Ren on October 04, 2020, 10:29:29 PM
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?
Title: Re: Systems Wishlist v2
Post by: emptyanima on October 05, 2020, 05:39:01 AM
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!
Title: Re: Systems Wishlist v2
Post by: zDark Shadowz on October 06, 2020, 06:58:58 PM
I saw these feats related to protection and think they would be highly useful and not too difficult to script given similar existing feats using these functions.

The Constant Guardian could be an adjustment of the purple dragon knight cover feat for Fighters since unless they multiclass to punish things that ignore them they can't otherwise "tank" in the conventional sense to protect their allies when attention is diverted.

Divine Armor
Type: Divine
Source: Player's Handbook II

You call upon your deity to protect you in your hour of need by wreathing you in divine power that wards off your enemies' attacks.
Prerequisite: Divine caster level 5th, ability to turn or rebuke undead.
Benefit: As a swift action, you can expend a turn or rebuke undead attempt to gain damage reduction 5/- until the start of your next turn.


Constant Guardian
Type: General, Fighter
Source: Drow of the Underdark

By paying careful attention to nearby allies and reducing the accuracy of your attacks, you help protect your companions.
Benefit: Once during your turn as a free action, you can take a -2 penalty on your attack rolls to grant a single ally within 10 feet a +2 dodge bonus to Armor Class. This effect lasts until the start of your next turn or until you are more than 10 feet from the chosen ally, whichever comes first.
Special: A fighter can select Constant Guardian as a fighter bonus feat.

Deadly Defense
Type: General, Fighter
Source: Complete Scoundrel

You are at your most dangerous when forced to protect yourself.
Benefit: When fighting defensively, you deal an extra 1d6 points of damage with any light weapon or with any weapon to which the Weapon Finesse feat applies (such as a rapier, spiked chain, or whip).
This feat's benefit applies only when you are unarmored or wearing light armor and not using a shield.
Special: If you have the Combat Expertise feat, you also gain the benefit of Deadly Defense when taking a penalty of at least -2 on your attack roll from that feat.
A fighter can select Deadly Defense as one of his fighter bonus feats.
Title: Re: Systems Wishlist v2
Post by: JustMonika on October 06, 2020, 07:08:29 PM
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!

I presume since the point of madantory relevels is system changes, as the system change could render your previous build even slightly invalid an auto-rebuild function might break.
Title: Re: Systems Wishlist v2
Post by: Hathor on October 07, 2020, 08:28:05 PM
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.
Title: Re: Systems Wishlist v2
Post by: zDark Shadowz on October 07, 2020, 08:57:50 PM
Full moons are around day 14, new moon is day 28, add it to your IG journal.
Title: Re: Systems Wishlist v2
Post by: Agony on October 07, 2020, 09:10:41 PM
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!
Title: Re: Systems Wishlist v2
Post by: inkcorvid on October 07, 2020, 09:34:42 PM
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.
Title: Re: Systems Wishlist v2
Post by: EberronBruce on October 11, 2020, 11:32:05 PM
Could we add these cloaks?
https://neverwintervault.org/project/nwn1/hakpak/original-hakpak/eberron-cloaks (https://neverwintervault.org/project/nwn1/hakpak/original-hakpak/eberron-cloaks)

And could we add under tailoring the ability to make cloaks?
Title: Re: Systems Wishlist v2
Post by: Hathor on October 18, 2020, 05:21:28 AM
Carpentry-craftable wagons! Like the kind the Vistani have, but available for players. Would be a fun way to RP out traveling folk.
Title: Re: Systems Wishlist v2
Post by: Agony on October 18, 2020, 09:47:59 AM
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.
Title: Re: Systems Wishlist v2
Post by: Hathor on October 18, 2020, 01:09:39 PM
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.

Oh! Wow, thank you!!
Title: Re: Systems Wishlist v2
Post by: Peasant on October 18, 2020, 02:59:48 PM
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 the purpose well.

edit: I wish that instead of the merchant spam being in "talk" channel it went to "whisper" instead.
Title: Re: Systems Wishlist v2
Post by: SardineTheAncestor on October 18, 2020, 04:40:31 PM
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.
Title: Re: Systems Wishlist v2
Post by: Swan on October 18, 2020, 08:55:36 PM
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. 😩
Title: Re: Systems Wishlist v2
Post by: Destinysdesire on October 18, 2020, 09:16:54 PM
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. 😩

Or set merchant conversations to private. This is very simply done really.
Title: Re: Systems Wishlist v2
Post by: SardineTheAncestor on October 21, 2020, 01:28:46 AM
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.

Were all item exchanges put in the combat log instead, they would still be logged and not private. Looting, which mainly takes place out of combat, is not disrupted by this, you still have a reference for who picks up what in a dungeon. Trades, which almost never take place during combat, are not disrupted by this either.

I think it is an intentional design that you can see who is trading what to who and this won't be reconsidered. I think it has its merits. Automated messages for generic actions we repeat constantly during play are a fantastic quality of life feature, but I think these messages can actually disturb roleplay by filling the chatbox very quickly at times. But your combat log is not logging anything when you aren't in combat -- and in an area where there are PC or NPC merchants, there is basically no combat that needs logging. Besides that, if trades go to the combat log, emoting a description of your character taking the item no longer takes up the space of two messages in chat, which is a net gain for readability.

Though the text should definitely be the usual stand-out yellow so it can be distinguished from combat, if trades are being made in dangerous areas.
Title: Re: Systems Wishlist v2
Post by: Britasianninja on October 23, 2020, 03:38:22 PM
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  =.=
Title: Re: Systems Wishlist v2
Post by: Destinysdesire on October 23, 2020, 03:40:16 PM
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...and its rather OOC to sit there and hold up other players because you need to purchase 200+ bottles 1 bottle at a time.
Title: Re: Systems Wishlist v2
Post by: InMyDarkestHours on October 30, 2020, 05:53:51 AM
A visual representation of when a Vistani caravan is available to be taken, so it can be determined at a glance.
Title: Re: Systems Wishlist v2
Post by: Cyber Viking on October 30, 2020, 06:53:27 AM
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. 😩

Or set merchant conversations to private. This is very simply done really.

I could see this being an issue with people just taking items out of a crate. With no indication to the player merchant, we wouldn’t be able to tell if someone just removes something.
Title: Re: Systems Wishlist v2
Post by: Inti on December 03, 2020, 08:07:34 PM
Apologies if this is incorrect place to post this, as it's not strictly speaking a 'system' -


Wish 1:   Other books than Barovian Times vol.1 on the Midway Library Shelves, please.

Wish 2:   Usable bookshelves at the Wayfarer Lodge with some books of interest/relevance.

