Class Modifications Discussion
(05-14-2015, 04:37 PM)Hellstrom Wrote:
(05-14-2015, 04:18 PM)Thayan Wrote: Updates -
-All class modifications are done but for Harper crafting and modifications to the Shifter dragon and construct shapes.

Wow, that's fast work T. It's great to hear how this is all coming along!

Yes
Caramiriel:Retired
Garbage:Retired
Rimeth: Merchant of Bezantur
Marister (dead) -Ranger -Robin Hood of Thay (death marked for pissing off a Daeron.)
Vil'a'w'en Mel'for'm - Blighter of Moander
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(05-14-2015, 04:37 PM)Hellstrom Wrote: Wow, that's fast work T. It's great to hear how this is all coming along!

Just everyone keep in mind that we won't see these class mods until T releases a new hakpak, which likely still has some time to go.
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Well done Thayan.

Thank you. Look forward to seeing them in game. :D
Scientists say the universe is made up of electrons, neutrons and protons ... They forgot to mention morons!
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(05-11-2015, 02:04 PM)Bishop Edward Wrote: Thayan, I honestly don't see any reason not to make perform cross-class for all classes unless its hard coded. In PnP, any class can cross-class perform, after all; it's still a significant investment in a skill non-bards would never use except to achieve shadowdancer or for RP (and RP skills are good thing, non?)

I assume Bishop was referring to table 4-2 on page 63 of the Player's Handbook 3.5e.

Comparing that table to how the skills are setup in NWN is different in pretty significant ways. I do see that Perform is indeed a cross-class skill for all classes, and can be used Untrained - but in NWN only Bards can put ranks in it. However on the flip side; skills such as Disable Device (Trap) and Open Lock cannot be used Untrained - but in NWN they are available as cross class skills for all classes. There really appears to be no consistency with how Bioware setup skills (unless there were skill changes between 3.0 and 3.5 rules) other than, what I assume, must have been their considerations about game balance. The most I can determine is that generally (but not always) if a skill can not be used Untrained, it is not available as a cross-class skill in NWN.

Now, *if* I were to start messing with class skills form how they are implemented in NWN, I want to do it right. In other words, I'd want to use that table in the Player's Handbook and come up with consistency as to how ALL these skills are setup (not just Perform or some other skill that people may want in a build for a PrC they'd like). BUT, if I do mess with class skills, then people familiar with even core character builds in NWN will need to either learn or understand the official 3.5 setup for these classes.

I have in NO WAY decided yet if I'll be going through the tedious process of redoing all class skills in Thay. But *if* it were to happen, I am envisioning that any skill listed as Untrained would not be available to a class unless that class has it as a class skill. Otherwise, skills listed as cross-class skills that can be used untrained would be available to *all* classes. So, for just a few examples -
1. Rogues would be the only classes that could put ranks in Open Lock and Disable Device (Trap).
2. All classes could put ranks in Perform
3. Lore would go from being a class skill to not being available for Barbarians since Lore (Knowledge) skill as it cannot be used untrained. This would also impact Fighters, Monks, and Sorcerers who would no longer get Lore either since the Knowledge skills in that table are only cross class skills for them
4. NWN-specific skills (Disciple, Taunt, etc) would remain untouched from how they are setup now


I've been looking at all this the last couple days, comparing the setup of the skills there with what was given in NWN, and I've come to a crossroads. I'm not going to put it to a vote, but for those of you who wish to voice your opinion I'd like to know if you'd prefer to just leave all class skills as they are in NWN right now, or would you prefer they be revised using my plan, or a variation of it, to more closely follow D&D 3.5 rules?
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IMO I'd say leave the skills as-is in NWN then. I think the class changes will be complex enough for people to understand without changing up all the skills.
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(05-15-2015, 04:24 PM)Hellstrom Wrote: IMO I'd say leave the skills as-is in NWN then. I think the class changes will be complex enough for people to understand without changing up all the skills.

I agree.

Thayan Wrote:Thayan's Tip of the Day: Rangers can determine the number and location of nearby creatures via the Tracking option in the Player Menu. This ability can be used at will, but is less effective in 'civilized' areas.

Using at will is not quote correct unless I am over looking all the options.
As far as I am aware the only way to access it is through the player option "eyelash" however if `there are enemies near buy the eyelash goes yellow and you cannot access any menu items. I checked the radial menu and tracking does not show under ranger options. I though I mentioned here since tweaking is happening soon. :)
Caramiriel:Retired
Garbage:Retired
Rimeth: Merchant of Bezantur
Marister (dead) -Ranger -Robin Hood of Thay (death marked for pissing off a Daeron.)
Vil'a'w'en Mel'for'm - Blighter of Moander
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(05-15-2015, 06:36 PM)Animayhem Wrote: Using at will is not quote correct unless I am over looking all the options.
As far as I am aware the only way to access it is through the player option "eyelash" however if `there are enemies near buy the eyelash goes yellow and you cannot access any menu items. I checked the radial menu and tracking does not show under ranger options. I though I mentioned here since tweaking is happening soon. :)

Have you tried typing !menu into the chat line to see if that allows menu access to it?
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(05-15-2015, 06:39 PM)Hellstrom Wrote:
(05-15-2015, 06:36 PM)Animayhem Wrote: Using at will is not quote correct unless I am over looking all the options.
As far as I am aware the only way to access it is through the player option "eyelash" however if `there are enemies near buy the eyelash goes yellow and you cannot access any menu items. I checked the radial menu and tracking does not show under ranger options. I though I mentioned here since tweaking is happening soon. :)

Have you tried typing !menu into the chat line to see if that allows menu access to it?

No I have not but I will. Thanks
Caramiriel:Retired
Garbage:Retired
Rimeth: Merchant of Bezantur
Marister (dead) -Ranger -Robin Hood of Thay (death marked for pissing off a Daeron.)
Vil'a'w'en Mel'for'm - Blighter of Moander
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Using the crafting menu button, the Player Menu button under the Thay PW radial, or typing !menu as Hellstrom suggested should all work if hostiles are nearby. There are a bunch of different ways to bring up the player menu. I'm surprised that as such a long term player you don't know this, Animayhem.

With the new update, the tracking option for Rangers will be moved to a radial menu and have its own button, so that tip probably isn't the best since it will change in the near future.
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(05-15-2015, 07:33 PM)Thayan Wrote: Using the crafting menu button, the Player Menu button under the Thay PW radial, or typing !menu as Hellstrom suggested should all work if hostiles are nearby. There are a bunch of different ways to bring up the player menu. I'm surprised that as such a long term player you don't know this, Animayhem.

With the new update, the tracking option for Rangers will be moved to a radial menu and have its own button, so that tip probably isn't the best since it will change in the near future.

Well truth be told I did but really haven't used it. As I rarely used the abilities. Thanks for the reminder. :) It works
Caramiriel:Retired
Garbage:Retired
Rimeth: Merchant of Bezantur
Marister (dead) -Ranger -Robin Hood of Thay (death marked for pissing off a Daeron.)
Vil'a'w'en Mel'for'm - Blighter of Moander
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