Hello,
I wrote this message 2 years ago but it disappeared when i edited a typo so i finally dare rewrite it again.
On one hand there are skill checks in this game, that have been rinsed out of their utility.
On the second hand, this game is D&D inspired and called Neverwinter, with all the flavour this may old players remind of.
I have a suggestion : make skill checks useful again.
Here is the idea : skill checks would have a chance to give to each class (all the rest staying the same), when the character opens his own dedicated skill node, some class based items.
These would be consumable and allow for better roleplaying and make "Neverwinter" look like a true Neverwinter Nights sequel or so.
The quality and rarity of the items found would be drop table based.
Each class would receive an item category, that has a use in combat.
Trickster rogue : Trapworks
Rogues would sometimes receive trap parts in the larceny nodes, to craft traps when when out of combat. The traps would have various damage types : explosive traps, acid traps, poison gas traps and so on. Disarming traps would also grant trap parts.
Barbarian : Offensive Items.
They would receive offensive items in dungeoneering nodes, like throwing nets, bolas, sharpening stones, and so on. They would also have a meager chance to find some when killing enemies.
Fighter : Defensive items.
They would receive defensive items like improvised cover, temporary flails, spiked shields, taunting whistles. They would also have a tiny chance of finding something on dead enemies.
Paladins : Holy Relics
They would receive relics in Holy Nodes. These would have effects like granting bonus radiant damage, allowing the character to be automatically resurrected when downed, temporary damage shields.
Clerics : Blessing
Clerics would have a chance on opening holy nodes to find items that allow them to bless other characters or themselves, like candles, holy books, beads, etc. Blessings could increase characteristics, statistics or grant a passive ability.
Warlock : Hexing
Warlocks would have a chance in arcane nodes to find hexing material. Hexing material would be like voodoo doll parts, enemy blood, needles, wands. Hexing would be a combat ability that deceases stats of enemies, increase damage dealt on enemies, or grant a chance to instantly kill a mob category when hexed upon. Some items could also be found when killing an enemy, at a low rate.
Bard : Representation
Bards would have a chance to find representation items in larceny nodes, like toys, juggling material, jokes book and so on. These would increase party morale, resulting in faster move speed, chance to find better loot, increased AP gain or AP regen.
Control Wizard : Scroll Scribing
Wizard could find scroll scribing material in arcane nodes. These would be like blank scrolls, ink, crystals, etc. When out of combat, a wizard could craft scrolls, that have a one-use spell written on them. The spells could be either some the wizard has and used out of cooldown, or new powerful spells : time stop, hellball, you name it.
Ranger : Foraging
Rangers could find in nature skill nodes some natural helpful materials, like ointments, oils, food, mushrooms like healing edible berries, or poison oitment, or healing/buffing food etc.
Thank you for your attention.
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