Right, that I can do, yes. A checkbox option in the editor.maybe you could include choice in editor whether you wanna main char or not because if module creator have nothing special in mind for that "main" char, it would be pointless to have one.
Already possible, you can limit the number of self-created PCs to 1, meaning you'd have the main char, plus recruited chars if any.Also it would be nice to include option whether you wanna create module with just a main char and add NPC to party later ingame
Right, it might be enough just to add some blue all over as mentioned by Screeg, saving me the need for reviewing each and every title.About map I totally agree with Screeg. Map is beautiful but titles are too yellow.
Not really, because you might still miss it. It was like that in KotC.Doesn't that defeats the purpose of "secret" door/stuff?
Sure, sounds like a good idea. If we're talking about a check that would be made whenever you open a desk drawer, that works fine. However if we're talking about a secret door, the check would only be made when the PCs are sufficiently close to the door. But I suppose the whole room could trigger the check, and then you would not feel that you have to walk into every square.I prefer static checks as Tiavals suggested. Just make sure that game don't reveal this checks to player.
Yes, good point.If he doesn't have high enough check then he shouldn't have a slightest idea about there is any secret at all.
At the moment, clicking a campfire triggers resting as in KotC. A campfire can be used a number of times (e.g. 5, or infinite) and then it disappears. The number is displayed when mousing over the campfire. There's a script action for completely healing a character, that includes the effects of rest. I'll add another one for applying rest to the party. That way you can have the party rest as part of the events of a script.Will resting be hardcoded to campfires?
The world map is not hard-coded. It is created in the editor just like any other map. There's a selection box 'world map' that you have to set if you want the map to be a world map (or city map). The various locations on the map, you create them as rectangular activable zones with a name, a blue dot picture and a script address. The big blue dot is printed on the world map so that the player knows it is a special location. The name is displayed when the player mouses over the location. The script is executed when the player clicks on the location. So it is the script that will control where the party ends up. You could use the script to make the PCs have a travel encounter.Will world map be hardcoded or we will be able to import our own world map to module?
Only problem with a static check is that unless you have a super-searcher (probably an Elf Rogue), no matter how close the PCs are to a secret door, they still won't find it. Good or bad, I'm not sure.
At the moment, clicking a campfire triggers resting as in KotC. A campfire can be used a number of times (e.g. 5, or infinite) and then it disappears. The number is displayed when mousing over the campfire. There's a script action for completely healing a character, that includes the effects of rest. I'll add another one for applying rest to the party. That way you can have the party rest as part of the events of a script.
Yes, but the game will not have skills. So if you have a character with INT 16, he has +3 only, not +7. Then we can add a +2 bonus from the race and +4 from the rogue class. As you say, it all depends on the difficulty class. If you require only +4 to detect a secret door, then this could be found with an INT 18+ wizard, or with an INT 10 rogue, or with an INT 14 dwarf, or with an INT 14 elf. I think that would be fine. Essentially you're requiring the presence of a wizard or a rogue. But if the DC is very high then you might need a high-intelligence elf rogue.in my experience one party member always have maxed Search. So at 1st lvl with INT 16, you already have +7 to Search, without race bonus.
But in 3rd edition you also add the result of a d20, right? So there can be a big luck factor.This is a problem with skills in 3rd edition and I never liked this skill system.
But if you do that, don't you think it would make the game worse rather than better? Because that means resting after every battle. I'm not planning to have a rest button, but you could always create a magic item like a Buddha statue which, when activated by the player, has the same effect as resting.if I understood correctly, with help of script, I could implement rest as part of particular event. But what if I want to set rest system without campfires like there was in Infinity games (BG, IWD)? Player would need some sort of button/command for script to execute. Would that be possible?
No, there won't be hard-coded skills, just like in KotC. I suppose you could do something with scripts if you really wanted to.will there even be skills in KotC2?
