Author Topic: Your overall preferences for the development of POTM - 2019  (Read 12790 times)

Iridni Ren

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Re: Your overall preferences for the development of POTM - 2019
« Reply #25 on: May 26, 2019, 10:38:24 PM »
Please let's stick to stating suggestions we would like to see, rather than knocking down suggestions by others. This is a broad topic, and I'd rather it not turn into only about scrolls or otherwise veering from a simple "wish list" into disagreement. :D

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Pav

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Re: Your overall preferences for the development of POTM - 2019
« Reply #26 on: May 26, 2019, 11:15:22 PM »
Lower Scroll Prices

Sincerely,

All the Rogues

Yes.

I had 56 solars in Rhea's pocket the other day.

PLEASE
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Philos

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Re: Your overall preferences for the development of POTM - 2019
« Reply #27 on: May 26, 2019, 11:25:24 PM »
Please let's stick to stating suggestions we would like to see, rather than knocking down suggestions by others. This is a broad topic, and I'd rather it not turn into only about scrolls or otherwise veering from a simple "wish list" into disagreement. :D

This

Also:

Expanded Blacksmithing smithing system to make:

Lock Picks (Lets give some use to softer metals allowing for more supple picks. I.e Tin, copper, bronze, platinum in ascending degrees of usefulness)
Caltrops

Expanded Alchemy system to make the following:

Bottled Black
Flash Powder
Thunder Stone
Sticking Cloud
Aroma of Curdled Death
Oil of Fiery Burning
Flask of Oil (Grease/Knock Single use)
Grenade

More helm/hood recipes that use secondary ingredients to itemize detection skills
 
Eagle feathers for spot
Raven feathers for listen
Zweifalk/falcon feathers for antagonize
Owl feathers for stealth

Craftable Poisons
       
Planet based poisons crafted from herbalism
Creature venom refined from alchemy
Metallic and mineral based poisons smelted and then refined alchemically

Expand Craftable Traps

We have plenty of traps that deal damage but could use some non-lethal type to facilitate a wider range of play style and objectives. For example:

A trip wire trap that KDs its victim. Reflex to avoid.
Traps that trigger darkness, stinking cloud, dispell, wall of fire, etc. Appropriate save to avoid secondary effects.
Traps that functions that function like an alarm spell. Wire attached to bells/chimes/cans. Reflex to avoid it.
« Last Edit: May 26, 2019, 11:36:15 PM by Philos »

SevenStormStyle

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Re: Your overall preferences for the development of POTM - 2019
« Reply #28 on: May 26, 2019, 11:26:04 PM »
On the subject of customization, since that one seems to have a lot of interest, can the tools to do so maybe be a little more accessible? There's nothing more heart-sinking than realizing I'm going to need a DM just to fix an eye color I forgot to set right when entire head models can be swapped just by using the OOC area. It just seems like it would save both sides some effort.
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LostinWonderland

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Re: Your overall preferences for the development of POTM - 2019
« Reply #29 on: May 27, 2019, 12:26:56 AM »
Got some suggestions to throw out there as well;  It's a long list so buckle up ladies and gentlemen.

Spoiler: show
 - Fix the Fighter Feats: For goodness sake's, can we please have the fighter feats fixed? I love them and the developers who made them, but maybe fix the issues we have already before doing anything new. Please, please, please and thank you.

 - New rogue feats: Rogues have been a class for a long time that people almost always cross class with another class because there is little to no incentive for a pure rogue build besides 10d6 sneak attack at level 20 and who cares about sneak attack on a server where most of the enemies are immune to sneak attacks? I'd like to see more of an incentive for players to make characters more than 14 or more levels of rogue and just pure rogue. The reason why the following feat suggestions are for such high-level rogues is to prevent people who multi-class from taking them and avoiding the negatives that come with the positives of a pure rogue build. I know people think that this class is good as it is, but it's not. Try playing a pure rogue on this server and see how it is; -pure- rogue, not some multi-class that 90% of people that play rogue do. My suggestions are to help with diversity in character builds, uniqueness, and to add fresh flavor to a class neglected by all these feat changes. If one thinks adding any feats (even feats I haven't suggested) makes the class overpowered, I have one word to say: Druids.

