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Some stuff on skills.

Table of Contents

Skills Overview

Most skills are, well, just about fine. Nothing is perfect (and certainly mostly not PnP accurate) but for NWN they operate OK. Even discipline if only to give fighter based classes something to take and slightly weaken characters which otherwise would have high BAB but need other skills.

Some things that'd be ace to have if we could:

  • A way to invoke scripts for existing active skills:
    • Heal - skill script on use instead of the engine doing it - can help with them being used in combat (which is a bit of a WTF! even if it leaves you flat footed) and allow some fine tuning
    • Animal Handling - could expand what it affects if more racial types are added, and deal with exceptions to things being dominated or do a slightly different version that simply doesn't use EffectDominated but has other behaviour
    • Taunt - can have it be upgraded into other versions (eg Mass Taunt or whatever) or block it on certain enemies or add bonuses to the user etc.
    • Hide - while more a "Use stealth mode" intercept would be nice - the Hide in Plain Sight is a bit (a lot...) buggy for AI and can be abused, so a cooldown would be nice among other tweaks
  • A way to add new skill synergies
  • New active skills or existing skills made to be an active skill ala Animal Handling would be good (Appraise, Intimidate, Bluff as per below)

Skill Feats

There's a few cut feats we can introduce to improve some skills, see Overhaul Feats.

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Should get this applied to all converted modules stores and show the re-rolls.

If it could be made an active skill having it be able to analyse and report the (rough) gold value of an item would be great.

Bluff

Combat usage!

Feint

This could have a NUI item or free general feat - the Feint action.

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