Yes, that's also my opinion. The thing I don't want is giving skill points to everyone, when in fact I know that only one or two classes (e.g. the Rogue) will really benefit from those skill points. I think the Rogue does not need skill points and should be considered to be highly skilled at all Rogue jobs (stealth, pickpocket, disarming, etc) in the same way that a fighter is good at fighting and a wizard is adept at spell casting. The fighter does not need skill points for fighting and the wizard does not need skill points for wizardry.Are skills a useful addition to the game? Most of the things skills add could be implemented with only classes and races.
Yes, exactly. You could do that. Different requirements depending on the type of place.For example, you might only see a secret door if you have a rogue in the party, or perhaps a dwarf. In a forest or other natural place, a ranger, druid or elf might instead be needed to spot it. In a library, only a wizard can spot a secret(whether a hidden book of knowledge, or a magical portal(effectively a secret door)).
Probably it's better not to require standing on the exact right tile, especially if you're already requiring a specific class or race.In such a system, you'd always find them if you have the proper person in the party(and perhaps only if you're on the right tile?).
Yeah. My idea is that there will be about eight special skill categories: Nature (Ranger, Druid), Healing (Cleric, Druid, Sorcerer, Paladin), Arcane (Wizard, Sorcerer), Warrior (Fighter, Barbarian, Death Knight), Psionic (Psionicist, Psychic Warrior), Streetwise (Rogue, Bard), Religion (Cleric, Monk) and Word of Honour (Paladin). I've already created a script action to check whether the party includes a character of a particular skill category. So the idea is that you could have the following dialogue choices, for example:Likewise, for diplomacy skills you could have Bards and Paladins be the "triggers" instead of a diplomacy skill check.
Exactly, and you can't save during combat.the only place where skill checks are interesting are combat, because they aren't simply a case of "one check, load the game and try again if it fails", since a combat has dozens of checks each turn.
No, I'm not concerned about that, but thank you for the explanation of the proficiency system. It certainly sounds interesting. The main problem I can foresee with this system is that you would want each skill to be equally useful, or at least somewhat useful for everyone.If you fear the characters would be too similar without skills
Well, you've summarised the difficulties associated with the proficiency system. As you said, for proficiencies to be meaningful, the game would need to have a lot of them. Many people have asked for a party size of 6 or even 8, so we can't look at the party size of 4 as being the standard size. So if we can expect the party to have most proficiencies, why even bother with a complicated system?Of course, a very important thing is to make sure that there are more proficiencies in the game than a single party can have. If the default module has a party of 4(thus 12 proficiencies), the game ought have at least 30 different ones in total, for it to feel like an important choice as to what to take when making the party. One important consideration would also be, what happens if two characters have the same proficiency? Are two people with Knowledge Nature somehow better than one? Can two characters with diplomacy succeed where one always fails? Or should it just be "one is always enough".
But if you do that, don't you think it would make the game worse rather than better? Because that means resting after every battle. I'm
not planning to have a rest button, but you could always create a magic item like a Buddha statue which, when activated by the player, has the
same effect as resting.
Yes, but the game will not have skills. So if you have a character with INT 16, he has +3 only, not +7. Then we can add a +2 bonus from
the race and +4 from the rogue class. As you say, it all depends on the difficulty class. If you require only +4 to detect a secret door, then
this could be found with an INT 18+ wizard, or with an INT 10 rogue, or with an INT 14 dwarf, or with an INT 14 elf. I think that would be fine.
Essentially you're requiring the presence of a wizard or a rogue. But if the DC is very high then you might need a high-intelligence elf rogue.
A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.
Here’s how to determine a character’s total for a passive check:
10 + all modifiers that normally apply to the check
Perception notices the trap.
Investigation reveals how the trap works and what is likely to occur when the trap is sprung (also likely how it can be disarmed).
Thieves' tools are used to try to disarm the trap.
So you could have 1 guy doing all this. Or maybe 3 players help each other.
"Hey I found a chest. Oh wait, it's trapped."
"Hmm. Looks like there's a springload mechanism here. It'll deploy once you open the chest. But interfere with the spring..."
"Got it. And I've just the tool to clip that spring out. Hang on."
