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Implementation of D&D features that'd improve NW.

vold316vold316 Member Posts: 0 Arc User
edited June 2013 in General Discussion (PC)
Quote taken from this thread: http://nw-forum.perfectworld.com/showthread.php?335341-More-D-amp-D-and-less-of-whatever-this-is-please/page12
Please make a thread which focuses on which aspects of D&D you would like to be expanded rather than a broad claim.


Please stick to what the moderator said and tell, in your opinion:

What aspects / features of [D&D 4E] have to be implemented or polished that would improve Neverwinter Online?


[I'll post my ideas as I have some time to spare; I've not much time at the moment]. :p

1) Multi-Classing: In 4e the multiclassing feature was revamped, it's different from what it was in the previous versions of d&d; there are multiclass feats that allow us to take class features
and powers of another class, also power-swap feats and paragon multiclassing.
[SIGPIC][/SIGPIC]

"The harder the game, the better."
Post edited by vold316 on

Comments

  • stormdrag0nstormdrag0n Member Posts: 3,222 Arc User
    edited June 2013
    To add to this demanding aspects of 3.0 3.5 or Pathfinder...doesn't advance the discussion at all, this is a MMO based on the 4E ruleset, so Implementation of D&D as represented by the 4E ruleset, which is considerable considering what was left out.

    Generic D&D tropes like traps, saving throws, wandering monsters should be fair game as well.
    Always Looking for mature laidback players/rpers for Dungeon Delves!
  • kattefjaeskattefjaes Neverwinter Beta Users, Neverwinter Hero Users Posts: 2,270 Bounty Hunter
    edited June 2013
    To add to this demanding aspects of 3.0 3.5 or Pathfinder...doesn't advance the discussion at all, this is a MMO based on the 4E ruleset, so Implementation of D&D as represented by the 4E ruleset, which is considerable considering what was left out.

    Somewhere, a parser is self-harming.
  • bbsoonerbbsooner Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 84
    edited June 2013
    I'd like to see skills added, which in turn would/could lead characters down more roleplay options with npcs (intimidate, bluff, diplomacy), more craft centric (leadership, craft armor/item/potion/wonderous) or functional (search, spot, disable trap, use magic device).

    This would allow more variety in everyday gameplay, and remove monotony. It would also create a meta-game for people.


    I'd also like traps to be more creative. Traps that cast charm, or fireball, or cloudkill would be more interesting than the 1000th buzzsaw trap. I'd also like a chance for failure based on the above mentioned disable device, where critically failing causes the trap to go off.

    I'd like dungeons (solo and 5man) to have multiple avenues of completion based on the above skill system. Ex a door opens for a shortcut since somebody had enough in 'use magic device' to figureout the 'gliwing illithid sphere' (or some other obligatory object).

    I'd like to see alignment added meaningfully.
  • vold316vold316 Member Posts: 0 Arc User
    edited June 2013
    Multi-Classing: In 4e the multiclassing feature was revamped, it's different from what it was in the previous versions of d&d; there are multiclass feats that allow us to take class features
    and powers of another class, also power-swap feats and paragon multiclassing.
    [SIGPIC][/SIGPIC]

    "The harder the game, the better."
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