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View Full Version : An idea: non-combat prestige classes - "professions"


int19h
21-10-2007, 16:11
In light of the upcoming additions to the crafting system, I propose to add a number of strictly non-combat prestige classes to reflect dedication to a certain craft or other non-combat-related occupation. Examples of such classes could be:

- Alchemist
- Fletcher
- Healer
- Jeweller
- Loremaster
- Weaponsmith

And so on, with more classes added as the crafting system is extended. Such classes would mostly be confined to skill bonuses, free skill-related feats, and improved rolls for craft-related activities. E.g. Weaponsmith gets skill focus in Craft Weapon and Craft Armor on lvl1, and has a certain chance of recovering components that would otherwise be lost on an unsuccessful crafting attempt; Healer gets skill focus in Heal, and can craft more kits from the same number of ingredients; etc. All those classes limited to something like 5 levels max, and adding some bonus on every level (perhaps culminating with epic skill focus in the associated skill?). HD should be generally around that of the primary class you'd expect to be associated with that skill, or otherwise something that makes sense in comparison: e.g. d10 for Weaponsmith, d8 for Fletcher, d6 for Healer, d4 for Jeweller etc.

To make these more useful in general, the suggestion is to furthermore remove the existing "2 classes max" restriction on multiclassing, but require that the 3rd class, if any, is one of those described above.

The general idea is to allow for more diverse characters by providing the opportunity to trade more combat skills for improved crafting capabilities.

On the technical side, this all is fairly easy to implement, since there are no new active feats and such. All it needs is the class definitions themselves (easy), and the corresponding checks in the crafting scripts for the more special abilities (those that are not just plain skill bonuses).

What do you think?

Dakota Strider
21-10-2007, 17:00
While I think the idea is thought out well, and could be implemented, and overall is good, I have a problem with it. The problem is not so much anything that you suggested, more it has to do with any crafting system where to get better at it, requires you to gain experience in non-crafting endeavors, i.e. combat. It would be nice if crafting skills increased only through practice in crafting, and your combat experience was kept seperate. Then, you could truly have a first level character that was a master of crafting if you wished, rather then need to gain levels as an adventurer to gain enough skill points to raise your crafting ability. It has always seemed wrong to me, when you have to kill monsters to be able to get better at creating items. Thats something I don't like about the NWN/NWN2 crafting systems. I like what we have, as far as the uniqueness of items, but have always wished used in a different system.

Now you could say with our system you do gain xp through crafting, and thats true. But its also true that crafting xp also makes you a better adventurer. I want to repeat, as our system currently stands, I think your crafting prestige classes are a great idea for those that have interest in them. I just wish that our system could seperate the crafting from the adventuring skills and levels.

((edited to add an idea))
If it could be possible to seperate the xp you get from crafting items, to only be used towards these new Crafting PRC's, and that xp was the only way to progress in these PRC's, that would be great. I don't know if that is possible, as I make no claims as a scripter/designer of any type. But maybe make these classes seperate from the adventurer classes, and maybe lessen the xp needed to a degree to progress in them? I would be interested to hear about the possibility of this from the skilled scripters in our community.

SNarfel
22-10-2007, 12:44
Very much agree with Dakota's comments but if for whatever reason his suggestions can’t be incorporated (technical/time constraints etc) then I very much like the initial proposal. Anything to minimise direct enhancement of “adventuring” capabilities on improvement of crafting capability would be nice though.

Also if possible, perhaps constrain taking on of a crafting class if attributes are inappropriate e.g. having a minimum strength and/or constitution for taking metal smithing etc. :)

DM_Kev
22-10-2007, 16:34
I have to say I like it and it would be great to follow it up.

But at the moment, the (to my knowledge at this time of writing) development input at the moment is...well, me. Untill Avalyn rejoins us and shares his progress, I can only assume im the sole developer.

If we want some of our other ideas to make it into the expansion, im going to need more able hands helping out. I regret that I dont have time to spare to teach people the ins and out of the toolset at this time...must get round to writing my tutorials...so I can only really accept help from those who know what they need to do and how to do it.

I myself have countless ideas I know you'd love, but the tragedy is (and always has been), many of them will never see the light of day. So im having to be very selective.

Anyone who can roll up their sleeves and jump in is welcome. Just give me a bell on irc or by email. I'm rather busy with things at present but i will pay extra attention for those trying to get in touch.