[ Wish 3:  Just more books in any quantity, especially player-made material, in the mod.   8)  ]
Title: Re: Systems Wishlist v2
Post by: Lexica on December 17, 2020, 12:03:53 AM
This is sort of a niche request, but it would be nice if there was a way to toggle yourself to a 'monster' faction as an (A)MPC. This would make it a bit easier for monstrous players to cooperate in mass pvp. Instead of toggling the server as hostile, and then tagging your ally as friendly (possibly in the middle of the chaotic fight that just started when toggling hostile, and possibly while some of your NPC minions have decided to attack your ally), toggling yourself to a 'monster' faction that is hostile to players but non hostile to (A)MPCs would be much more convenient.
Title: Re: Systems Wishlist v2
Post by: MatticusCaesar on December 17, 2020, 03:54:44 PM
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.
Title: Re: Systems Wishlist v2
Post by: DM Bara on January 01, 2021, 09:45:28 AM
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.

Please yes!!
Title: Re: Systems Wishlist v2
Post by: DM Bara on January 01, 2021, 09:51:50 AM
The carp tool could cause less mental fits if it allowed you to preview next model instead of resetting all the options.
Title: Re: Systems Wishlist v2
Post by: not a pyramid scheme on January 01, 2021, 11:53:42 AM
The carp tool could cause less mental fits if it allowed you to preview next model instead of resetting all the options.

This.

This this this this this this this.
Title: Re: Systems Wishlist v2
Post by: Maffa on January 02, 2021, 03:45:35 PM
Wouldnt it be nice if when you swap items, the old item would try to occupy the same space the new just left first? So people wouldnt have to juggle with inventories, bags and other stuff like that

i wonder if it can be scripted, or if it is hardcoded into the engine...
Title: Re: Systems Wishlist v2
Post by: herkles on January 05, 2021, 11:31:43 PM
would be nice if ghosts could run.
Title: Re: Systems Wishlist v2
Post by: NacreCicatrix on January 11, 2021, 06:29:29 PM
Could paintbrushed be given the same function as quills?
Title: Re: Systems Wishlist v2
Post by: Inti on January 11, 2021, 07:43:09 PM
Could paintbrushed be given the same function as quills?

+1
Title: Re: Systems Wishlist v2
Post by: herkles on January 13, 2021, 07:28:57 PM
a minor thing, but I would love it if the veil could be say a neck option so it could be applied to other robes than the wedding style dress/robe.
Title: Re: Systems Wishlist v2
Post by: herkles on January 14, 2021, 02:01:39 PM
A minor thing but I would love for coffee to be a drinkable item and not just a prop.
Title: Re: Systems Wishlist v2
Post by: Desarity on January 16, 2021, 10:52:54 AM
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.
Title: Re: Systems Wishlist v2
Post by: Wine-Stain on January 17, 2021, 04:08:03 AM
Scroll tube items that can hold multiple blank sheets of parchment.
Title: Re: Systems Wishlist v2
Post by: Profezzor_Darke on January 17, 2021, 11:37:10 AM
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.

another +1

Scroll tube items that can hold multiple blank sheets of parchment.

I had that thought recently too! another +1
Title: Re: Systems Wishlist v2
Post by: Myrza on January 17, 2021, 11:57:23 AM
As far as I know, there is not a version of Ranger's Arm that can be used by small characters. Can we get an item like Ranger's Hand? A short bow version of the Ranger's Arm.
Title: Re: Systems Wishlist v2
Post by: hugolino on January 27, 2021, 12:09:18 AM
I wish the Lore skill could be used with spell scrolls instead of Use Magic Device. It would make more thematic sense, wouldn't harm Bards, and would help mundane classes.
Title: Re: Systems Wishlist v2
Post by: Wine-Stain on January 29, 2021, 03:59:45 AM
Carpentry crafting menu - it would be nice if this didn't back all the way out when 'back' was selected after picking an item, and remained in the same category/subtype menu.
Title: Re: Systems Wishlist v2
Post by: herkles on February 01, 2021, 11:09:42 AM
I would love if there were more hats like the tricorns, where you can equip them without them taking up a cloak slot.
Title: Re: Systems Wishlist v2
Post by: InMyDarkestHours on February 01, 2021, 05:34:50 PM
Probably mentioned it before. Message-board system akin to Arelith's, placed in key areas: Vallaki Outskirts, Mist Camp, Publique, rental rooms, etc.
Title: Re: Systems Wishlist v2
Post by: FinalHeaven on February 01, 2021, 06:51:29 PM
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.
Title: Re: Systems Wishlist v2
Post by: herkles on February 01, 2021, 06:53:03 PM
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?
Title: Re: Systems Wishlist v2
Post by: InMyDarkestHours on February 02, 2021, 02:19:29 AM
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?

Loads messages from a database specific to the messageboard when clicked on, loading it into conversation. Characters can submit messages by using pre-written on paper items on the noticeboard itself. Clicking on an entry in conversation then reveals the message.

(https://i.gyazo.com/35d1dccfec7cd76d34094d66d74ef7f9.png)
Title: Re: Systems Wishlist v2
Post by: Lightweaver on February 08, 2021, 04:27:16 PM
The ability to set @run normal to pair with @walk normal to assist with immersion for folks who cannot obey the speed limit as easily.
Title: Re: Systems Wishlist v2
Post by: Lexica on February 08, 2021, 06:35:23 PM
If a vampire entering mist form could automatically remove shackles, that would be cool!
Title: Re: Systems Wishlist v2
Post by: BahamutZ3RO on February 08, 2021, 06:43:46 PM
Quote
If a vampire entering mist form could automatically remove shackles, that would be cool!

(https://media.giphy.com/media/Yavo0SXhZYhSo/giphy.gif)

But yeah, I'm actually kinda surprised that doesn't already exist.
Title: Re: Systems Wishlist v2
Post by: Wine-Stain on February 08, 2021, 07:03:54 PM
A function to talk through a singular door rather than shouting to every door in the vicinity. Via the target tool, or something.
Title: Re: Systems Wishlist v2
Post by: FinalHeaven on February 08, 2021, 07:12:17 PM
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.

(https://i.imgur.com/vyqnJZA.png)
Title: Re: Systems Wishlist v2
Post by: EarlofEtheria on February 08, 2021, 07:53:04 PM
Bonus RP xp thematic to your character class.

Barbarian/Ranger/Druid/Voodan = for outdoor locations, or locations of favoured enemies
Rogue/Grimetrekker = for indoor locations.
Fighter/Paladin/Hexblade/Arcane Archer/Dwarven Defender/Weapon Master =  when in combat, or nearby training dummies.
Cleric/People's Champion/Divine Champion/Paladin = for holy ground.
Bard = for theatres/inns, or nearby other Bards.
Wizard = for libraries/magic shops/schools, or nearby other Wizards.
Monk = nearby other Monks, or for holy ground.
Assassin/Blackguard = nearby disliked players.
Sorcerer/Dragon Disciple/Hallowed Witch/Shifter = for exercising powers (perhaps in appropriate locations).
Crypt Raider/Dirgist/Pale Master = in crypts, tombs, or nearby undead.
Monster Hunter = nearby MPCs, locations of favoured enemies.
Shadow Dancer = during night, or for indoor locations.
Title: Re: Systems Wishlist v2
Post by: herkles on February 08, 2021, 07:55:47 PM
If a vampire entering mist form could automatically remove shackles, that would be cool!