  • Expert Sneak Attack: Partial sneak attacks against certain creature types possible unless it's hard-coded into the game. Making each type of 'sneak attack immune' creature needs a different feat makes this powerful feat balanced by making sure only a handful of these are possible to take such as only being able to take the feat from level 15 and onwards with a certain amount of Dexterity. Perhaps with a restriction similar to how the crippling strike, slippery mind, etc feats work.

  • Favored Enemies: Making Favored Enemies possible for rogues would be good as well; same with the previous suggestion, it'd be something only for a 17+ rogue to pick, and only one or two of these is possible to not make Ranger's seem less special and make the unique combat based pure rogues that much more viable.

  • Deadly Archer: A feat increasing the sneak attack range for rogues when they become a much higher level, doubling the size so archers/slingers can do their brutal damage from far away (perhaps needing a certain number of ranks in Spot for this feat such as 15 or more).
- Sorcerer-specific feats:Now I'm not suggesting do the fifth edition derp and make meta-magic only for sorcerers. (why, 5th edition. WHY?) I'm suggesting something new for spells to add a bit of natural flair for natural casters. Essentially, making adding different elemental types of damage to spells that don't already do elemental damage. Make it +1 x damage per one or two caster levels to those magical/physical/divine/force damage spells. Could even make it a new type of meta-magic or simply just something tacked onto the end of it.  This feat would -not- be stackable with the other elemental damage types; only one would be able to be picked and no other elemental types. Regardless, it'd add a bit of flavor for those that say they're dragon-blooded sorcerers and you could toss in the cold/acid/fire/electrical damage to spells until a certain level. For example, adding +3 max elemental to a magic missile (but a non-meta-magic version) because the last character level before second level spells is 3. The cycle would continue for that +1 until ninth circle spells (damage for 2nd being 5, 3rd having 7, and so on.)

 - Arcane Trickster and Wild Mage Prestige Class?: I've seen there are several new prestige classes available to various classes and one I'd really like to see implemented in the server is the Arcane Trickster and Wild Mage prestige class.

  • Arcane Trickster: An Arcane Trickster prestige class would be fun. Something similar to the prestige class from Neverwinter Nights 2 would be perfect. It could be changed and adapted as necessary for the server.

  • Wild Mage: A wild mage prestige (or base!)class would be incredibly interesting for roleplay, dangerous for the caster, and something unique for Sorcerers only to have if it can be done as a prestige class. Sorcerers share one prestige class now with bards but making something purely for a sorcerer to shine (or explode!) in would make the class stand out from wizards. The class could have a variety of magical effects have a chance to happen every time they cast; their arcane caster level would increase like a Pale Master's might except for Sorcerers every time they level in the class and the stronger they become, the less of a chance of Wild Magic happening they have however more dangerous and even deadly effects happen if they do happen at a high level. This would make the increase in magical power show in their wildness and unpredictability. The suggested above feat could be instead only for those of a Wild Magic Prestige (or base) class to further set them apart from normal mages.
- Less focus on Druids and Bards: I love these classes, but I feel they've been given about ten times more attention than Fighters, Monks, Rogues, and Sorcerers. Could we get some more focus on those classes rather than Druids and Bards (Love you, druid players but druids most of all).

 - Level scaling Ki Blast for Monks: For Monks, having a Level scaling Ki Blast would be a unique and useful addition to this class.

 - Elemental fists: Much like the Druids Elemental essences, making such a feat that acts like a fiery fist for monks but as different elemental types would be good. They would not be able to be stacked and last as long as a normal fiery fist. Just for a bit of a different taste for that class as well.

