Ages and ages ago I hung out on the Neverwinter Nights 2 boards, but I have been long absent. During that time, one of my pasttimes has been a pretty elaborate hak to the base classes in NWN2. At this point phase 1 is virtually complete, but I have little sense of the NWN2 community (if there even is one at this point) and what kind of niche is available for new class mods. Following is a brief description of the mod. I'd love to hear if anybody gives a damn and, if so, would you be willing to answer a couple of more specific questions at the end of the post?
The Altered Mods
The goals of this hak (which is actually an override) have been, in this order:
- To enable character styles that were previously impossible to create, very difficult to use due to imbalanced mechanics, or only achievable via elaborate multiclassing and therefore not playable except at very high levels.
- To maximize compatibility by not touching the files most often changed
by player-made modules and campaigns such as feat.2da, spells.2da, and
race.2da. - To differentiate between classes that are very similar in playstyle, such as shaman/druids, favored soul/clerics, and fighter/barbarians.
- To foster teamwork and tactics by making positioning more important, increasing mechanical balance between classes, and giving classes complementary abilities.
Following is a short list of sample features:
- Several classes have been altered considerably. Shaman, barbarians, and swashbucklers have been nearly rewritten.
- New playstyles have been introduced: a melee warlock (via a rewritten Hideous Blow), a druid who functions primarily as mobile support for his powerful animal companion (with up to three summoned creatures at a time, 2 of them permanent), and a ranged paladin amongst others.
- All animal companions are completely controllable. Each animal companion receives a small bonus so that playing them effectively means playing them each differently.
- classes have been rebalanced, some with reduced power and some with increased power. Overall, a careful player can make a more powerful party but will be hard-pressed to make individual characters as powerful as they used to.
- Several spells that either did not work at all or were very limited in their utility have been rewritten, including all cantrips (to make them more useful throughout the character's life), all polymorph spells (including wildshape), and all weapon enchantment spells (so that they can be cast on ranged weapons and creatures/monks).
- Fighters and paladins are no longer the PC equivalent of a cannonball. You'll want to keep them close and check in on them frequently rather than putting on the AI and forgetting about them while you spend all your time playing a wizard.
- All spellcasters except rangers and paladins receive fewer spells. FAR fewer in the case of divine casters, who can only gain the highest level spells in epic levels. (Healing is now a major concern.)
- Wizards have been merged with the Red Wizard PrC. Sorcerers have been merged with Arcane Scholars.
- Rogues and rangers each have at least three viable paths: ranged, melee, or traps. Traps have been completely rewritten so that each of these classes can use them almost like spells.
- Many skills are now more available to several classes. No more feeling forced to have a rogue in every party.
- Concepts from several editions of Dungeons and Dragons (including AD&D and 4e), as well as Pathfinder and other d20 games, have been merged, hopefully creating a best-of-all-worlds gaming experience.
- Spells and abilities (and in one case, an entire class) that were too narrowly focused have been broadened slightly in their effects (example: Spirit Shaman, Daze). Spells and abilities that relied on too many meta-concepts have been simplified (example: Turn Undead). Spells and abilities that were too easy to use have been made more dependent on character attributes (examples: Hide in Plain Sight, "Word…" spells).
If this sounds like something you might be interested in, please let me know! Basically am looking for a kick in the pants to wrap up this project so that I can move on to rewriting the prestige classes to fit my own twisted vision. If this does sound cool to you, I'd appreciate a few answers to some more specific questions below:
- Compatibility has been a major concern for me while creating this mod, because it was a personal project and therefore I could not assume that any new modules I wanted to play would play nice with it. How important is compatibility to you? Do you play player-made modules or just OC/MotB/SoZ/MoW? Would you rather see a more thoroughly rewritten game or be able to play in more modules?
- At the moment there is virtually no documentation for any of the new abilities, class alterations, or spell tweaks. Would you be interested in playing the mod without documentation (imagine stumbling around in complete drow-induced darkness, with one false step possibly leading to a fiery, painful death)? I have begun editing the .tlk file but due to the breadth of changes and my availability, this will likely take at least a month. I would consider you a beta tester and take seriously any feedback you wish to give me. (In fact one of the reasons I am posting this is because I don't want to bother editing the .tlk if nobody cares about these kinds of mods anymore.)
- It seems as thought the dynamic has changed, and modules on the vault now often have compatibility patches for Kaedrin's class pack. Would you be more likely to play a class rewrite if it was compatible with Kaedrin's? Is compatibility with Kaedrin's pack very important to you?
Thank you and I hope to hear from all of you.
Modifié par lofgren, 25 mars 2011 - 03:57 .





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