I agree. I am kind of surprised this isn't the case!
Title: Re: Systems Wishlist v2
Post by: vvolatile on February 08, 2021, 09:53:32 PM
Crafting kit features for precise positioning, in the form of:

- Snap to nearest integer coordinate.
- Move by...
 * 5
 * 1
 * 0.5
 * 0.25
  - X+
  - X-
  - Y+
  - Y-

- Snap to nearest 90 degrees (world-relative).
- Rotate -15 degrees (6 rotations = 90 degrees)
- Rotate +15 degrees (6 rotations = 90 degrees)
Title: Re: Systems Wishlist v2
Post by: Maffa on February 09, 2021, 03:23:53 AM
Drunken mechanics. More sips to a drink, more effects on the person drinking.
Title: Re: Systems Wishlist v2
Post by: Vissy on February 09, 2021, 06:27:07 AM
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?
Title: Re: Systems Wishlist v2
Post by: Kiyosa on March 05, 2021, 10:49:44 AM
Monks without simple weapon proficiency cannot play darts Lady's Rest. Would be nice if we could!
Title: Re: Systems Wishlist v2
Post by: Ryltar/ Robert Archer on March 05, 2021, 11:00:34 AM
I know its been mentioned/hinted at in the past but a cooking craft would be AMAZEBALLS  :D
Title: Re: Systems Wishlist v2
Post by: EO on March 13, 2021, 10:23:32 AM
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?

Yeah, will change it so newly dropped ones will have Improved Knockdown. Won't be retroactive since it'll be worth more and also drop less often.
Title: Re: Systems Wishlist v2
Post by: Syl on March 14, 2021, 05:23:54 PM
I wish for a two handed wood cutter's axe that functions like the hand axe we already have but in great axe form please!

Oh and that greater worg fur was actually worth more!. it doesn't have to do anything extra but i was curious why it isn't labeled as something different and worth more. Like dire wolf vs wolf.
Title: Re: Systems Wishlist v2
Post by: zDark Shadowz on March 21, 2021, 11:16:22 AM
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.
Title: Re: Systems Wishlist v2
Post by: EO on March 21, 2021, 12:08:18 PM
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.

This would defeat the purpose of them firing when you enter combat without control.
Title: Re: Systems Wishlist v2
Post by: zDark Shadowz on March 21, 2021, 01:34:31 PM
While that is valid - in D&D they arent supposed to have a limited amount of uses as it is.

The lack of control of when it fires isn't tied to a limited use system and not otherwise considered an issue.

Since there IS limited uses, the ability to control those uses should be something available, but this is only an opinion, a wish for reliability over quirkiness.

Not that I'm using these feats as it is myself, just had private queries from three people so far asking me for advice on how they could better manage those uses.
Title: Re: Systems Wishlist v2
Post by: Thundron on March 21, 2021, 09:18:19 PM
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..
Title: Re: Systems Wishlist v2
Post by: Syl on March 21, 2021, 10:16:04 PM
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..

 Pppst You can make plated leather boots.. you take the patches the leather boot template and the steel ingot and mash it together

But the horns idea would be pretty snazzy. For helmets.. horns to add to helmets
Title: Re: Systems Wishlist v2
Post by: MAB77 on March 21, 2021, 10:20:14 PM
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.

I like this idea, but realistically it will probably never be implemented. The way helm crafting script is coded would not allow this to be easily implemented. It would be a long a tedious endeavour, then you we'd also run into balancing issues with the enchantment script. This one is best left alone, but those horned helms would be quite possible as loot drop items if you wish to propose a few.

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.

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..

Limitation of the crafting script alas, the stamps is treated and used as a crafting component. It only works when an item is crafted. This also serves to avoid players to add ludicrous amount of stamps on their items if they could just be added after crafting.
Title: Re: Systems Wishlist v2
Post by: Folly on March 21, 2021, 11:16:48 PM
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.

Quote
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.


Technically, Case 2 and 4 already function on the server.

Title: Re: Systems Wishlist v2
Post by: Thundron on March 21, 2021, 11:25:35 PM
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..
Title: Re: Systems Wishlist v2
Post by: MAB77 on March 22, 2021, 07:31:51 AM
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..

Alright I see what you mean, but no. It's the same issue as with stamps and has to do with the way the system is scripted. The amount of time and effort this would require to alter the "Behemoth" (the nickname I gave the scripting system) for the little gain that would provide is just not worth it.
Title: Re: Systems Wishlist v2
Post by: dutchy on March 22, 2021, 07:58:12 AM
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
Title: Re: Systems Wishlist v2
Post by: BraveSirRobin on March 22, 2021, 11:16:22 AM
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.
Title: Re: Systems Wishlist v2
Post by: ChrisRanHimselfOver on March 22, 2021, 11:46:38 AM
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.
Title: Re: Systems Wishlist v2
Post by: dutchy on March 22, 2021, 12:27:07 PM
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.

excellent additions, you guys fully understand what i meant.
thnx
Title: Re: Systems Wishlist v2
Post by: SardineTheAncestor on March 22, 2021, 08:25:44 PM
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.
Title: Re: Systems Wishlist v2
Post by: dutchy on March 22, 2021, 08:59:43 PM
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.

to track you or your party doesn't mean pvp, this server doesn't thrive on that, it was simply meant as an additive, more flavour more dept.
and small?
to you maybe, but i remember just barovia, we have so many more countries, and who knows what still gets added, no, the areas and its countries arn't small.

and yes with enough manpower and enough time 90% of the corpses can be found, but that has nothing to do with a tracking system, nor would tracks last for ever, they degrade.
Title: Re: Systems Wishlist v2
Post by: bloodless on March 22, 2021, 09:07:42 PM
Tracking in M&B is fine and good... Until you find the crossroads of several armies, and then it's just a mess. I don't see this going any better here if every player/creature is to leave appreciable marks on the ground, it just seems like too much of a clutter and hassle to deal with imo. Fine idea in principle, I'm always for more verisimilitude, but this might be going a bit too far for our means and purposes.
Title: Re: Systems Wishlist v2
Post by: SardineTheAncestor on March 22, 2021, 09:12:38 PM
We'll just have to agree to disagree then, I'm not willing to argue the PvP and stealth situation based on anecdotes. I just think this will further polarise and gamify conflict so I'm fundamentally against it.

If there are actual creatures to hunt -- Gaia-controlled predators and prey that actually move around on their own instead of standing idle on their respawn point that can be seen from a mile away -- that would convince me that this feature could be worthwhile.

I don't think it will be constructive to let players track one another though, not even if the tracks disappear within a couple hours.
Title: Re: Systems Wishlist v2
Post by: MAB77 on March 22, 2021, 09:17:11 PM
Not to mention the constant interactions with the massive database this would require and the server resources drain it would entail.
Title: Re: Systems Wishlist v2 - Archivist class
Post by: hugolino on March 28, 2021, 12:22:34 PM
Could we consider adding theme-appropriate D&D 3.0 class variants such as the Archivist (https://dndtools.net/classes/archivist/) from the D&D 3.0 book "Heroes of Horror"?