Hopefully, the suggestions I've given here are at least considered. If not the actual feat and class suggestions I've given then others should be considered for Rogues, Sorcerers, and Monks. There are other suggestions not listed here that I feel would be amazing because I don't feel like they need to be added in my post as I'm trying to add as many new suggestions as possible here. Also all of these suggestions I have suggested come from a woman who has at least one character of every single base class on this server, all ranging from low, mid, to high level.


P.S.
Spoiler: show
 It needs to be said; scrolls do -not- need to be cheaper, by the way. The prices are just fine; don't need some rogue wandering around with 50 acid sheathe scrolls, greater mage armor, improved invisibility, and 40 tenser's all for low prices. Lowering them just encourages solo'ing dungeons even more. This is someone who plays a rogue saying this that uses scrolls and spends money on them.
« Last Edit: May 27, 2019, 12:39:43 AM by LostinWonderland »
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DreamlessWalker

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Re: Your overall preferences for the development of POTM - 2019
« Reply #30 on: May 27, 2019, 01:29:29 AM »
Tweak the loot table. Remove cooking ingrediants and instead add them as purchasable items from an NPC. I don't think anyone kills Bebliths because he needs ginger root for his soup.

Adding more dungeons, and also tweaking the dungeon spawn floor / the amount of time it takes a spawn to 'mature' would also be appreciated. With EE came an increese in playerbase which further strained the dungeoning experience in PoTM.



Owlsongs

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Re: Your overall preferences for the development of POTM - 2019
« Reply #31 on: May 27, 2019, 01:37:04 AM »
I'd love to see individualized loot in chests/containers, but I'm sure such has probably already been discussed elsewhere. Otherwise, I can get behind the 'more dungeons' choice, even if it's something small like a tiny wolf den with a body one can loot when finding party members is a tad more difficult.

Either way, I'm having a blast so far, as a new player. <3

SardineTheAncestor

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Re: Your overall preferences for the development of POTM - 2019
« Reply #32 on: May 27, 2019, 01:43:36 AM »
I like this initiative, thank you for the poll.

I voted in favour of Improving existing dungeons to make them more exciting, adding more systems/features to facilitate individual player-driven roleplay, and work on reducing lag and increasing stability. Perhaps it's my 5-6 months of play here speaking, but I think there are enough dungeons currently. A few more would be nice, sure, but hardly necessary, and probably a lot more work than tidying up what's available right now.

As for my choices: 1) Improving existing dungeons to make them more exciting.

Please modify the kobold and gremishka caves. This may sound sarcastic but these are definitely some of the ugliest models in the entire game, the encounters themselves are either too easy to fight or too hard (like the chieftain hut) and serve only to punish new players who aren't clued in, with situations that never, ever pop up again in dungeon gameplay later on (like the chieftain hut) and rightfully so.

I would like to see more dungeons which feature humanoid enemies. Bandits, vampires, etc. are a fun fight. It feels a bit more personal when your foe just starts running at you screaming about ripping you to shreds. Ogres are OK for this but aren't a very fun enemy in general on account of their outrageously high, unfitting reflex save and the high stakes for low rewards (cleave = mistakes turn into corpses easier, CR is low for the threat they pose = XP is poor vs. effort involved in fighting them en masse, loot is generally worse even with the help of a rogue than easier enemies nearby that have nothing requiring a rogue). Starting with Bonecrushers (maybe Berserkers), they should also be lootable with a chance to drop some money, weapons, and greatclubs.

This is just a start, but back to the initial point, current dungeons and dangerous areas really could do with a jostling around. How about some more areas which are essentially transit zones besieged by hostile forces that will ambush you? The ogre ambush on the pass, for example, or the bandits on the cliffs in the narrow passage. More of that would be excellent. Wide open areas are great and do not have to be excluded from this. I wonder what kind of performance hit we'd see if there were more bandits roaming around on roads. Infighting is also really cool to come across.

