Powered by Jitbit AspNetForum free trial version.
home recent topics recent posts search faq  

Realms of Trinity / Neverwinter Nights Podcast : Forum

user:
psw:
| lost password | register
Home » Completed Projects & Server Features - ROT v3.5 Project Status » Completed: Wiz/Sorcerer Spell Extensions Messages in this topic - RSS
|
12/26/2011 2:33:44 PM
bbloom
bbloom
Posts 1548
I am currently going over all evocation spells that would benefit and be good for uncapping the damage limit. To what extent they will be uncapped will be interesting. What I will do is extend the cap for non-ER casters. Then will extend it further and further for ER level casters. That's right, the more ER's you get as a caster the more powerful those evocation spells will be.


Please visit the following link for up to date spell updates:

http://www.realmsoftrinity.com/customized-spells.aspx
edited by bbloom on 2/16/2012

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

12/27/2011 2:37:22 AM
battlechaser
battlechaser
Posts 106
Horrid wilting would also be a great spell to uncap.
This has absolutely nothing to do with the fact that my current toon is a necromancer

great work

BC
12/27/2011 7:10:23 AM
bbloom
bbloom
Posts 1548
Please visit the following link for up to date spell updates:

http://www.realmsoftrinity.com/customized-spells.aspx-
edited by bbloom on 2/16/2012

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

12/27/2011 7:53:29 AM
MortisCorpus
MortisCorpus
Posts 420
Insert diabolical laughter here ...

--

DM - Moderator - Lord of Ahala
ROT Contributor
12/30/2011 7:20:50 AM
Joebob
Joebob
Posts 108
WOPOH!
12/30/2011 9:30:26 PM
bbloom
bbloom
Posts 1548
Wizard / Sorcerer spell updates have been rolled out. In game spell description have also been ( painstakingly ) updated.
edited by bbloom on 12/31/2011

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

1/15/2012 2:57:12 PM
bbloom
bbloom
Posts 1548
Stoneskin and Greater Stoneskin have been modified and will go in soon.

Stoneskin : Get an additional 50 points of damage reduction per ER.

Greater Stoneskin : 10 points per level, max 300. Get an additional 50 points of damage reduction per ER.

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

1/16/2012 8:10:15 AM
bbloom
bbloom
Posts 1548
One more going in today...

Burst of Glacial Wrath

The spell deals 1d6+1 points of cold damage per caster level (maximum 30d6+30 points). Any living creature reduced to 10 hit points or lower is encased in ice for 1 round/ two caster levels (max 15 rounds). Creatures turned to ice in this fashion gain DR 10/-, vulnerability to fire, and immunity to cold and electricity. You gain an additional 60 points of cold damage for each Epic Relevel attained.

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

1/18/2012 4:01:18 PM
bbloom
bbloom
Posts 1548
New updates rolled out!

Create Greater Undead, Epic Hellball, Epic Vamp Feast, and Wail of the Banshee.

See link for more details.

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

1/18/2012 7:48:33 PM
Charlie
Charlie
Posts 33
I am most pleased with the new Create Greater Undead spell. It is unfortunate that, when NWN2 was developed, more attention wasn't given to how summoning spells scaled up, as their casters gained levels. There were also several oversights, where feats like Augmented Summoning do not affect some spells that it clearly should, like Epic Gate. Three cheers for our hard-working Realms of Trinity DMs and code-writers who have started to correct this problem.

While it might be a great deal of work to re-write all the summoning spells in the game, perhaps it would be less work for the DMs to revise a feat like Augment Summoning, so that *it* scaled as characters went up in levels.

Ultimately, though, a more satisfying solution would be to have spells summon more powerful allies as a character improved in levels. I've always thought it would be fun to play a character that summoned creatures to fight, and then augmented those creatures with buffing spells. The challenge lies in doing this in such a way that summoned allies and buffing spells scale up enough that such a character would still be enjoyable to play into epic levels.

-- Charlie

--
ROT DM in Training
1/19/2012 7:31:37 AM
bbloom
bbloom
Posts 1548
Charlie, I like the idea of overhauling the actual summon spells for wizard / sorcerer to scale better. I also think that using ROT created creatures is more appropriate considering you're summoning. It stands to reason you'd be summoning creatures that are in the time period and world setting rather than some random mob.