ARCHIVIST (in brief)

Title: Re: Systems Wishlist v2
Post by: Vastgoten on April 03, 2021, 05:03:38 AM

Add herbalism recipes for alcoholic beverages.

As RP flavour it would be nice for players to produce the various types of alcohol (and other beverages for that matter). Different ingredient for the more ”refined/rare/expensive” wines but simple reciepes for the common/cheap beer.

(To this topic alchemy could be used to produce drugs... but not sure they exist on the server).
Title: Re: Systems Wishlist v2
Post by: NacreCicatrix on April 03, 2021, 05:17:12 AM
Left-handedness.
Title: Re: Systems Wishlist v2
Post by: bloodless on April 05, 2021, 03:30:50 PM
The smithing suppliers in neither Vallaki nor Dvergheim sell charcoal, and the charcoal burners by Vallaki don't work in the winter time. Adding the things anywhere to buy year-round would be very well appreciated.
Title: Re: Systems Wishlist v2
Post by: Dardonas on April 06, 2021, 08:43:28 PM
Greater Gloves of Spellcraft should be useable by Hexblades, like Staff of Fury was done.

Edit: nevermind, the item I saw was an older version
Title: Re: Systems Wishlist v2
Post by: Wine-Stain on April 10, 2021, 02:48:17 AM
A means of circumventing VoB instead of being forced to pass through it to get to the Ivlis Marsh, etc.
Title: Re: Systems Wishlist v2
Post by: Syl on April 10, 2021, 06:40:27 PM
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
Title: Re: Systems Wishlist v2
Post by: inkcorvid on April 10, 2021, 07:24:56 PM
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!

The Arcane Archer prestige class exists (https://nwnravenloft.fandom.com/wiki/Arcane_Archer), and is very similar to the Deepwood Sniper. Though it is elf-only. Sorry, humans!

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

All manner of light-shedding items exist that can go in ring slots, belt slots, amulet slots ... there are even luminous armors, there's a helmet that gives you the darkvision feat, and putting varnish on your weapon or armor or shield makes it temporarily shed light too. Some of these items shed white light. I know of at least two rings that shed a lot of normal-coloured light. The brightest one isn't alignment-locked, and can be purchased over-the-counter in various places iirc.


Title: Re: Systems Wishlist v2
Post by: Syl on April 10, 2021, 11:50:17 PM
Heh Deepwood sniper wins vs AA with a increase crit range and multiplier heh only thing useless to it on here is increased range incroment.

Also all don't want to wear glowing jewelry

It's a wishlist let me wish :P
Title: Re: Systems Wishlist v2
Post by: NacreCicatrix on April 11, 2021, 11:17:01 PM
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'.
Title: Re: Systems Wishlist v2
Post by: hugolino on April 13, 2021, 10:08:35 PM
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.
Title: Re: Systems Wishlist v2
Post by: Thundron on April 15, 2021, 12:01:07 PM
I wish horns and anthlers could be fitted to wood bundles.

Also there is problem with fire beetle mandibles now that broken ones cannot fit same alchemy flask. when you try to collect them from bag you only get other like perhaps 1 depending in which order you put them there so you have to spam several times with two alchemy flasks to collect both types.. (lets say you have 7 broken 5 normal ones in box and you target box with alchemy flask you get only 2 broken ones as you put them in first and then normal..) could it be done that it can collect all of the same type..? like now they are kind of same but still not same.
Title: Re: Systems Wishlist v2
Post by: Hypatia on April 15, 2021, 02:40:27 PM
I would like a grapple option where you can give up attacks to greatly slow down someone, stop them or even knock them down. As long as you win the grapple check each round. Maybe like a targetable icon you can use someone.

As a foil any sort of damaging aura spell like acid sheaf or death armor should make you immune. Finess chracters could use dex instead of str.
Title: Re: Systems Wishlist v2
Post by: mooner on April 15, 2021, 04:46:39 PM
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.
Title: Re: Systems Wishlist v2
Post by: Eupraxia on April 16, 2021, 07:39:28 PM
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
Title: Re: Systems Wishlist v2
Post by: mooner on April 16, 2021, 07:46:25 PM
How would the burgomaster feel about you destroying his public works projects?  :D

Pfft, it's not as if we're ransacking his private garden. On this suggestion in particular, I noticed the Zeklos outpost has exactly this feature with some large, gatherable trees growing there - no doubt one of the reasons they ultimately won the war of the copper knives.
Title: Re: Systems Wishlist v2
Post by: bloodless on April 18, 2021, 08:47:09 PM
(https://cdn.discordapp.com/attachments/285544487537606656/833482742053601330/Capture.PNG)

Screenshot of one of the dialogue boxes when using the printing press in Port-a-Lucine. The same dark blue color is used for all OOC directions the NPC gives when using the press, and I it presents a major eye-strain trying to make it out against the black background. A more reader-friendly color choice would be very well appreciated.
Title: Re: Systems Wishlist v2
Post by: Kiyosa on April 19, 2021, 04:26:48 AM
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.
Title: Re: Systems Wishlist v2
Post by: Syl on April 20, 2021, 01:40:54 AM
*wishes to the all mighty dark powers for the pit fall trap in hotep to just be a LITTLE bit smaller so people don't spend 5 mins struggling to get around it*
Title: Re: Systems Wishlist v2
Post by: NacreCicatrix on April 20, 2021, 06:29:40 AM
A Vistani fur trader in the Mist Camp.
Title: Re: Systems Wishlist v2
Post by: Syl on April 20, 2021, 12:43:32 PM
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?
Title: Re: Systems Wishlist v2
Post by: NacreCicatrix on April 20, 2021, 07:17:50 PM
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 former.
Title: Re: Systems Wishlist v2
Post by: Heresyteller on April 21, 2021, 04:07:10 AM
I think the hexblade should have more spells like shield, cat's grace, elemental weapons and Keens edge. Make the hexblade viable not only for melee builds but also for range builds, or to make a dexblade
Title: Re: Systems Wishlist v2
Post by: Kiyosa on April 27, 2021, 08:28:46 PM
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.
Title: Re: Systems Wishlist v2
Post by: NacreCicatrix on April 28, 2021, 12:13:44 AM
Not really a 'system' thing, but I couldn't find the right thread: Cider at the Rustic Belvedere (Zeklos Outpost). The orchard is right next door but it's not sold at the inn!
Title: Re: Systems Wishlist v2
Post by: Sinthepie on May 03, 2021, 01:36:36 AM
I did not read the threat for requests yet so I apologize in advance, but I would love to see a "spellbook saving system" as most classes that prepare spells have to prepare a lot of spells, and change them completely on many occasions, only to go back to the previous setup soon after. A sample to this spellbook system is available in other servers, and I'm pretty sure the base game through the Crafting Skills menu which is disabled in the server.
Title: Re: Systems Wishlist v2
Post by: tylernwn on May 03, 2021, 09:09:21 AM
For noted items/claims to take up less space in your inventory. So for example claims could have a size of 1 tile (instead of the size of the base object), or else there could be some kind of special container that can store claims in mass.
Title: Re: Systems Wishlist v2
Post by: Folly on May 06, 2021, 09:40:55 PM
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.

