So, while the Foundry is down, I'm going to start another brain storming post like my
Traps post.
This post will be for creating events in dungeons that are triggered by skills. The obvious ones that can be thought of off the top of pretty much everyone's head are hidden passages for Dungeoneering, and traps for Rogues. But what else can you all think of for each of the skills?
Comments
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Dungeoneering to generally determine the nature of architecture, history, and 'provenance' of various objects, composition, craft-like stuff.
Arcana to use 'magic vision' to sense the nature of magical workings, particularly those created by other arcanists.
Religion to use 'divine sense' to detect the supernatural -- whispers in the dark. Also a general ability to channel divine energy for various game things.
Thievery for general alertness and tracking, with some spillover with nature (not that anyone uses nature yet).
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Dispel magic to remove barriers, an enemies "buffs" etc
Perform an Arcane Ritual to...open a gate to the elemental plane of fire or something
Create a golem follower.
Dungeoneering:
Create a rope bridge
Recognize dangerous area
Tinker with mechanisms that do mysterious things
Nature (future):
Hmm, maybe turn off sparkle path for a tracking objective and only those with nature can see footprints and other clues.
Handle animals for a follower or avoid encounter.
Maybe communicate with animals.
Religion:
Turn Undead!
Knowledge of the gods
Ceremonies
Thievery:
Create a trap for a patrol to "wander" into
Sleight of hand to pick an NPC's pocket for a useful item
Authoring tool to test nearly all encounters in the foundry.
NW-DC4WODWS9
Famkin's idea for the Nature set and speaking to animals would be a good one for a quest contact, or chain of them. Save the Trees, help Smokey the Bear that sort of thing
Religion could consecrate an area to prevent undead spawns. Arcana could prevent the enemy from using gate spells, or prevent an enemy from teleporting away. Alternatively, Arcana could activate a teleporter for the player to bypass things. Arcana could be used to activate/usurp control of a golem and make it it an ally.
Either could be used to evoke environmental effects. Religion can consecrate an area and have it turn off the spooky environmental effects, or turn on some God rays. Foundry Spellplague cracks aren't much of a threat, but an Arcana check could remove some from a room, removing a source of increasing difficulty for, say, a boss fight.
If you like using puzzles, both are very "knowledge-y" skills. You can use them to provide the player a hint (offer interpretations of a cryptic religious passage, for example), or maybe even short circuit a puzzle entirely. Similar, Arcana or Religion might be used as a "detect [magic/undead/whatever]" effect, maybe hinting the right way to go through a maze, or giving some warning about what's down a multiple-choice path.
NW-DC4WODWS9
Exactly how would you be able to let the player prevent undead spawns? Cause, that would really matter for my quest, considering I mainly have undead spawns, including some really hard areas with them. Allowing a Religion character to reduce some of that difficulty might be useful.
Same question for "blocking gate spells", as I'm not entirely sure what you mean by that either.
The exact implementation would vary based on what you're trying to do. The simplest way is to just have the appropriate encounters set to disappear when you reach a dialogue prompt attached to whatever objects you set for the interaction. For example, put a clicky at the door to a room with the encounters, give it a dialogue about how you see undead in the next room. Add a Religion-required dialogue prompt to "turn undead", and have the following prompt describe how your holy power destroys the weaker undead in the room. Mechanically, you have have an encounter set to disappear when the dialogue prompt with the fluff's reached. You could also add some holy-looking FX details (like the holy sparkle, or the crystal explosion) to appear at the same time.
If you have a situation where you want the boss to have more adds that spawn with him after talking to him, you could use two sets of dialogues to do it. Dialogue A can have a "do nothing" option (Path A) and a "close the portal/bless the dead/whatever" option (Path , and Dialogue B is with your villain. You can set an encounter to spawn after reaching the "do nothing" prompt in Dialogue A AND the final prompt in Dialogue B. A player that takes Path A (do nothing) in Dialogue A and then does Dialogue B will hit both spawn conditions, causing the reinforcements to show up. A player that takes Path B in Dialogue A and then does Dialogue B won't hit both conditions, so the extra encounter won't spawn.
That has other logistics to consider, though. Both dialogues would need to be mandatory (quest objectives, a physical barrier that won't go away until completed, or whatever), for example, else you run into logic problems - a player that skipped Dialogue A entirely would also not cause the encounter to spawn, as taking no path means you don't take Path A, either. The spawned monsters would also need to be kept at bay until Dialogue B is done, else they could interrupt the conversation. You could use an invisible tube as a cage for that (which is set to disappear when the fight's ready to start), have the villain retreat to a boss room before the fight, use one of the timer hacks to have them spawn later, have them spawn a distance away and path in, or so on.
NW-DC4WODWS9
Arcane: Dispelling spells preventing elemental/demons from porting/summoning in more.
Nature: Gaining animal companions to help in combat heavy areas.
Dungeoneering: Caving in parts of a mine/cave to prevent more Drow from attacking
Thievery: Traps along enemy patrol routes, sabotaging devices/equipment. Bribing someone to look the other way or join your side.
There could be another way but the only way I can see how to prevent any type of spawn is have the mob disappear on an action. So, if a PC has a skill to recognize that zombies are about and uses the clicky for the action it would "stop" the spawning. In truth it would be set that the spawn would appear when ever the PC passes this but then they would disappear when the interaction was used.