You might find these are potent ways to make areas (which traditionally have nothing of interest except herbs or a dungeon entrance) suddenly come alive, when players know to expect interruptions which can be legitimately threatening (ones that do not necessarily carry the same consequences as MPC encounters, but are a varied PvE challenge to survive). Some of my best experiences in the wild have been the random, unexpected chases and the friends made while cluelessly trying to improvise our way out of a series of events that became less and less survivable by the moment, if only because we dared to come out on top rather than back off.

Seeing bounty targets and high XP bosses improve their defence and unpredictability would do a lot for that side of things too. Why aren't dry liches utterly surrounded by minions? Spell casters that walk around unbuffed until they've already been struck are not very gripping boss enemies. They need a screen of escorts around them so they become active and begin casting sooner. Let's see improved invisibility as a first-cast to upgrade their survivability, and maybe acid sheathe, more reasons for ranged/spell combat are always welcome. Likewise, bounties wandering around in a wider area could lead to their encounters becoming less repetitive, especially if you give them a less predictable variety of NPCs protecting them (bandit wizards and trickery clerics who cast a mass buff or two and then start spamming attack spells?).

2) Adding more systems/features to facilitate individual player-driven roleplay.

This got a lot of votes, the second most amount of votes (behind "more dungeons" on the poll) at the time I'm posting this, yet I don't see any posts explaining what players would like to see. I'm curious what people had in mind for this. What do those players who are particularly more a driving force feel they need? Is that appropriate to this topic, or are we talking simple, innocuous features like more & better placeables (candles, carpentry, easels, etc.)? I feel like, right now, we have plenty of support for getting the word out to be inclusive with whatever we're doing, with the printing press in-game, the forums open for IC rumours and fliers, the factions which exist to foster player creativity and give them instant allies they can rely on. I may just be dense and missing the point entirely since I still consider myself very inexperienced, but for how many votes this has, I feel like I'm not alone.

3) Work on reducing lag and increasing stability.

I'm new to NWN and this is my first server, only played for about 6 months now. I've watched gameplay videos on servers larger and smaller than this, and my impression is that they have equal or worse performance while having fewer maps available (by the hundreds). I don't know how crashy they are but one thing I don't like about my experience is how I feel like I constantly have to restart my game and interrupt what my group is doing, encouraging others to restart with me if they think it's their time, too. I'm one of the lucky ones and I can sense a crash coming as my game gives me fewer FPS and more stutters when spinning the camera around as I play longer in one session, and when it's about to crash, those effects are at their most extreme. I really don't have any idea what causes it, some say it's universal to the game and we have to wait for Beamdog to optimise more, if that's the case then fine by me. Tongue in cheek comment about removing Hazlan

Boosting these two posts, because I agree with everything in them.

Spoiler: show
Bring the Merchant's Pride Warehouse in the Village of Barovia to life:  make it a location for storing & claiming items.  That town has nearly all crafting facilities available, but it's a brutal hike to get anywhere to put it in storage.

Please put the male/female coloring mannequins in strategic locations around the world.  Dyes are just generally a bear to select/work with in game.

Repeated IC requests for craftable items I hear that just don't seem to exist in game: cloaks, belts, hats, hoods, hide-lineable helmets, slings, shuriken and other more exotic weaponry.

For the tailoring profession: make cotton and linen a little more useful.  As it stands, cotton & linen garments are basically the equivalent of dousing yourself in gasoline and waiting for someone to throw a match at you.  Sadly, they serve no real purpose and consequently never really see the light of day.