Quote
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.


Technically, Case 2 and 4 already function on the server.

Bumping.
Today i had to bag up 700+ ore.  Consider...

                                                     c l i c k                                                                        c l i c k                                                               c l i c k                                                    c l i c k                                                               c l i c k                                                    c l i c k                                           c l i c k                                                    c l i c k                                                               c l i c k                                                    c l i c k                                                               c l i c k                                                    c l i c k                                                               
                             c l i c k                                                    c l i c k                                                               c l i c k                                                    c l i c k                                                               c l i c k                                                    c l i c k                                            c l i c k                                                    c l i c k                                                               c l i c k                                                    c l i c k                                                               c l i c k                                                    c l i c k                                                             
                                               c l i c k                                                    c l i c k                                                               c l i c k                                                    c l i c k                                                               c l i c k                                                    c l i c k                                           c l i c k                                                    c l i c k                                                               c l i c k                                                    c l i c k                                                               c l i c k                                                    c l i c k                                                               
Title: Re: Systems Wishlist v2
Post by: Maverick on May 07, 2021, 12:07:37 AM
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.
Title: Re: Systems Wishlist v2
Post by: Rainor on May 07, 2021, 12:23:53 AM
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.

Already exists as just @unsummon.
Title: Re: Systems Wishlist v2
Post by: Coronenko on May 12, 2021, 08:48:09 AM
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
Title: Re: Systems Wishlist v2
Post by: Kaninchen on May 12, 2021, 11:09:18 PM
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

I'm not a dev, so anything I say, take with a grain of salt.  Alchemy seems unlikely to happen in the city, due to how people in Barovia view it as close to filthy vraja (I believe.) There are at least two places in the city/surrounding area as well that sell herbalist stuff.  Seems unlikely more would be added, but again, not a dev :-D
Title: Re: Systems Wishlist v2
Post by: Coronenko on May 12, 2021, 11:11:26 PM
It's so close to vraja that all the guards want it :D
Title: Re: Systems Wishlist v2
Post by: Haven Dee'pockets on May 13, 2021, 12:42:19 AM
Haven would like to come up with a IG and IC way to persuade the Merchant to keep them stocked as it would bring revenue into Barovia. And Haven would secure a deal to bring all potions making business done by the Purple Pawns, exclusively to him.

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.
Title: Re: Systems Wishlist v2
Post by: bloodless on May 13, 2021, 05:16:03 AM

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.
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.
Title: Re: Systems Wishlist v2
Post by: inkcorvid on May 13, 2021, 11:59:50 AM
The average human head weighs about 11 - 14 lbs. But the heads your PC can cut off of bountied criminals weigh 0.5 lbs, which makes them a perversely efficient store of value. You can bank tens of thousands of gold pieces worth of easily fungible cash in a ... bag of severed heads: a grim form of wealth which doesn't drop on death, and vastly outstrips the value store properties of gems.

Maybe we could crank up the weight of severed heads, and bring these excessively valuable objects more in line with the Fogg bounty items? Something to ponder.
Title: Re: Systems Wishlist v2
Post by: BahamutZ3RO on May 13, 2021, 12:21:52 PM
Speaking of gems, why are gems worth so little!?
Title: Re: Systems Wishlist v2
Post by: Glass Cannon on May 13, 2021, 01:15:41 PM
Aren't emeralds and canary diamonds worth large amounts?
Title: Re: Systems Wishlist v2
Post by: Kaospyri on May 13, 2021, 01:35:54 PM
Caliban subraces with automated creation options like how Faerun elves can pick their subrace from the dialogue menu on character creation!
(At least Runts and wailing ones for Dementlieu)
Title: Re: Systems Wishlist v2
Post by: Hypatia on May 13, 2021, 03:34:55 PM
I’d like to see a Masonry skill added so you can build things like brick walls and fireplaces. Maybe lump it with smelting and have an option to quarry stone.

Also, I would like to be able to add other materials like glass or cloth as you would use to make clothing, to the carpentry kit in order to make things like windows, curtains and rugs.
Title: Re: Systems Wishlist v2
Post by: Dardonas on May 13, 2021, 07:23:10 PM
The potion made by Phantom's Feast Berries start at DC 20.  It also produces a potion better suited for lower level content.  Currently, it can only be found past the mist wall.  I would suggest making it a common spawn in caves in Western Barovia as well.
Title: Re: Systems Wishlist v2
Post by: Coronenko on May 14, 2021, 12:07:16 AM
A rotation function on the carpentry dialog would be so nice, like... ultra nice, ye know?
Title: Re: Systems Wishlist v2
Post by: bloodless on May 30, 2021, 02:27:37 PM
A trash barrel inside Ragdar's Foundry. The nearest is a short walk and two transitions away. As things stand when grinding smithing I would just leave the multiple dozens of items made inside the anvil and hope no one comes in for 15 minutes rather than clean up after myself, which is hardly ideal. A barrel in the corner of the room would fix that.
Title: Re: Systems Wishlist v2
Post by: herkles on June 01, 2021, 03:26:48 PM
For paintings that you can add descriptions to have the item icon like the painting items you can find in loot and the art vendor.
Title: Re: Systems Wishlist v2
Post by: herkles on June 01, 2021, 05:01:28 PM
Could the IG weather tell you if it is currently raining or not. Sometimes you get ghost rain, ie you hear rain but don't see it. This would be rather coinvent.
Title: Re: Systems Wishlist v2
Post by: Hathor on June 07, 2021, 10:32:50 PM
Something like a @gundarak function, to automatically roll two d6s. Silly but you know it'd get used...
Title: Re: Systems Wishlist v2
Post by: SardineTheAncestor on June 07, 2021, 10:44:57 PM
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.
Title: Re: Systems Wishlist v2
Post by: EarlofEtheria on June 15, 2021, 12:22:18 PM
In the rest menu, one can Gather Firewood. I would like to be able to Gather Pebbles so that we may throw them at our friend and enemies.

