A Question About Dice
#1
Posté 04 avril 2013 - 11:36
Is there any way to stop the game from using the D20? That would be really great.
Thanks!
#2
Posté 05 avril 2013 - 02:41
#3
Posté 05 avril 2013 - 11:45
Plus it's counter intuitive for my mod. I want my mod to use D&D settings, abilities etc but have it play like Guild Wars or some thing similar.
Of course using D&D stuff sounds stupid without the D20 but i plan on changing and adding things to the existing abilities so they can work without the D20. I also plan on making the game level-less and you can build your whole character from the character menu.
#4
Posté 05 avril 2013 - 12:02
but question is what you want instead, autosuccess? I cannot imagine what that will be good for.
#5
Posté 05 avril 2013 - 12:45
D20 is what NWN is built around. To suppress that, means to brutalize the whole game.
While NWN is a moddable platform (not even that much, truth be told), the D20 part of it is totally not. Let alone suppressing it.
Even if NWNX lets you mod whatever you please (provided that you do your homework, NWNX is a mere passepartout), it might be a better choice to port your idea on another platform entirely: a game the core of is not the D20 system, for starters, and that is more moddable than NWN, to be sure.
If you decide to stick with NWN to implement your idea, you will find yourself forced to resort to NWNX way more than you anticipated.
My .02 € -- That said, suit yourself.
-fox
#6
Posté 05 avril 2013 - 08:37
For an example if a fighter used "the new parry" he would gain a huge bonus on AC and can counter attack if that bonus is 10 higher than the enemies attack. So in a sense this character would have auto-success until someone changes their tactics. To counter the modified parry, a character could use a new "dirty fighting" feat that will disable an enemies current combat mode. It seems like it would be easy to implement a design that replaces the D20 for temporary buffs on the same mechanics (just like the buffs with potions and spells).
My mod would change and add a lot of things but the abilities would still have their core functions. The combat would usually start out with everyone missing and blocking attacks and except spells. You would need to be in a mode that increases reflexes for example to dodge a fire ball.
Basically fighter like characters are given modified combat modes, feats and new combat modes and feats (if that's possible). Spell casters would be generally the same but all of their de-buffs and buffs would have to be changed. There would also be cool downs on most if not all abilities and spells.
I have not fully worked out my balance notes but all of this is going to be balanced out fairly and equally (as close as possible). I am pretty sure that covers most of my mod but not all of it. The dice are just really annoying and take away a lot of the strategy.
#7
Posté 05 avril 2013 - 09:07
While it might be possible using NWNX to achieve what you wish, I question whether you have gained anything in spending your time to do so.
Perhaps there are other ways to achieve your ends without going up against a fundamental piece of the engine.
#8
Posté 05 avril 2013 - 09:46
#9
Posté 05 avril 2013 - 09:52
Well i all ready have an idea of how to make the mod work.
For example if +1 attack was implemented as +25 increments for every +1, then the D20 will never be a factor in the combat. I plan on doing it this way but i do not know how to edit the modifiers of the attributes or how to modify the attributes.
Here are some examples:
Enemy has 550 AC and you have 525 Attack, 1-20 would never equal or exceed the 550 AC because all +1 increments are changed higher than the D20. I just need to improve my scripting to make new feats, skills and combat modes.
EDIT:
The only things i need to do are modifiy exsisting things all ready in the game, such as buffs, de-buffs and damages.
Full Plate for exmaple might have 200 AC because 25x8 (+1 replaced with +25 increments)
A +2 Long Sword would have +50 Hit because 25x2
Modifié par modtyrant, 05 avril 2013 - 10:00 .
#10
Posté 06 avril 2013 - 12:53
modtyrant wrote...
@Henesua
Well i all ready have an idea of how to make the mod work.
For example if +1 attack was implemented as +25 increments for every +1, then the D20 will never be a factor in the combat. I plan on doing it this way but i do not know how to edit the modifiers of the attributes or how to modify the attributes.
Here are some examples:
Enemy has 550 AC and you have 525 Attack, 1-20 would never equal or exceed the 550 AC because all +1 increments are changed higher than the D20. I just need to improve my scripting to make new feats, skills and combat modes.
EDIT:
The only things i need to do are modifiy exsisting things all ready in the game, such as buffs, de-buffs and damages.
Full Plate for exmaple might have 200 AC because 25x8 (+1 replaced with +25 increments)
A +2 Long Sword would have +50 Hit because 25x2
Problem is that the game isn't set up to simply multiply the enhancement by 25. There is a +20 cap that is hard-coded which prevents this kind of adjustment.
EDIT: The game can be used to accomplish negligible low enhancement damage. But this is done through damage reduction.
A level 40 creature, for instance, could be granted damage reduction in the following amounts:
40/+1
35/+2
30/+3
25/+4
20/+5
15/+6
10/+7
5/+8
In this example the higher the enhancement the more likely you would deal damage.
Modifié par WhiZard, 06 avril 2013 - 01:00 .
#11
Posté 06 avril 2013 - 02:28
#12
Posté 06 avril 2013 - 03:30
Or use some common sense and use a game development product and not mod an actual game ( torque, unity, etc ) but it would not be as easy as NWN.
Modifié par painofdungeoneternal, 06 avril 2013 - 03:32 .
#13
Posté 06 avril 2013 - 04:31
Again, NWNX allows to modify all dice rolls. You can access dice size and outcome and replace it by different number. But, I would not advise to change dice size at all. First it may have unexpected results, second many things in game is capped with quite a low value. Attack bonus for example is capped around 128 and anything beyond shows up as negative number (although it works normally). Skills are the same, and I have no idea how to alter these caps. See everything you want to do requires heavy workarounds (using spells instead of attacks) or engine edits. You should start with NWNX where you'll see what can be altered and whats not.modtyrant wrote...
Is it possible to make a script that can detect D20 roles and then copy the outcome and then subtract the outcome?
#14
Posté 06 avril 2013 - 04:48
#15
Posté 06 avril 2013 - 08:32
How "easy" is it to get NWNX complete mods into multiplayer use for the host and the clients. If i am gonna attempt to use NWNX it needs to be multiplayer compatible.
EDIT:
Thanks guys, really appreciate all the feed back. Normally my threads get burried.
Modifié par modtyrant, 06 avril 2013 - 08:35 .
#16
Posté 06 avril 2013 - 11:08
Failed.Bard wrote...
You'll likely end up having to remove the standard combat AIs and write your own pseudo-combat engine, but it would work. Here's a clip of a final fantasy style combat engine that someone had written for NWN, if you want an idea what else can be done.
OMG! That is so awesome haha! But yes, ModTyrant, you can still be creative with the combat but it would be best if you just work with the dice.
Modifié par simomate2, 06 avril 2013 - 11:11 .
#17
Posté 11 avril 2013 - 09:18
modtyrant wrote...
Uuuuuuuuuuuugh! I wanna cry!!!
How "easy" is it to get NWNX complete mods into multiplayer use for the host and the clients. If i am gonna attempt to use NWNX it needs to be multiplayer compatible.
EDIT:
Thanks guys, really appreciate all the feed back. Normally my threads get burried.
Technically NWNx is really only for multiplayer. It only goes on the server and the stuff you are talking about is all it can touch.
However you either have to use the existing plugins ( which sounds like what you will have to do ) and mod things via script, or make your own plugins. There are plugins which do what you want already, but the game also has limits you cannot really get around because of how the overall system works. You'd really have to just explore the existing plugins to know what the limits are.
#18
Posté 12 avril 2013 - 02:45
I never liked d20.





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