Spoiler: show
Please let's stick to stating suggestions we would like to see, rather than knocking down suggestions by others. This is a broad topic, and I'd rather it not turn into only about scrolls or otherwise veering from a simple "wish list" into disagreement. :D

This

Also:

Expanded Blacksmithing smithing system to make:

Lock Picks (Lets give some use to softer metals allowing for more supple picks. I.e Tin, copper, bronze, platinum in ascending degrees of usefulness)
Caltrops

Expanded Alchemy system to make the following:

Bottled Black
Flash Powder
Thunder Stone
Sticking Cloud
Aroma of Curdled Death
Oil of Fiery Burning
Flask of Oil (Grease/Knock Single use)
Grenade

More helm/hood recipes that use secondary ingredients to itemize detection skills
 
Eagle feathers for spot
Raven feathers for listen
Zweifalk/falcon feathers for antagonize
Owl feathers for stealth

Craftable Poisons
       
Planet based poisons crafted from herbalism
Creature venom refined from alchemy
Metallic and mineral based poisons smelted and then refined alchemically

Expand Craftable Traps

We have plenty of traps that deal damage but could use some non-lethal type to facilitate a wider range of play style and objectives. For example:

A trip wire trap that KDs its victim. Reflex to avoid.
Traps that trigger darkness, stinking cloud, dispell, wall of fire, etc. Appropriate save to avoid secondary effects.
Traps that functions that function like an alarm spell. Wire attached to bells/chimes/cans. Reflex to avoid it.


Nonlethal traps are such a great idea. Craftable greatclubs?
Esmeralda Selorn, rogue druidess from Deadwood
Shannon Linwood, heretic priestess of the Morninglord
Nikolaus Gavrilovic, farmer assassin from Novgorod

Blight

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Re: Your overall preferences for the development of POTM - 2019
« Reply #33 on: May 27, 2019, 02:15:01 AM »
I'd like to see more server dispersal. A Vistani Caravan from the Wachter lands to Hazlan, a level 5-10 dungeon in Dementlieu. And another in Hazlan.

I also want to see more mechanical features, chief among them the ability to make an "unconscious" body as opposed to a corpse. Improvements to the shackle system. Arelith has an amazing one, with a chain animation and everything.

And some kind of means of disguise to stop the meta that our more in denial players pretends doesnt happen every day of the week and completely destroys subterfuge roleplay.
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SardineTheAncestor

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Re: Your overall preferences for the development of POTM - 2019
« Reply #34 on: May 27, 2019, 02:27:56 AM »
I'd like to see more server dispersal. A Vistani Caravan from the Wachter lands to Hazlan, a level 5-10 dungeon in Dementlieu. And another in Hazlan.

I also want to see more mechanical features, chief among them the ability to make an "unconscious" body as opposed to a corpse. Improvements to the shackle system. Arelith has an amazing one, with a chain animation and everything.

And some kind of means of disguise to stop the meta that our more in denial players pretends doesnt happen every day of the week and completely destroys subterfuge roleplay.

The first two are nice and I agree.

On the bolded text. I've said this before and I think it's a worthwhile anecdote. I once allowed a player's disguise to fool my character because I wanted someone else to have the glory of taking them in, preferably someone closer to their level. Turns out an even higher level got him the very next day, corpse hid him, and he had too few friends of sufficient level to go off and find him. I felt pretty guilty about that when I heard he quit the server. Learned my lesson. As far as people go to match OOC identities to characters, this might never be solved, but I would be interested to hear what kind of workarounds are available for implementation if people do want it.
Esmeralda Selorn, rogue druidess from Deadwood
Shannon Linwood, heretic priestess of the Morninglord
Nikolaus Gavrilovic, farmer assassin from Novgorod

ZSRunner

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Re: Your overall preferences for the development of POTM - 2019
« Reply #35 on: May 27, 2019, 02:35:39 AM »
Would live to see a greater variety of slings, and craftable slings as well

DreamlessWalker

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Re: Your overall preferences for the development of POTM - 2019
« Reply #36 on: May 27, 2019, 04:43:38 AM »
I would also like Rodrigo's rapier to be returned to its rightful owner

firelord111

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Re: Your overall preferences for the development of POTM - 2019
« Reply #37 on: May 27, 2019, 06:06:36 AM »
I would like craft able throwing axes and cloaks and hoods, also I would love new fun spells and more options of transformation for polymorph and other shape shifting abilities .
One other thing I would like is being able to choose the element of the summoned elemental if possible.