- Useful for getting something's attention without speaking.
- Perfect for getting a message across when words fail.
- Liven up those lulls in activity with sporting contest.
- Suitable inclusion of the populace in local neighborhood punishments.
Title: Re: Systems Wishlist v2
Post by: Sinthepie on June 15, 2021, 06:54:35 PM
It would be great to be able to prepare spellbooks, one or two, to not have to spend ten minutes just to change from 'warding' spell sets to 'exploring' or 'combat' spell sets for classes that have to slot out spells.
Title: Re: Systems Wishlist v2
Post by: remnar on June 16, 2021, 11:56:27 PM
I would like this chest option to be available to half-plate
i think it fits - as you can opt it to just having the plate and nothing else which feels fairly half-platey to me
it would be good because half-plate is really lacking on the good chest plate options
(https://i.imgur.com/JK36lFg.png)
Title: Re: Systems Wishlist v2
Post by: Syl on June 18, 2021, 06:18:58 PM
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.
Title: Re: Systems Wishlist v2
Post by: inkcorvid on June 18, 2021, 08:43:38 PM
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 ;)
Title: Re: Systems Wishlist v2
Post by: Syl on June 18, 2021, 11:05:39 PM
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 ;)

Bugger!!! Been here for years!! and never figured out their use!! less it is new.
Title: Re: Systems Wishlist v2
Post by: Vissy on June 19, 2021, 03:44:07 AM
Coldstones are great. Free air conditioning.
Title: Re: Systems Wishlist v2
Post by: zDark Shadowz on June 20, 2021, 02:28:23 AM
Line the centre row of your boxes of herb pouches with them to keep them cool.
Title: Re: Systems Wishlist v2
Post by: Maverick on June 20, 2021, 07:35:19 PM
Trash Barrel added to the Krezek Outpost. One inside the Tailor shop and one outside somewhere, please!
Title: Re: Systems Wishlist v2
Post by: NacreCicatrix on June 22, 2021, 02:55:57 AM
@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.
Title: Re: Systems Wishlist v2
Post by: Hathor on June 22, 2021, 03:14:16 AM
@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.

+1
Title: Re: Systems Wishlist v2
Post by: Iolantir on June 23, 2021, 09:29:14 PM
A familiar/companion system for those classes that can summon them.

Basically the ability to 'unlock' various familiars and/or companions based on areas around the module. Want a winter wolf companion? Find one, and perhaps use Animal Empathy to tame it? Not sure what the equivalent would be for casters in that regard. This would be a nice touch for Rangers and Druids who use animal companions, though.

This would be for very specific templates. Not every animal or creature should be able to become a companion, obviously.
Title: Re: Systems Wishlist v2
Post by: Duayne on June 25, 2021, 01:12:01 PM
A bit of a bump to this (https://www.nwnravenloft.com/forum/index.php?topic=43716.msg551098#msg551098) thread; It would be nice to see slings and whips craftable through leatherworking. an immediate thought for properties would be a toned down mighty property compared to bows, being +1/+2/+3 for the tiers of quality.
Title: Re: Systems Wishlist v2
Post by: EO on June 28, 2021, 07:26:21 PM
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.
Title: Re: Systems Wishlist v2
Post by: herkles on June 28, 2021, 07:58:59 PM
Could MPCs/AMPCs that can shift have the option of writing things in their polymorphed forms. There are a lot of neat items in the monster store for setting up scenes, but you can't use the quill while shape shifted. It is kind of annoying to have to shift back into human form to write up an atmospheric description in the middle of a scene for someone, especially if you are trying to keep your non monster form a secret.
Title: Re: Systems Wishlist v2
Post by: Irumi on June 28, 2021, 08:05:37 PM
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.
Title: Re: Systems Wishlist v2
Post by: bloodless on June 28, 2021, 08:09:28 PM
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!
Title: Re: Systems Wishlist v2
Post by: EO on June 29, 2021, 05:57:27 PM
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![/quote]

That's the plan.

Quote
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.

I'll cap it, maybe at 100 or something, mostly for performance reasons. It's spammy but no worse than a lot of other spam.
Title: Re: Systems Wishlist v2
Post by: EO on June 29, 2021, 05:59:47 PM
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.

We'll be adding quickbar saving/loading.
Title: Re: Systems Wishlist v2
Post by: Dardonas on June 30, 2021, 02:06:04 AM
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?
Title: Re: Systems Wishlist v2
Post by: DaloLorn on June 30, 2021, 03:31:03 AM
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?

I think the bigger issue is that self-illumination is virtually non-existent. You can have darkvision, you can have a bright 20m light, and it will barely be any different from having no light/darkvision at all.
Title: Re: Systems Wishlist v2
Post by: InMyDarkestHours on June 30, 2021, 05:19:23 AM
A visual cue placed upon a successfully taunted enemy.
Title: Re: Systems Wishlist v2
Post by: Rainor on July 02, 2021, 06:25:26 AM
Add the tray item to some shops and the New Character area. As far as I know the only way to get one is to find it in junk loot spawns.
Spoiler: show
(https://cdn.discordapp.com/attachments/832683244595839010/860464842615685140/unknown.png)
Title: Re: Systems Wishlist v2
Post by: Dardonas on July 02, 2021, 07:28:48 PM
Add contraband vendors in the Drain and the Black Market that sell the following:

- Passionfruit/Passionfruit poison
- Opium
- Hookahs/Pipes/accessories
- Invidian Joy

As well as any others.  I believe Tenebris, Vetala, and others ran some neat Ravenloft specific drugs in the last NCE, such as the Invidian Joy.  I'd love to have more contraband for underworld RP and potential guard RP.
Title: Re: Systems Wishlist v2
Post by: herkles on July 04, 2021, 01:45:30 PM
Can canes be sold at various stores for PCs to buy?
Title: Re: Systems Wishlist v2
Post by: Maverick on July 07, 2021, 07:30:54 PM
Add Blacksmith's Apron to Vallaki's trade crafting hall vendors. Feel like this should be buyable from all crafting halls.
Title: Re: Systems Wishlist v2
Post by: Dardonas on July 07, 2021, 07:37:16 PM
Add Blacksmith's Apron to Vallaki's trade crafting hall vendors. Feel like this should be buyable from all crafting halls.

On this crafting materials, charcoal in Dvergeheim.  It seems like an oversight that it's not included in the vendor.  Dvergeheim is the only place you can smith as an outcast.
Title: Re: Systems Wishlist v2
Post by: BraveSirRobin on July 08, 2021, 12:05:57 PM
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.
Title: Re: Systems Wishlist v2
Post by: Phantasia on July 08, 2021, 12:13:08 PM
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.

add draft horses please thanks
Title: Re: Systems Wishlist v2
Post by: Philos on July 08, 2021, 05:17:11 PM
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.

I was looking at adding mules when I added the delivery quests but never got around to implementing them. I'll see what I can do.
Title: Re: Systems Wishlist v2
Post by: Iolantir on July 10, 2021, 09:07:16 PM
Now that Exhaustion information doesn't pop up on debug, would it be possible to get some kind of notification of just HOW exhausted our character feels in the rest menu? I'm not even asking for numbers necessarily. Could even be something like the XP notifications like:

"You feel fine."
"You feel slightly winded."
"You feel somewhat tired."
"You feel on the verge of exhaustion."
"You feel slightly exhausted."


etc. Just something so that I know where I'm at, roughly.

I know there's notifications that pop up in the combat log/over the character's head, but I still feel like the character would know the above information.
Title: Re: Systems Wishlist v2
Post by: Dardonas on July 14, 2021, 09:34:55 PM
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.
Title: Re: Systems Wishlist v2
Post by: Hathor on July 14, 2021, 10:10:02 PM
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.