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

1/19/2012 1:28:43 PM
Mythaluk
Mythaluk
Posts 66
This reminds to say something that I don't say often enough... thanks. Again ROT2 is pushing the boundaries and, as always, I am impressed.

Myth
1/19/2012 4:06:02 PM
bbloom
bbloom
Posts 1548
Mythaluk wrote:
This reminds to say something that I don't say often enough... thanks. Again ROT2 is pushing the boundaries and, as always, I am impressed.

Myth


Thanks man!

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

1/19/2012 4:08:18 PM
bbloom
bbloom
Posts 1548
Charlie wrote:

While it might be a great deal of work to re-write all the summoning spells in the game, perhaps it would be less work or the DMs to revise a feat like Augment Summoning, so that *it* scaled as characters went up in levels.

-- Charlie


Ok, I just reviewed the code for summon creature 1-9. The code is a disaster of hodge poged horridness. I think I will create a new script just to service those 9 spells and incorporate the mob extreme beefing system so that we can scale the creatures as you get higher in levels and/or ERs. Also, I am going to incorporate mobs from the ROT campaigns primarily, not the cheezed blueprints that it already uses.

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

1/19/2012 8:09:08 PM
Charlie
Charlie
Posts 33
Brian wrote:

"I think I will create a new script just to service those 9 spells and incorporate the mob extreme beefing system so that we can scale the creatures as you get higher in levels and/or ERs."



Oh -- that sounds much more elegant than what I proposed. If you're going to have all nine of those spells point to one common script, does that mean that a 1st level summon creature spell will still have some utility at ER2 ? The changes you have made thusfar have gone a long way towards making some low-level spells useful even at at high level gameplay. It would be great it that applied to the lower-level summoning spells also.

Once you have finished the Summon Creature spells, would you consider reviewing and revising the planar binding/ally spells so that they will also scale?

I still think it might be good if the Augment Summoning feat improved some as a character went up in caster levels. At 30th level, a +4 to the STR and CON of a summoned creature isn't really a meaningful improvement.

Finally, is it possible to allow a caster to have more than one summoned creature? A reasonable limit is fine -- maybe three? Perhaps with different types of spells, such as a Planar Binding/Ally and a Summon Creature? It appears that it should be possible, since a wizard/druid can have a familiar (which could also stand to be scaled up), an animal companion (same applies), and a summoned creature. I seem to recall a build that allowed a fourth summoned creature.

Thanks again for all the hard work you and the other DMs and assistants have put into making Realms of Trinity a great NWN2 server.

-- Charlie
edited by Charlie on 1/21/2012

--
ROT DM in Training
1/20/2012 1:41:43 AM
battlechaser
battlechaser
Posts 106
Actually familiars are usually quite weak and they improve with levels (evasion, etc). In PnP it can be improved with a feat (Improved Familiar).
On the other hand: how many pure wizards/sorcerers are there? Most multiclass (ASoC for instance) in classes that don't improve a familiar. So for me improving familiar is not that important (I don't use them anyway). I agree with the animal companion though.

Btw, Nice work with the spells, Brian.
My druid frost mage kinda kicks butt
1/20/2012 5:04:14 AM
bbloom
bbloom
Posts 1548
I am not sure about the amount of companions, I'm pretty sure you are limited to one since the engine automatically despawns the first when the function is called again. I think we should keep it simple in the end. Yes, all versions of the summon monster spell will get better depending on your level + ER status. The specific mob pool will be grouped by version of spell called, ie Monster Summoning 1, 2, ... etc.

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

1/20/2012 4:11:43 PM
bbloom
bbloom
Posts 1548
bbloom wrote:
I am not sure about the amount of companions, I'm pretty sure you are limited to one since the engine automatically despawns the first when the function is called again. I think we should keep it simple in the end. Yes, all versions of the summon monster spell will get better depending on your level + ER status. The specific mob pool will be grouped by version of spell called, ie Monster Summoning 1, 2, ... etc.


I just finished coding the summon creature 1-9. Changed the pool of creatures to be better and from ROT primarily. Also, the creatures will beef up just like extreme mode depending on your ER level.

ER1: STR +5, All Other Abil + 7
ER2: STR +10, All Other Abil + 12
ER3: STR +15, All Other Abil + 17
ER4: STR +20, All Other Abil + 22

All creatures spawned this way will have (ER X) at the end of their name to show they have been beefed.

