foil- wrote...
If you are talking in conversation only then:
Would it be possible to add a skills, spells, feats system into conversation.
For spells, you would always have available a spells tree to go to that would list all spells you have memorized (not sure if that is possible). Clicking on the spells option brings you down a tree that organises the spells into groups. Most would just lead back to the original conversation tree. One or two may open up new dialogue trees.
It seems that the SoZ dialogue system is able to recognise character skills. Would it be possible to add another level to a spells tree specific to each character in the party?
I can see players wasting oodles of time in a system like this. And loving every minute of it. Of course we are getting into adventure game territory here where you have to combine non-nonsensical items together for a desired effect. Ah well, the adventure genre needs some new life breathed into it. Why not marry it with D&D.
When I read the topic title, I thought this was going to be a meta gaming topic. Turns out its much more interesting than that thankfully.
Adding the ability to detect if a party member has a spell memorized or is under the effect of a spell in conversation is pretty trivial. Determining a useful application of a spell can be harder. There's about 30 spells I check for in Crimmor, charm and fear type spells obviously, but also things like sleep, hold, poison. Haste and True Strike are great ways to cheat at mumblypeg for example. You also have to remember npc's aren't going to just stand there while you cast a spell on them.
Crimmor's Hidden Theurgy "feat" allowing you to cast a spell on someone in conversation requires you have the feat (it's technically a local int), know the spell, and pass a hidden set of skill checks. Only then is the option for that spell presented. You have to disguise the spellcasting into the conversation. It requires concentration (to keep track of what you're doing, conversing with the npc and casting on them), sleight of hand (hide the somatic component/work it into a natural seeming conversational motion), and spellcraft (you have to understand the intricacies of the spell beyong just memorization to be able to make it work outside "normal casting").
Instead of casting directly on the npc, I'm casting on an ipoint at the npc's location. This gets around the inability to cast these spells on non-hostiles. You can get options that wouldn't necesasrily be useful, such as Cause Fear on a npc too powerful to be affected by the spell. This is because in PnP a player might think to try to Cause Fear on an npc that wouldn't be affected, try it, and waste the spell.
The other thing is some situations call for the npc to remain in the spell affected state for a period of time. If you need an npc to cooperate with you for an hour or two, Charm Person isn't going to cut it, since it only lasts a few rounds. In cases like that I try to think ahead of the player and give a Hidden Theurgy conversation option that says there's no point in casting a spell because you need continued cooperation past the spell duration from the npc.