New Feats for the ToEE Engine

Discussion in 'ToEE Toolset Project Documentation' started by Shiningted, Dec 23, 2007.

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  1. Shiningted

    Shiningted I want my goat back Global Moderator

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    Yeah: we already have the thrown weapons and composite bows that add strength. Adding 1/2 strangth to all ranged weapons is a thought, but it really wouldn't make any sense for crossbows (ok, I realise no ranger uses a crossbow but still...)
    Very true. TWF Rangers wouldn't get this, only the archers, so TWF guys get nothing extra, albeit TWF has its own rewards and the primary attack gets the strength bonus (and off-hand 1/2 strength, is that right?) So there is already a damage bonus there.

    Which I dare say is where Bob's idea came from - very consistent :yes:

    I'm starting to lean towards GA's 1/2 Dex idea. Keep the feedback coming!
     
  2. Ergonpandilus

    Ergonpandilus the Avatar

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    How about these 3.5E feats? Is engine capable of handling these?

    Ambidexterity
    Prerequisite: Two-Weapon Fighting, Strength 13
    Benefit: The penalty for two-weapon fighting is reduced by 1 for each hand. In addition, you may apply your full strength modifier to damage rolls made with your off-hand.
    Special: A fighter may select this feat as one of his fighter bonus feats.

    Ambidexterity would compensate the missing Greater Two Weapon Fighting feat, if dual wielding is your stuff.


    Cloak Dance
    Prerequisite: Hide 10 ranks, Perform (dance) 2 ranks
    Benefit:You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.

    Cloak Dance would give a reason to have points in Perform and it would be a fancy unique feat to have.


    Mind Over Body
    Prerequisite: Con 13
    Benefit:You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus.
    Normal:You heal ability damage and ability burn damage at a rate of 1 point per day.

    Would be a very nice feat to have since resting works "right" in ToEE compared to NWN for example.


    Power Critical
    Prerequisites: Weapon focus (chosen weapon), base attack bonus +4
    Benefit:When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.
    Special:A fighter may select Power Critical as one of his fighter bonus feats.
    You can gain Power Critical multiple times. Each time you take the feat, it may be with a different weapon or the same weapon. If you take it with the same weapon, the effects of the feats stack.

    Good for a swashbuckling rogue with a rapier. Or for a fighter who really wants to boost up his damage.
     
    Last edited: Oct 27, 2009
  3. Shiningted

    Shiningted I want my goat back Global Moderator

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  4. Ergonpandilus

    Ergonpandilus the Avatar

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    I'm glad for every new feat, so anything is better than nothing. :)

    Okay, I guess all the combat related stuff is out of question so that rules out Ambidexterity and Power Critical. *sniff*

    How about Cloak Dance? If you were able to implement Abundant Step, then why not Cloak Dance as well? Or did you just enabled it?
     
  5. Shiningted

    Shiningted I want my goat back Global Moderator

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    We implemented Abundant Step by attaching a variant of the Dimension Door spell to the Monk's Belt.

    If we had something to grant concealment (like if Tower Shield worked properly), we could do Cloak Dance. But I doubt we have. Are there any sells that grant concealment, such as Fog Cloud, but for individuals not AoE?
     
  6. Ergonpandilus

    Ergonpandilus the Avatar

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    Can you copy-paste Blur or Displacement spell and modify it? Blur gives 20% concealment and Displacement gives 50% concealment. Also Sanctuary for 1 round would do.

    And Displacement basically is equal to Monk's level 19 feat Empty Body with the exception of duration. So that could also be implement...
     
    Last edited: Oct 28, 2009
  7. Shiningted

    Shiningted I want my goat back Global Moderator

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    Whoa, hold on there, hoss. Let us keep to the path: displacement and a monk's ability to go ethereal are completely different things. For one thing, critters with concealment (certainly those in, say, a Fog Cloud) can still attack, whereas ethereal ones can't.

    On a happier note, the concealement level of blur can be controled with one of its parameters, so we can set it as we like. That would work.

    Before we get into the insanely complicated issues of applying it (followed by the insurmountable issues, such as those prerequisites) what do other folks think of this feat? It would be our first non-core feat, can people live with it? Is it too powerful? Not powerful enough? Keep in mind, ToEE lacks pretty much everything to ovecome concealment - proper use of True Seeing, Darkvision etc - and critters will target concealed folks anyway (and then just miss).

    (Ignore the Tower Shield comment, got mixed up with cover).
     
  8. Ergonpandilus

    Ergonpandilus the Avatar

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  9. darkfeld01

    darkfeld01 Ancient Lurker

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    I've got way to many 3.5 books at home and wouldn't mind pouring over them to look for feats that might work. I read this whole thread and i'm a little confused on what you are exactly looking for. Anything from the 3.5 books put out by Wizards would be official so they ae ok or are we only wanting stuff from the core books (PHB, DMG, MM)?
     
  10. deuxhero

    deuxhero Member

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    Would Leap Attack and Shock Trooper (Comp Warrior, take power attack penalty to armor class instead) combo be possible? Pounce barbarian?
     