This ER bonus feature also effects creatures summoned by Create Greater Undead.

PS: If you are ER 4 cast create greater undead.... LOL
edited by bbloom on 1/20/2012

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

1/21/2012 4:36:19 AM
Charlie
Charlie
Posts 33
battlechaser wrote:
Actually familiars are usually quite weak and they improve with levels (evasion, etc). In PnP it can be improved with a feat (Improved Familiar).
On the other hand: how many pure wizards/sorcerers are there? Most multiclass (ASoC for instance) in classes that don't improve a familiar. So for me improving familiar is not that important (I don't use them anyway). I agree with the animal companion though.


It sounds to me as if you are saying that you agree that druids' and rangers' animal companions should scale because you play those classes, but you are not interested in the idea that a wizards' and sorcerers' familiar should not scale because you are not interested in playing those builds as all base classes or mostly base classes. To me, it seems fair that if a player sticks with a base class for all/most levels, there should be some benefit to that. Making a wizard or sorcerer's familiar improve significantly as the base class character gains levels would be one way to do that.

In the NWN2 game, a familiar cannot effectively be used as they are in tabletop games, as inconspicuous spies, or to deliver certain touch attack spells. They are actually a liability, since to get any benefit from having one, it must be summoned, and they can easily be killed, causing the wizard or sorcerer 2 temporary points of CON. Class features should not be liabilities.

Why not then make familiars give some other worthwhile benefit to players who stick mostly to base classes. Allow familiars to grant some kind of bonus on par with a feat every 5 or 6 levels? If you've played the Pathfinder d20 tabletop game, you know that the designers were somewhat dismayed that many players opted to have their characters jump to a prestige class at the earliest level possible. So they re-wrote the base classes, giving base classes benefits and options that scaled up as a character advanced in the base class. The result is that many players now play Pathfinder characters in mostly base classes, rather then immediately going to a prestige class as soon as possible. For classes like wizards and sorcerers, which get few (if any) level-dependent benefits other than a greater quantity and quality of daily spells, these new benefits made it un-necessary to transition to a prestige class. Base classes suddenly became popular once again. Players no longer felt like they were missing out on something by not playing a prestige class. As an example, a wizard I played that specialized in evocations got energy resistance to one energy type that I picked at character creation that improved consistently every 5 levels, and eventually became immunity to that type of energy. The character also gained something much like a reserve feat in power, and had a few bonus spells added to his known spell list.

Thanks,

-- Charlie
edited by Charlie on 1/21/2012

--
ROT DM in Training
1/21/2012 6:30:09 AM
battlechaser
battlechaser
Posts 106
Just for info: I also play wizards or sorcerers (I prefer caster types over plain old fighters: You have to adapt more to the situation). And I agree that in NWN2 familiars are a liability. If they could be improved to be on par with the pnp version, I'd say go for it (I would be one of the first to try it out). But with an overpowered prestige class like AsoC most arcane casters would choose this class ASAP: who could say no to free metamagic feats and practical metamagic. And considering the truckloads of work Brian already has done, my suggestion actually was to limit our "wishes" to what would be feasible and a benefit in gameplay.
I'd really love for NWN2 to be more like PnP, but we'll have to work within its limits.
I also know that animal companions are broken in NWN2 so my druid doesn't rely on it any more (still would love to have a fleshraker dinosaur with venomfire, or to shift in to one, but well ...).
I actually only play FR in PnP (with a lot of ideas from AD and D), haven't played pathfinder yet.

Greetz

BC
1/21/2012 12:09:50 PM
The_Mighty_Bob
The_Mighty_Bob
Posts 363
Dammit, I must not have picked up Greater Undead on my last relevel. I don't think you can buy any/many of these scrolls either.

Has the 9th level Gate spell got any love?
edited by The_Mighty_Bob on 1/21/2012

--
Retired ROT-DM
ROT Contributor
1/21/2012 12:21:42 PM
bbloom
bbloom
Posts 1548
Is it on the list? :P

http://www.realmsoftrinity.com/customized-spells.aspx

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

1/21/2012 1:30:02 PM
Charlie
Charlie
Posts 33
battlechaser wrote:
...But with an overpowered prestige class like AsoC most arcane casters would choose this class ASAP: who could say no to free metamagic feats and practical metamagic. And considering the truckloads of work Brian already has done, my suggestion actually was to limit our "wishes" to what would be feasible and a benefit in gameplay.




battlechaser wrote:
...But with an overpowered prestige class like AsoC most arcane casters would choose this class ASAP: who could say no to free metamagic feats and practical metamagic.


