Some stuff on skills.
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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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Improvements to base Skills
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Appraise
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 greatThese could do with a once over and be made usable in the OC modules and actually useful overall.
Bluff
Combat usage!
Feint
This could have a NUI item or free general feat - the Feint action.
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- The feat is an instant cast feat, and applies to the current target you're attacking or if not attacking one you select (who you run up to first to hit) and the effect is applied before you attack.
- Can't do more than once every 6 seconds
Alternatively do it a similar way to NWN2: https://nwn2.fandom.com/wiki/Feint
- This actually has additional functionality the NWN1 engine hasn't where the feat replaces the first attack in the queue...
- However perhaps this is doable somehow?
- Possibly a full round action is "balanced" (can alternate the feat usage and attack the next round)
- Could apply for a full 6 seconds to balance it better as a thing allies can also take advantage of?
Hide in Combat
This could be a fun use: https://www.dandwiki.com/wiki/3e_SRD:Bluff_Skill#Creating_a_Diversion_to_Hide
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- Check every creature who can see me
- For each creature roll a Bluff roll
- If all have failed, apply the feat Hide in Plain Sight for 1.0 seconds
- Or possibly ClearAllActions(TRUE); - need to test. HIPS is crazy good.
- ActionUseSkill(SKILL_HIDE) to hide
Appraise
Crafting Skills
These could do with a once over and be made usable in the OC modules and actually useful overall.
Fixes for the base system: https://neverwintervault.org/project/nwn1/hakpak/craft-magic-fixes
Needs to account for custom spellcasting classes.
Intimidate
Need further uses for this skill if there are no checks in conversations. The Demoralize Opponent probably needs to be an action with a slightly longer duration like Taunt has (5 rounds).
Demoralize Opponent
You can also use Intimidate to weaken an opponent’s resolve in combat. To do so, make an Intimidate check opposed by the target’s modified level check (see above). If you win, the target becomes shaken for 1 round. A shaken character takes a –2 penalty on attack rolls, ability checks, and saving throws. You can intimidate only an opponent that you threaten in melee combat and that can see you.
Your Intimidate check is opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear).
This takes a standard action.
Special
You gain a +4 bonus on your Intimidate check for every size category that you are larger than your target. Conversely, you take a –4 penalty on your Intimidate check for every size category that you are smaller than your target.
A character immune to fear can’t be intimidated, nor can nonintelligent creaturesShould get this applied to all converted modules stores and show the re-rolls.