+1

These would be major QoL improvements.
Title: Re: Systems Wishlist v2
Post by: Iolantir on July 14, 2021, 10:54:19 PM
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?
Title: Re: Systems Wishlist v2
Post by: Dardonas on July 14, 2021, 11:19:59 PM
While we're on the topic of crafting QoL changes --

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.
Title: Re: Systems Wishlist v2
Post by: MAB77 on July 14, 2021, 11:24:49 PM
The ability to store Alchemical Essences in Alchemical Flasks like ingots can be with Miner's Bags.

This is on my to do list, though low on priority right now.

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?

For wood crafting and varnishes alike, it is by design that they cannot be bulk crafted. We have no intention to change this, especially not for varnishes given their potency and usefulness. We do not limit the amount of varnishes one can produce, but it is on purpose that we keep their production slow and one at a time. Bulk crafting would also drastically increase the speed one can master a craft, which isn't something we particularly want. I would not mind bulk crafting if it locked the crafter into an animation loop lasting for an amount of time relating to the amount of components being treated, but this may cause performance issues and this too is best avoided.
Title: Re: Systems Wishlist v2
Post by: Iolantir on July 15, 2021, 12:20:42 AM
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)?
Title: Re: Systems Wishlist v2
Post by: bloodless on July 15, 2021, 12:24:43 AM
While we're on the topic of crafting QoL changes --

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.
My kingdom for this implementation.
Title: Re: Systems Wishlist v2
Post by: MAB77 on July 15, 2021, 07:31:28 AM
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)?

The same reasons as varnishes applies. Always keep in mind the larger picture, server balance trumps the quality of life argument. Keeping the amount of crafted items on the "lower" side is better for the server economy. Arrow crafting is one of the most lucrative crafts out there. It's a time investment that gives a very good return already.

On a personal note, I wholeheartedly agree they are a pain to craft, but the rewards are still well worth it. It justifies not changing anything here and aligns with the server philosophy to keep it slow.
Title: Re: Systems Wishlist v2
Post by: Kaninchen on July 15, 2021, 11:45:48 AM
"We do not limit the amount of varnishes one can produce, but it is on purpose that we keep their production slow and one at a time. Bulk crafting would also drastically increase the speed one can master a craft, which isn't something we particularly want."

From my perspective, this has little to do with slowing down mastery of alchemy, sounds wrong, and just makes for a very boring/unfun game experience.
Things could have very well changed, so I could be mistaken, but I recall the DCs for dissolving things into essence the be the more difficult DC, and where the exp comes from, once you get to say, level 25 in the craft. I'm wanting to say the DC for turning most things into varnish around the middle/higher levels was lower than the to make the essence. Example, greater hag heart has a DC 35, the essence they yield would have a 25, or 30 DC, to refine into varnish, and net zero crafting exp at that point.  So in cases where the raw item yields 3 essences, the DCs for resin yield zero crafting exp, after a point, but it takes 3 times longer to refine into varnish, depending on the number of raw things you start with.

The true slow down from mastering, at least for alchemy, is the scarcity of resources after you hit level 30, and the amount of exp you gain from a successful craft.  I think for a brain, I get around 30ish per success. It's been a hot minute, so my memory isn't perfect on it.

e: reworded some things so they would make sense. :-D
Title: Re: Systems Wishlist v2
Post by: MAB77 on July 15, 2021, 12:04:27 PM
This a debate for its own thread. I still am in favor of multiplying by 10 crafting XP assorted with a soft cap to reduce grinding. Less time to learn the crafts, more time time to dungeons, still months to master.
Title: Re: Systems Wishlist v2
Post by: Dardonas on July 21, 2021, 05:02:19 AM
Please allow us to edit certain item appearances such as gnomish commando goggles and hat of anonymity.
Title: Re: Systems Wishlist v2
Post by: Abear on July 21, 2021, 02:39:48 PM
Please allow us to edit certain item appearances such as gnomish commando goggles and hat of anonymity.

And the Helm of the Bat please. I'm begging.
Title: Re: Systems Wishlist v2
Post by: MAB77 on July 21, 2021, 02:54:49 PM
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.
Title: Re: Systems Wishlist v2
Post by: Abear on July 21, 2021, 03:01:01 PM
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.

It's very sad that the spot helmet is also based off an animal yet is allowed to be changed.
Title: Re: Systems Wishlist v2
Post by: Favee on July 21, 2021, 07:26:04 PM
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.
Title: Re: Systems Wishlist v2
Post by: Bouquet of Lotuses on July 21, 2021, 07:41:14 PM
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.

Seconded!

It's rough that so much of firearms usage is based on player skill--it's incredibly difficult to correctly click on a mob of moving targets. Accidentally hitting an ally could lead to serious consequences, just like accidentally shooting oneself which was thankfully changed.
Title: Re: Systems Wishlist v2
Post by: Dardonas on July 21, 2021, 07:56:42 PM
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.

I think if this is added, could we add some sort of tool that will allow us to hostile non-hostile NPCs/targets?  Hexblades, for instance, had a hard time against DM NPCs or NPCs such as animals that may not be outright hostile because they have to wait for the NPCs to turn hostile first before they can utilize Hexblade's curse.

Perhaps we could extend the function to the dislike function.
Title: Re: Systems Wishlist v2
Post by: Dardonas on July 23, 2021, 01:19:41 AM
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.
Title: Re: Systems Wishlist v2
Post by: EO on July 24, 2021, 10:23:55 AM
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.

As per PnP, Warmage Edge only affects spells that deal hit point damage, which isn't the case with the weapon buffs (they provide a bonus to weapon damage but the weapon deals the damage ultimately).
Title: Re: Systems Wishlist v2
Post by: InMyDarkestHours on July 25, 2021, 05:09:03 PM
Allow certain areas to save/store placeables from the carpentry kit across crashes and resets, the rental system remaining distinct.
Implement a maximum carpentry placeable number per area to prevent misuse.
Title: Re: Systems Wishlist v2
Post by: Soccorro on July 28, 2021, 08:31:29 AM
Hey there dear Ravenloft Dev-Team!

I would like to suggest Dummies, that give xp upon destruction once a day for members of the Garda. Since they are very limited in terms of aquiring xp outside of RP, this would help them keep up with the rapid developments and changes taking place at the outskirts and better respond to threats.