See, I think you have underscored my point. Maybe prestige classes aren't over-powered; the problem is that base classes are under-powered. Prestige classes should excel in a limited scope; they shouldn't be better, and they especially shouldn't be more powerful, overall. What base classes lack in specialized capability, they should be compensated for with flexibility. Being able to choose additional feats for base classes and being able to pick resistances to various damage types that seriously scale up with additional base class levels would be possible ways to address this. Similarly, a melee base class might gain 5% to all damage dealt for every 10 levels of that base class, and a spellcasting class’ spells might be 5% more effective for every 10 levels of the base class. A player who plays a base class up to very high levels should have a wider range of capabilities than the specialist who goes into a prestige class.


I would think that improving a wizard or sorcerer's familiar would be a very quick and relatively easy fix to correcting the imbalance between base wizards/sorcerers and prestige classes. What do these classes need most? An ally they can control and send ahead of them to melee and set off traps. A familiar is controllable, unlike summoned creatures. A very hardy familiar wouldn't necessarily have to be able to deal punishment; it (along with summoned allies and battlespace-control spells) would have to be able to survive damage, so that the spellcaster could attack with his or her damage-dealing spells, and not have to fend off too many melee opponents.


I understand that the very hard-working RoT DMs have to work within what they have in the NWN2 tools. Adding some level-dependant bonuses or powers for base classes would be a great deal of work. It might require creating new base classes -- I don't know if the class abilities are set in stone (well, silicone) or not. If I had technical ability in this area, it is certainly something I would explore.


The Pathfinder d20 rules are often called D&D 3.75. They're much more familiar than the (somewhat less than commercially successful -- see the New York Times’ article at: http://tinyurl.com/7sj8p7m ) D&D 4th edition game. While there is a Pathfinder setting, they rules work fine in the Forgotten Realms setting to. I encourage you to visit the Pathfinder System Reference Document website. Almost all the crunchy bits are there, and when new books are released, the SRD site is updated. Take a look at how the sorcerer works. The class just didn't get much love in 3.0 and 3.5; tere was no reason to stick with beyond the point when a character would qualify for a prestige class. Under the Pathfinder rules, there are definitely reasons to keep taking levels of a base class like sorcerer. The web site for the Pathfinder SRD is: http://www.d20pfsrd.com


-- Charlie

--
ROT DM in Training
1/22/2012 7:46:01 AM
battlechaser
battlechaser
Posts 106
I must admit I like the sorcerer bloodline variants (i think the idea originated from one of the dragon magazines) and also the specialist wizards. And I have to agree that when a base class is made up like this, prestige classes become less interesting

Greetz

BC
1/22/2012 9:24:44 AM
bbloom
bbloom
Posts 1548
I would think that improving a wizard or sorcerer's familiar would be a very quick and relatively easy fix to correcting the imbalance between base wizards/sorcerers and prestige classes. What do these classes need most? An ally they can control and send ahead of them to melee and set off traps. A familiar is controllable, unlike summoned creatures. A very hardy familiar wouldn't necessarily have to be able to deal punishment; it (along with summoned allies and battlespace-control spells) would have to be able to survive damage, so that the spellcaster could attack with his or her damage-dealing spells, and not have to fend off too many melee opponents.


It isn't hard to modify the actual familiars to be beefier, it is just a matter of overriding the stock blueprints for them. However, I think that more can be accomplished with less server resources if we added the beef up script to them that they get progressively more powerful depending on your level, taking into ERs. So they get beefier on their own due to stock blueprints, but even moreso with level advancement.

I'll have it modified in a few hours from this post and rolled out.
edited by bbloom on 1/22/2012

--
Brian S. Bloom
Realms of Trinity Executive Producer
Neverwinter Nights Podcast Host
Area Developer & Scripter

pages: 1 2
|

Home » Completed Projects & Server Features - ROT v3.5 Project Status » Completed: Wiz/Sorcerer Spell Extensions