  11. Zephyr8965

    Zephyr8965 Member

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    Had a couple thoughts for some feats for the game, if you're still looking for more. I sadly lack the time to read completely through the entire thread (though I have read through the first page and some of the last), so if I repeat anything already said, I apologize. The feats I'm suggesting here are from various other d20 books that I've read through, such as warcraft, eberron and some other supplements.


    Power Throw -

    Works like power attack, but applies to thrown weapons instead of melee.



    Link Spell -

    Possibly a hard one to implement, but perhaps doable with a script. It's a metamagic feat that must be applied to two spells. Their levels increase by 2, just like other metamagic feats, and they are cast at the same time as a single action taking an amount of time equal to the casting highest casting time between the two. Each of the spells still takes its own slot in your prepared spells, they're just cast as a single action.

    Greater Link Spell -

    Similar to Link Spell, but has no limit on the number of spells linked.



    Transcend Spell -

    Not sure if this one would be possible or not, but it's another metamagic which increases the level of a spell by 7, but removes the level-based limitations on the spell. (i.e. magic missile wouldn't have the 5 missile maximum, it would simply be a missile for every 2 levels beyond 1)


    Extra Smiting -

    Straight out of the PHB, requires some smiting ability, grants 3 or 4 extra smiting attempts per day. (It's 3 or 4, don't remember exactly)



    Arterial Strike -

    Allows a spellcaster to sacrifice one arcane spell from his spells per day to add +1 to hit and +1d4 damage per level of the spell. I'd imagine this might be difficult to implement, but I was hoping maybe a system similar to a cleric's spontaneous casting might work. (I'm not really sure what the limits of modding ToEE are, yet, so I apologize if this is completely undoable)




    EDIT:
    Okay, so I just realized there's a thread on the limitations of modding and read through it. So, since you can't change the radial menu, perhaps with stuff like the arterial strike, maybe you could create an item in the inventory to handle it? Would it be possible to create an item in the inventory that has multiple options? Kinda like how the summon monster spell has multiple options off of it. Maybe then you could have the item check for some of the custom feats and provide those options to players if they have said feat.
     
    Last edited: Dec 30, 2009
  12. Shiningted

    Shiningted I want my goat back Global Moderator

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    Well, anythings possible ;) It just depends how immersive you want the experience to be, and how much work it involves. For instance, Transcend Spell would be the one among these that would be the easiest and best to do, but it would involve re-writing every relevant spell. Not by much - just add a line or two to the part of the spell script that introduces those sort of limitations, to check for the feat and adjust as necessary - but no small endeavour.

    Certainly doable, though :)
     
  13. Zephyr8965

    Zephyr8965 Member

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    Yay, a reply! And yay, I came up with a doable idea!

    Anyway, I just got done finally reading through all the thread, and I noticed you guys were previously discussing stuff like professions. I had an interesting thought while I was reading through: what if ranks in profession created a hidden 'variable' called 'profession points' (ignore the name, it's just something I'm using for purposes of explanation).

    Basically, your total profession points is always equal to your profession ranks. Then, you simply create a familiar-esque item in the player's inventory that they can summon up and you create a scripted dialog where the player can spend their profession points on specific professions. Then, give each class a bonus to certain professions (similar to the class-based professions previously mentioned). Basically, it would all just be little variables in a custom script run off of a custom skill which, in itself, does nothing.

    The custom dialog might also make it possible to do a lot of other scripting things in the game. It's not the cleanest or prettiest way to do it, but it provides a simple-to-use UI for various custom elements in mods.
     
  14. Shiningted

    Shiningted I want my goat back Global Moderator

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    Interesting idea, but to what end? Say you have 10 ranks in Profession, so you use the dialogue to have 3 in butcher, 3 in baker and 4 in candle-stick-maker, then factor in a +4 to butcher because the player is a Ranger: where then?
     
  15. Zephyr8965

    Zephyr8965 Member

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    I'm guessing you mean what do we do with the professions?

    Well, for one, making money. You could create 'npcs' which are actually inanimate objects but have dialog, like an npc. Have some trees out in the wilderness with scripted dialog which make use of your woodcutter profession ranks, a workbench for gemcutting, etc. You basically just 'talk' to the subject of your profession and the dialog could have the uses scripted.

    You could even implement some of the professions into other aspects of the game, though most of them would have to be new aspects. For instance, woodcutting could give you materials to craft wooden items, if you were to implement crafting in that form. Gemcutting could give materials to craft jewelry out of then craft wonderous items out of them for less money than it would normally cost, perhaps?

    Doing stuff like that could not only allow the acquisition of magical items without spending as much gold, but one who really puts the work into it might be able to actually make money by crafting magic items from scratch then selling them.


    EDIT:

    Also, it might just be interesting, if possible, to implement time as an aspect in these things. For instance, herbs regrow after a few months have passed, as well as trees for woodcutters. Players could use resting to pass the time and have the items in question regrow. With enough detail in this stuff, it might actually be a fun way for players to break free from the constant dungeon crawling and monster slaying.
     
    Last edited: Dec 30, 2009
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