Regards,

Soccorro
Title: Re: Systems Wishlist v2
Post by: BraveSirRobin on July 30, 2021, 10:04:19 AM
Add shipments from Dvergeheim to Vallaki and elsewhere. They import mining supplies, but seem to export nothing. For new Dwarves with an OCR above 12, they are unable to take courier jobs from Vallaki, and Dvergeheim would be the only local area that might accept them as kin and offer wages and jobs.
Title: Re: Systems Wishlist v2
Post by: remnar on August 01, 2021, 06:38:31 PM
Add a trash barrel to the herbalist hut north of Vallaki
Title: Re: Systems Wishlist v2
Post by: The Tiny Mesmer on August 04, 2021, 04:16:08 PM
I would like to maybe see a revamp of the New Character Area. Or at the very least, a additional room for the crafting dummies. Reason being, the lighting in that area is awful. Its way too dark for you to see what you're doing, making it incredibly frustrating to pick out what colors you want.
Title: Re: Systems Wishlist v2
Post by: Vissy on August 09, 2021, 05:18:42 AM
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)?
Title: Re: Systems Wishlist v2
Post by: Dardonas on August 09, 2021, 06:18:05 AM
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 was just thinking mithral would be a really cool ore/metal to add in game myself.  Having it in a place like the Sithicus salt mines would help to inspire players to go there rather than it being one of the least done dungeons in the game because nobody realistically wants the risk versus what's likely four rods of frost.
Title: Re: Systems Wishlist v2
Post by: MAB77 on August 09, 2021, 10:06:46 AM
It is not mechanically possible to implement the main characteristic of mithril at this time.
Title: Re: Systems Wishlist v2
Post by: Sinthepie on August 15, 2021, 02:58:36 PM
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.
Title: Re: Systems Wishlist v2
Post by: Syl on August 16, 2021, 01:21:10 AM
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.

Have you tried right clicking your target and using the radial menu? That normally helps the most for knockdown and callshot
Title: Re: Systems Wishlist v2
Post by: Bad_Bud on August 16, 2021, 02:42:47 AM
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.
Title: Re: Systems Wishlist v2
Post by: Syl on August 16, 2021, 03:51:44 PM
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.

I didn't know this!
Title: Re: Systems Wishlist v2
Post by: The Tiny Mesmer on August 17, 2021, 11:28:46 AM
I'm sure there's been plenty of people who's been asking for this before, as well as plenty of sources to draw from. But I'd love to see a Commoner Class be implemented. Obviously it would mainly be used for native characters and for RP purposes. They would probably be mechanically garbage on purpose, but I'm okay with that.
Title: Re: Systems Wishlist v2
Post by: hugolino on August 18, 2021, 11:44:18 PM
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
Title: Re: Systems Wishlist v2
Post by: Kaninchen on August 19, 2021, 01:30:43 PM
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

Item requests go here :-D

https://www.nwnravenloft.com/forum/index.php?topic=44496.0
Title: Re: Systems Wishlist v2
Post by: hugolino on August 19, 2021, 11:35:55 PM
Thank you. My apologies for my mistake
Title: Re: Systems Wishlist v2
Post by: Dardonas on August 24, 2021, 09:43:23 AM
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.
Title: Re: Systems Wishlist v2
Post by: mooner on August 24, 2021, 10:24:37 AM
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.

i can see the logic behind it, but shouldn't this then also apply to certain spells? explosions, fire bombs, etc? i could also see it being a bit spammy, as it's not that unlikely that there's a situation in which multiple shots are fired in quick succession
Title: Re: Systems Wishlist v2
Post by: Anarcoplayba on August 24, 2021, 12:50:57 PM
Would be possible to have a storage crate in the Crafting Zones?

Its use could be stricter: Only crafting materials would be stored and only the PC would be able to reclaim.

I'd even go further: a rental of a deposit in the crafting hubs.
Title: Re: Systems Wishlist v2
Post by: InMyDarkestHours on August 24, 2021, 04:43:57 PM
Have the Carpenter's Kit take into account bundles of wood in determining what can be built.
Title: Re: Systems Wishlist v2
Post by: Rainor on August 26, 2021, 01:21:35 AM
A @dispel command for premonition, like there is for invisibility and concealment
Title: Re: Systems Wishlist v2
Post by: HM01 on August 26, 2021, 08:47:32 AM
A @dispel command for premonition, like there is for invisibility and concealment

This would also be great if you could target someone else that you've casted a spell on, and dispel the spells you have given them. Something like @dispel other.
Title: Re: Systems Wishlist v2
Post by: Vissy on August 26, 2021, 09:36:38 AM
I've been thinking about a Greater Curse Focus feat for Hexblades. Would work in line with greater spell focus, so increase the bonus from +2 to +4. Would this be doable / in the cards? After having both played Hexblades and spoken to people who play Hexblades, the Curse DC -could- stand to be slightly higher, so I am feeling this is one potential solution that also doesn't come without a feat cost for an already feat starved class.
Title: Re: Systems Wishlist v2
Post by: Randalla on August 26, 2021, 02:13:58 PM
Brighten up the interior of the Wandering Billy in Krofburg. It is terribly dark in there.
Title: Re: Systems Wishlist v2
Post by: Glowfire on August 26, 2021, 02:26:57 PM
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.
Title: Re: Systems Wishlist v2
Post by: Cursed on August 27, 2021, 02:40:06 PM
An alternate through the Village of Barovia. Outcasts with high OCR can successfully get into the village with influence but cannot leave because talking to the guard inside makes him instantly hostile. So, either his script needs to be adjusted to let people leave (my alternative is dungeon logging or waiting for day time) or a route around the village so you never directly enter the town.
Title: Re: Systems Wishlist v2
Post by: Dardonas on August 27, 2021, 09:13:08 PM
The item, the Staff of the Crushing Breeze, gives Improved Knockdown as a free feat... to monks.  Monks get improved knockdown for free.  It'd be a really cool item if it didn't have it.  But I don't think there are very many UMD builds with quarterstaves.  I think this item should have the monk only classification removed.

Spoiler: show

(https://i.gyazo.com/bb008f80b46a41daed63d6b10862c980.png)
Title: Re: Systems Wishlist v2
Post by: transcend on August 28, 2021, 08:26:53 PM
How about a feat for Hexblades, requiring level 10, that allows them to use Charisma for their attack stat? It would help diversify the playstyles a little as well as require less of a Dexterity investment in the long run for the character since full plate is now a possibility with the newer feat that's been released.

The IC reasoning would be that luck, rather than any kind of individual ability, would be what's powering their attacks, so misfortune would have their enemies jump into harm's way just as they swing a blade, etc.

Not to mention that would be kind of fun and funny to RP about. :)
Title: Re: Systems Wishlist v2
Post by: Anarcoplayba on August 29, 2021, 06:19:42 PM
Could we have templates to make lockpicks in smithing?
Title: Re: Systems Wishlist v2
Post by: Dardonas on September 02, 2021, 05:22:17 AM
The tanner in Port-a-Lucine leaves the shop at night.  Not even Barovian tanners leave the shop at night.  It makes it hard to do tanning in Port if it isn't daytime.  Also, the tanner in Port-a-Lucine moves around the shop sporadically instead of in one fixed location.  Though this doesn't bug out the merchant's shop closing out, its a pain to find him at times.  In addition to this, he won't speak to you with a weapon out.  Normally crafters leave their curing knives equipped so I have to unequip it first.  I know these are minor nitpicky things, but they add up to make it a nuisance to do leatherworking related activities in Port-a-Lucine.