This might include some class feats but some may be under Overhaul Classes instead.

Ideas that are not in the list:

  • Defensive Awareness 2 allows you to avoid flank attacks. This is technically the same as Eyes in the Back of Your Head in the Sword and Fist book - however since NWN disallows sneak attacks if you're not flanking this breaks sneak attacks. Would either need the sneak attack part of the feat to be removed, or a second hardcoded feat effect that stops the bonus flank attacks provide against you instead.

General Approach

Some changes are going to be made generally, with exceptions:

  • Many feats are made to be instantly activated eg Barbarian Rage.
    • Some exceptions might be the Wildshape and other feats, reason being is that Polymorph is a big bag of buggy mess right now and pausing and clicking on them while paused might do...fun things.

General - Combat - Active

Feat NameChanges MadeNotes
Dirty Fighting

1d8 extra damage for a feat is not the craziest (great for smaller characters too, with lower powered weapons even when 2 handed). You need more investment in levels for 2 attacks, and some feats for 2 weapon fighting, but it makes the feat go from "Meh" to "useful before level 5" (or perhaps higher if Cleric) at least.

DIRTY_FIGHTING_BONUS_DICE 8


Sap

Increased requirements (+4 BAB and Called Shot)

Make it so it only does 6 seconds of Daze. -6 to hit so worse than Knockdown but the effect is generally better and isn't size dependent.

To be honest this is more a "maybe" change. Put in for now and test. A bigger thing would be adding more active feats that need to hit and apply some scripted effect. More difficult to add though (although a toggle on/off, which applies a On Hit effect to your weapon, might do).

SAP_TO_HIT_MODIFIER -6

SAP_EFFECT_DURATION 6.0f

Might be good as a fighter/divine champion bonus feat.

Expertise

Improved Expertise

Deciding if we want to go with NWN2 changes: +3/-3 and +6/-6 to balance it a little more.


Power Attack

Improved Power Attack

Deciding if we want to go with NWN2 changes: +3/-3 and +6/-6 to balance it a little more.


General - Combat - Passive

Feat NameChanges MadeNotes
Devastating Critical

Removed "Weapon Focus" requirement from the description since it isn't enforced.

Updated DC: (DC: 1/2 character level + strength modifier)

DEVASTATING_CRITICAL_BASE_DC is the only part of this in ruleset.2da - to balance the game we are changing the base DC from 10 to 0, since:

  • You get this at Epic levels, where:
    • You crit a lot due to other feats you need to even obtain this
    • You have a large amount of strength
    • You have a high amount of levels that increase linearly while the saves of enemies do not increase linearly

EG: at level 30 with 30 strength (easily achieved with basic magic items at that point) you have a DC of 10 + 15 + 10 = 35, which is much, much higher than a caster with 30 ability score using Wail of Death with the Epic Spell Focus feat (DC 9 + 10 + 6 = 25)

Since saving throws at Epic levels only increase by 1 per 2 levels (added onto your class combination at level 20) thus against a level 30 Fighter a worst case scenario, they'd have 12 + 5 = 17 base Fortitude saving throw, plus say 30 constitution is +10 so 27, vs a DC of 35 which means you're dying a lot (need to roll 8 or more on a d20) where as you always save versus the DC 25 of the example Wail of Death. Anyone with lower fortitude saves are doomed.

You also can fail on a 1 so it's pretty powerful even if the DC is "low".

Better still would be to remove the character level bonus (0), or limit it a bit (0.25 per level perhaps), and have it be more a base DC + strength modifier like spells. 10 or 14 + strength mod.

General - Defensive

Feat NameChanges MadeNotes
Epic DodgeRemoved "Dodge" in prereqs list since wasn't enforced.

Might be worth seeing if some engine fixes can be done to this one. See fandom wiki: https://nwn.fandom.com/wiki/Epic_dodge

General - Skills

Feat NameChanges MadeNotes
Artist

Clarified in description: Requirement of Perform skill, and grants +2 to Persuade as well as Perform and Spot.


Blooded

Starting feat improvement. All the starting feats related to skills generally give +4 total. However the +2 spot was all that was really relevant. Increase it to +3 and increase the initiative bonus makes sense.

Uses ruleset.2da changes:

BLOODED_INITIATIVE_BONUS 3

BLOODED_SPOT_BONUS 3


Thug

Not a level 1 only feat!

As Blooded, we increase to +3 each since Initiative isn't as useful. The reason for not +4 is that Smooth Talk is a +4 bonus, so this would just be purely better (unless we implement some specific conversation edits for Smooth Talk). This therefore is strictly better than Skill Focus: Persuade but that is required for Greater Skill Focus.

Ruleset changes:

THUG_PERSUADE_BONUS 3

THUG_INITIATIVE_BONUS 3


General - Spells

Feat NameChangesNotes
Epic SpellsCan take multiple times for more uses/day

You'd have a successor feat which the second one has 2 uses instead of 1 use per day, etc.

Racial Feats

Feat NameChangesNotes
Good AimDescription: Includes slings
StonecuttingDescription: Underground areas not interior

Class Feats

Feat NameChanges MadeNotes
Barbarian Rage

The main change is it is instantly usable.

Also need to make scripting changes to take into account Eye of Gruumsh.


Extra Smiting

Description: Use: Automatic


Favored Enemy

Description: Clarified harpers actually getting bonuses at a difference, advanced rate.


Great Smiting

Description: Character level to "class level (that can use smite)"


Immunity to Fire

Might disable this. The reason is it doesn't just provide +100% fire immunity (ala a creature hide, which you can decrease) it sets it permanently to 100%.

Since other dragon disciple types would need their own versions of immunity this can be put onto the disabled pile and replaced outright.


Mighty Rage

Description: Clarified number of uses. Although need to figure out if this is really the case or if we should just upgrade default rage.

Also made it target self and instantly used.


Terrifying Rage

Description and feat: Added Epic Barbarian requirement

Description: 1d3 rounds duration, and wording around who is immune.


Thundering Rage

Description and feat: Added Epic Barbarian requirement

Description: 25% chance to deafen, and DC is 20 vs Fortitude.



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