Erebus

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Re: Your overall preferences for the development of POTM - 2019
« Reply #38 on: May 27, 2019, 06:07:52 AM »
I have some specific suggestions in regards to a number of categories above.

Dungeons
Add more small Low-Mid level dungeons/variable spawn caves to the following regions: Village of Barovia, Krofburg, Berez-Luna Woods, Wachter Province and Mid-High level dungeons to Hazlan.
Implement bounties/item retrieval quests for dungeons in these regions, offered from the regional hub.
Rebalance and re-tool the less-visited dungeons to make them competitive in terms of time vs risk vs reward with the more frequently visited dungeons. Many lesser-visited dungeons would benefit from having more, and a greater variety of loot.

These changes would diversify the range of dungeons players visit and encourage prolonged stay in other parts of the server.

Areas
Update and diversify some of the areas available to DMs as event spaces. The City, Docks, Into the Woods and Desert areas are large blank squares, whereas the Rurals and Dungeons areas are stuffed full of tilezone assets that DMs can knit together as desired. I would love to see a City map with streets, slums, building exteriors and plazas, and a Woods area with split levels, caves, rivers etc. I'd also like to see a CODI Sigil City map.

Crafting
Round-out crafting with craftable Thrown Weapons, including slings/bullets, darts, throwing axes and shurikens. These weapon types might see more use if there was a reliable way to access effective gear. It would also be a boon to crafters, who would have a new, renewable product line to pursue.

Custom Content
I would love to see implementations of the following Prestige Classes. Each one I think brings something to the table that cannot be represented otherwise.
  • Arcane Trickster/Charlatan/Stage Magician
  • Avenger/Blackpowder Avenger
  • Detective
  • Duelist
  • Inquisitor (Ezrite/Lawgiver/Tepestani)
  • Mesmerist

Dual-wieldable pistols, and pistols that can be held with another weapon.

Monstrous PCs
Implement the following MPC/AMPC Templates:
  • Hag
  • Ghost
  • Fiend

Loot
Continued diversification of the loot table. I advocate having multiple versions of the same item, split across the loot tiers, as a way to increase the size of the treasury and therefore range of drops.

Misc
Make Skeleton Knuckles turn-in-able at the Village of Barovia.
« Last Edit: May 27, 2019, 06:46:08 AM by Erebus »

T99T

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Re: Your overall preferences for the development of POTM - 2019
« Reply #39 on: May 27, 2019, 06:33:05 AM »
I'll try and be succinct.

Random enemy spawns would do a lot to keep people reminded that the Domains of Dread are terrifying and nerve wracking. Hard to keep that tension when we know that there will always be Ogre mages in the pass and roughly where they will be. This would have also have great effect in generating roleplay.

More MPC varieties would be nice to fill in the overall atmosphere.  Also, encourage the MPC's to terrorize places other than Barovia.

Many dungeon and hostile areas could use more variety. Most places there are just two types of opponents which make combat repetitive and easy. For example, more enemies that attack from range and keep a standoff distance.

Hate to gripe on this but please fix the fighter feats that are broken.

DM Stygian Witch

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Re: Your overall preferences for the development of POTM - 2019
« Reply #40 on: May 27, 2019, 06:55:03 AM »
Warlocks and Psionics....
« Last Edit: May 27, 2019, 07:00:32 AM by DM Stygian Witch »
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Tycat

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Re: Your overall preferences for the development of POTM - 2019
« Reply #41 on: May 27, 2019, 08:17:41 AM »
Height slider.

Random spawns in dungeons instead of predictable spawns (so they are not rinse and repeat)

Puzzle dungeons that stimulate the mind and encourage RP.

