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Post by justicedragon on Mar 22, 2019 13:55:01 GMT -5
I've been full of new ideas lately, one of which, was summons based off of race.
For instance, an Elven Wizard being able to summon Elf-based creatures/such. So perhaps adding in a Cooshee summon for summon creature III (Or whichever suits best) and then later summons allowing for "Calling" for Elven help. For instance, an Elven Ranger (Or any manner of the guardians you see around Elf territory) being added to their summon creature list.
I've had similar thoughts with Half-Orcs and Dwarves. Perhaps an Half-Orc Shaman/Wizard/Whatever would like to summon his full-blood brethren to help him squash something? Or a Dwarf in a similar instance wants to call upon a fellow Dwarf?
I was thinking of having this as race-based in terms of who it would be available to, but I like the idea of a 'Token' better. Say a Half-Orc shows that he's "One of the guys" (As Orc-like as any Orc). He might get an "Orc-friend" token and then see Orcs appear in his summons. There's already seemingly a method to add this for Dwarf and Elf with the Hero Points. Say at a certain amount of points, being able to talk to an Elf/Dwarf NPC and getting a 'Token' of "Elf Hero" or "Dwarf Hero" (But have this chat option only available to those races) which allows the same for them.
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Post by kalbaern on Mar 25, 2019 12:26:47 GMT -5
Expanding Summoned Creatures is an ongoing work in progress. A current limitation is all the new blueprints that are required. NWN has a limitation of a hair over 16k resources allowed in a module before it fails to load. Using some slight of hand, the "Builder's Module" currently contains over 18k resources, but I trim the "Hosted Module" down to around 13.5k which allows us to play. The Build copy can't even be tested due to it's inflated resources, so I usually don't know if "something worked" until after I update. Anyhow, expanding summons to give more race, class and deity based options is a WIP still. As far as summoning "kin" goes, that's an unlikely addition. It has to do with the "How" summons appear in D&D. Summons are not magical creations. They are creatures and beings that come at the caster's spell enhanced bidding. They are taken from elsewhere in the world unwillingly. Their cooperation is with the understanding that they will be released or returned to whence they came from after their term of service is completed. Now, imagine that you're a dwarf, sitting before a cozy fire, slurping on your fifth of what can only be hoped for of a dozen more, at least. Suddenly, There's a bright flash and you're standing next to some dwarven priest of wizard as a swarm of goblins charges at you down a narrow corridor. With glee, you grab your axe (Hey! Didn't you actually leave that in your room before going to get your drink on?) and start swinging. With a mound of dead goblins surrounding you, what happens next? At a minimum, being the dwarfy dwarf you are, your summoner gets a bloodied nose and you stomp off muttering about "Gods be damned Wigglers" and pray you can find your way back to that tavern from wherever the Hells you are. An orc being yanked from the middle of a raiding party to serve some half-orc they've never met would be equally pissed. As would any elves, humans and gnomes. I think only a hin (halfling) would find it a quaint surprise adventure, unless they were sitting at a table eating a fresh pie when called. Sure, there are a few sentient beings called when summoning, but they are either servants to your cause or in the case of goblins and orcs called by some evil types, mere fodder with no second thoughts as to if they live or die.
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Post by justicedragon on Apr 2, 2019 12:13:54 GMT -5
Expanding Summoned Creatures is an ongoing work in progress. A current limitation is all the new blueprints that are required. NWN has a limitation of a hair over 16k resources allowed in a module before it fails to load. Using some slight of hand, the "Builder's Module" currently contains over 18k resources, but I trim the "Hosted Module" down to around 13.5k which allows us to play. The Build copy can't even be tested due to it's inflated resources, so I usually don't know if "something worked" until after I update. Anyhow, expanding summons to give more race, class and deity based options is a WIP still. As far as summoning "kin" goes, that's an unlikely addition. It has to do with the "How" summons appear in D&D. Summons are not magical creations. They are creatures and beings that come at the caster's spell enhanced bidding. They are taken from elsewhere in the world unwillingly. Their cooperation is with the understanding that they will be released or returned to whence they came from after their term of service is completed. Now, imagine that you're a dwarf, sitting before a cozy fire, slurping on your fifth of what can only be hoped for of a dozen more, at least. Suddenly, There's a bright flash and you're standing next to some dwarven priest of wizard as a swarm of goblins charges at you down a narrow corridor. With glee, you grab your axe (Hey! Didn't you actually leave that in your room before going to get your drink on?) and start swinging. With a mound of dead goblins surrounding you, what happens next? At a minimum, being the dwarfy dwarf you are, your summoner gets a bloodied nose and you stomp off muttering about "Gods be damned Wigglers" and pray you can find your way back to that tavern from wherever the Hells you are. An orc being yanked from the middle of a raiding party to serve some half-orc they've never met would be equally pissed. As would any elves, humans and gnomes. I think only a hin (halfling) would find it a quaint surprise adventure, unless they were sitting at a table eating a fresh pie when called. Sure, there are a few sentient beings called when summoning, but they are either servants to your cause or in the case of goblins and orcs called by some evil types, mere fodder with no second thoughts as to if they live or die. Makes sense. Would it be possible to allow Wizards to have access to "Evil" domain summons if they have levels in Blackguard? This is already done for Wizards with Greater Magic Focus Necromancy.
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Post by justicedragon on Apr 2, 2019 12:35:51 GMT -5
[/quote]Makes sense. Would it be possible to allow Wizards to have access to "Evil" domain summons if they have levels in Blackguard? This is already done for Wizards with Greater Magic Focus Necromancy.[/quote]
Branching off of this, what about "Holy" characters (Clerics, spellcasters with Cleric or Paladin levels) being able to have a divine or positive version of flame weapon/darkfire? And the same going for Evil clerics or spellcasters with Blackguard levels, but with negative damage. (A lot of higher level enemies have resistance to this anyways.)
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Post by justicedragon on Oct 9, 2019 19:47:27 GMT -5
Just a bump of this so it doesn’t die. The idea of adding holy or evil summons if a caster has BG or Paladin levels
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Post by kalbaern on Oct 10, 2019 11:53:30 GMT -5
Just a bump of this so it doesn’t die. The idea of adding holy or evil summons if a caster has BG or Paladin levels Paladins don't get summons, but ... they can take both Mummy Dust and Dragon Knight as Epic Spells. I'll look into expanding both of those for paladins and others in the future. BG's have unique summons already. Are you suggesting that Wizard/Sorcerer, Bard, Cleric summons be changed if either of those two classes is in the mix?
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Post by justicedragon on Oct 10, 2019 15:17:00 GMT -5
Just a bump of this so it doesn’t die. The idea of adding holy or evil summons if a caster has BG or Paladin levels Paladins don't get summons, but ... they can take both Mummy Dust and Dragon Knight as Epic Spells. I'll look into expanding both of those for paladins and others in the future. BG's have unique summons already. Are you suggesting that Wizard/Sorcerer, Bard, Cleric summons be changed if either of those two classes is in the mix? Correct, I'm saying, since "Good domain" summons exist, then a Paladin who then becomes a spellcaster (for those few orders that allow it) would get access to the same summons as a "Good domain" cleric. Additionally, this could be offered through patronage of certain good deities as well. That being said, similarly, allowing a spellcaster access to the "Evil domain" if he/she is a Blackguard or a patron of a suitable evil deity EDIT: Didn't realize "Good" domain summons was already a thing, edited wording.
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