Yes, that's true. It depends on the party size and party composition. You have an incentive to use a varied party. For example, if your party is made up of four clerics, because you think that Cleric is the superior combat class (it might be), then you won't have access to some special dialogue choices.An average party will already have most of the proficiencies.
Yes, you would get five skill categories, because you're using a variety of unique classes. But if you were using, say, a Fighter, Barbarian, Wizard and Sorcerer, then you would get only [Warrior], [Healing] and [Arcane]. So you would miss dialogue choices associated with the five other groups, plus any other dialogue choice associated with the classes you're not taking.you'd probably have something like a fighter, cleric, wizard and rogue in your team. This means you'd have over half of the eight special skill categories you outlined.
Yes, but you might not be able to create all six. Maybe you can create up to four and then you can recruit some extra characters. Anyway, I would probably choose a character more based on his fighting ability and how well the group can perform in combat, and not take only the skill categories into account.if I had 6 characters, I'd make sure to grab 7 categories
I do think that, even if you have all the skills, as a player you would still want to see how each character is pulling his weight and bringing some unique contribution to the adventure. So I think it would still be cool to see some dialogue options labelled with a skill category. But you're right that the game would still be enjoyable if there wasn't any skill system.if you have all of them, then why have any at all?
As mentioned above, we can have dialogue options associated with a particular class or particular race, too. Even if you have eight characters, you can't cover all the classes.At bare minimum, a party should always have at least 2 categories it can't get no matter what
Right, I agree that for a skill to be interesting, it should do something unique at a few points in the game. So, if there is a formal skill system, where the player picks the skills that he wants, then for each possible skill, we have to look through the whole module to make sure that the skill is used in an interesting way at least a few times during the adventure.they should all be interesting and do something at a few points in the game.
Sure. You can also have the party rest using a conversation option.This is ok workaround for me. I have in mind more story based module,conversation heavy
Sounds interesting, thanks. That's definitely simpler than in D&D 3.5.Arcana is INT based skill, so wizard rolls d20+INt_mod+prof_bonus for Arcana.
Oh, that's quite something. No more Belts of Giant Strength then?in 5th no PC can have attribute larger than 20 (+5 bonus), except in rare cases.
Right, so it works like that even for attack and armour class too.there are no more +zillion to skill/attack/something like in 3.5
Yeah, you can easily have a high AC, depending on equipment. Just using non-magic plate armour, a non-magic tower shield and a +5 ring of deflection, and having 12 dex, can give any character 28 AC. And at that point it can be difficult to have humanoid enemies remain challenging. Because if you give good equipment to the enemies to make them better, that equipment ends up in the hands of the player who uses it to become even stronger. Hence, in KotC 2, only marked equipment will be lootable. That way we can have challenging humanoid enemies without overwhelming the player with loot.I had a monk in pathfinder once who had 41 AC on lvl 5
Right, thanks for all the info.Here is list of all skills:
That sounds weird to me. I would have thought investigation would be something like asking the right questions to a bunch of suspects, noticing their reaction, or something like that. It seems to me that to investigate a trap you would need to have trap knowledge, not just generic 'investigation' knowledge.investigation reveals how the trap works and what is likely to occur when the trap is sprung
Yes, that's true. It depends on the party size and party composition. You have an incentive to use a varied party. For example, if your party is made up of four clerics, because you think that Cleric is the superior combat class (it might be), then you won't have access to some special dialogue choices.
Yes, but you might not be able to create all six. Maybe you can create up to four and then you can recruit some extra characters. .
As mentioned above, we can have dialogue options associated with a particular class or particular race, too. Even if you have eight characters, you can't cover all the classes.
We can also create more categories. For example [Assassin] for the Death Knight and Rogue. With that option we could injure one of the opponents before the start of combat, or skip some combat altogether using a swift strike. But I guess it doesn't resolve the issue of having all the skills, because if two classes have access to the same category then you're more likely to have one character with the skill.
We could restrict [Healing] to just the Cleric. Do you think that would be a good idea? That way only a Cleric would get dialogue options to heal NPCs, and not the Paladin, Druid or Sorcerer. Healing is the only skill that I've given to four classes.
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