Add more random encounters on the roads, not just in the same places every time to keep us on our toes.

Add cloaks to the crafting system.

Add more types of fabric to the Tailoring crafting system that do other things besides warmth, influence, and perform.

Add a cooking craft to the crafting system.

Add more fixtures to Carpentry and raise the Carpentry skill level to make better fixtures.

There were tailor dye dummies in port a few weeks ago, and it charged you appropriately for the dye you changed. Put those in around the server and get rid of dye jars on a whole. Maybe trust us with the forbidden colors.

Remember that you're appreciated and all your hard work is appreciated.
« Last Edit: June 13, 2019, 06:56:54 AM by Tycat »

callofzoidberg

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Re: Your overall preferences for the development of POTM - 2019
« Reply #42 on: May 27, 2019, 10:00:08 AM »
- Height slider

- If not scribe scroll, then maybe a way for Wizards to teach other spells through another mechanic. It could supplement the Master, Apprentice dynamic with a system to support it. Apply appropriate cooldowns and restrictions to avoid 'library swapping' as needed.
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Daboomer

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Re: Your overall preferences for the development of POTM - 2019
« Reply #43 on: May 27, 2019, 11:29:15 AM »

I would also like Rodrigo's rapier to be returned to its rightful owner

+1

EO

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Re: Your overall preferences for the development of POTM - 2019
« Reply #44 on: May 27, 2019, 12:28:09 PM »
Hate to gripe on this but please fix the fighter feats that are broken.

This has been mentioned twice but which feats? It’s best to post bug reports in the appropriate section as well.

Danuvis

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Re: Your overall preferences for the development of POTM - 2019
« Reply #45 on: May 27, 2019, 12:54:55 PM »
I would also like Rodrigo's rapier to be returned to its rightful owner

+1 also.
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Re: Your overall preferences for the development of POTM - 2019
« Reply #46 on: May 27, 2019, 02:03:40 PM »
A feat I've always thought would be cool would be something like

Inspiring Talent:
Prerequisite: 30 crafting levels in a single craft
Effect: Your presence inspires and aids others at your mastered art, allowing them to add +2 to any craft you have more than 30 levels in.

It'd add to master-apprentice crafting RP by giving a small, muse type boost mechanically, and even allow for some cooperative crafting experiences where two Masters help each other get better. It's an idea I've been thinking about for a while, but didn't know if it was possible to implement.

Currently playing:
Trentor Atiens, Kymil Lornenil
Discord Info: Kaithas#7352

Philos

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Re: Your overall preferences for the development of POTM - 2019
« Reply #47 on: May 27, 2019, 02:08:14 PM »
A feat I've always thought would be cool would be something like

Inspiring Talent:
Prerequisite: 30 crafting levels in a single craft
Effect: Your presence inspires and aids others at your mastered art, allowing them to add +2 to any craft you have more than 30 levels in.

It'd add to master-apprentice crafting RP by giving a small, muse type boost mechanically, and even allow for some cooperative crafting experiences where two Masters help each other get better. It's an idea I've been thinking about for a while, but didn't know if it was possible to implement.

Looks like the Devs read your mind. See the "Muse" feat.

https://www.nwnravenloft.com/forum/index.php?topic=49757.0#

TheFury

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Re: Your overall preferences for the development of POTM - 2019
« Reply #48 on: May 27, 2019, 02:25:38 PM »
*Snipped*

Looks like the Devs read your mind. See the "Muse" feat.

https://www.nwnravenloft.com/forum/index.php?topic=49757.0#

Yeah, that's what made me think it was possible to implement, actually XD

Currently playing:
Trentor Atiens, Kymil Lornenil
Discord Info: Kaithas#7352

Little Lotte

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Re: Your overall preferences for the development of POTM - 2019
« Reply #49 on: May 27, 2019, 02:47:06 PM »
I’d love to see more faction bases implemented in the Village of Barovia and surrounding areas. Something to bump foot traffic!