User:Deider/Unimplemented1

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Note: This page covers content that is in active development and therefore may be subject to change.

Systems and Tools

Introduction

Fighters are known for their martial skills and their ability to specialize in different weapons and combat styles. The fighter class is typically used to accentuate a build focusing on other classes. The Fighter Training System (FTS) allows the fighter class additional ways to specialize and allows players to create character builds where the fighter class is a major part of the build instead of a minor one.

Getting Started

Requirement: a character must have at least 10 fighter levels to be able to use FTS.

FTS uses chat commands.

  • /fts toggle: This toggles the system on and off. While the system is off your character does not earn FTS experience and does not gain any benefits from previously earned experience and levels.
  • /fts xp or /fts report: This will display a list of all of your FTS experience and levels as well as inform you of your character's current weapon group.
  • /fts setgroup N: This will change the weapon group in which your character is currently training. N is a number which corresponds to a weapon group.
  • /fts help: This will display a list of the FTS commands and a summary of what they do.

Experience and Levels

In FTS all weapons (melee, ranged and thrown) are divided into weapon groups. A fighter must select one of these weapon groups in which to train. Once a group is selected, every time a fighter damages an opponent with a weapon in his weapon group he gains 1 experience point with that weapon. This is called weapon experience.

Example: Liam Bald chooses Swords as his weapon group. This group includes the longsword. Liam encounters a minotaur and engages it in melee. He damages it five time with his longsword, slaying it the final time. Liam gains 5 longsword experience points.

There are situations in which you will not gain FTS experience.

  • You only get experience when you damage an opponent with your base weapon, not any additional damage on it.
  • Only non-plot, non-immortal creatures are valid targets; you can't rack up weapon XP by endlessly beating on a door, a combat dummy or archery target, or a plot NPC BioMerchant.

In addition to weapon XP there is stance experience. A character gains stance XP when fighting in a certain stance. There are currently two stances:

  • Weapon & Shield: just like it sounds, you get Weapon & Shield XP when you wield a weapon in your main hand and a shield in your off-hand.
  • Raccoon Grip: in D&D exists the Monkey Grip feat which allows a character to wield a 2-handed weapon with one hand. Raccoon Grip is the opposite; a character gains experience in this stance when he wields a weapon the same size class as himself or smaller with two hands (no shield equipped).

Stance XP is gained automatically when a character is wielding a weapon that is in his weapon group. It is therefore possible to gain weapon XP and stance XP at the same time.

Example: Marty McFlay is a halfling fighter who has chosen Daggers & Knives as his weapon group. When wielding a dagger without a shield he gains both dagger XP and Raccoon Grip XP when he damages an opponent with his dagger.

Level progression for both weapon XP and stance XP is the same as character levels. Level and experience progression for both weapons and stances are capped at a character's fighter levels. If a character has 10 fighter levels then he cannot gain any more weapon or stance XP for that particular weapon or stance after reaching 10th level in that weapon or stance.

Weapon Groups

The weapons in NWN have been divided into the following groups for FTS.

Number Group Name Weapons
1 Swords shortsword, longsword, bastard sword, greatsword, katana, rapier, scimitar, falchion, mercurial longsword, mercurial shortsword
2 Axes & Picks battleaxe, greataxe, handaxe, dwarven waraxe, heavy pick, light pick
3 Daggers & Knives dagger, assassin dagger, katar, kukri, sai
4 Blunt Weapons light flail, heavy flail, club, warhammer, light mace, heavy mace, maul, sap, morningstar
5 Polearms halberd, two-bladed sword, dire mace, double axe, double scimitar, quarterstaff, scythe, spear, trident
6 Other Melee kama, sickle, whip, windfire wheel, nunchaku, goad, fashion accessory (umbrella, fan, etc.)
7 Ranged light crossbow, heavy crossbow, longbow, shortbow, sling
8 Thrown dart, shuriken, throwing axe

The number corresponds to the number a player enters when using the /fts setgroup chat command. A player can use this command to change from one group to another. However, there is a penalty for changing groups; when changing to a new weapon group a character loses half of his weapon experience for each weapon in his current group. This signifies the loss of familiarity with those weapons which had been gained from constant training. This also prevents a character from mastering all of the weapon groups.

Example 1: Liam Bald is a 10th level fighter. He has chosen thrown weapons and reached 10th level (45,000 XP) in all of them. He decides to change his group to Swords. When he does so he loses half of his XP for each thrown weapon, dropping him to 22,500 XP and 7th level in each thrown weapon.

Example 2: Liam continues training with swords, gaining both weapon and character levels. After many ingame years he becomes a 40th level fighter with 40 weapon levels (780,000 XP) in every weapon in the Swords group. Seeking a new challenge he decides to start training in Blunt Weapons. He changes his weapon group to Blunt Weapons and loses half of his weapon experience in every sword, dropping him to 390,000 XP and 28th level in those weapons. He still has 7 levels in each thrown weapon from long ago.

FTS Bonuses

As you gain weapon and stance experience you gain bonuses when equipping a weapon in which you have trained. These bonuses are applied as temporary item properties to your weapon and/or shield.

  • Weapon Bonus: attack bonus, massive critical
  • Stance Bonus:
    • Sword & Shield: slashing/piercing/bludgeoning damage immunity
    • Raccoon Grip: strength bonus
  • Group Bonus: a character's Group Level is equal to the lowest weapon level he has in a weapon group. For melee and thrown weapons the group bonus is a damage bonus; for ranged weapons it is a mighty bonus.

Specific bonuses are outlined in the following table.

Level Weapon Bonus Stance Bonus Group Bonus
Attack Bonus Massive Critical STR Bonus Damage Immunity Damage Bonus (Melee/Thrown) Mighty Bonus (Ranged)
5-9 1 1 1 1 1
10-11 2 2 2 5% 2 2
12-13 3 2 2 5% 2 3
14 4 2 2 5% 2 4
15 4 1d4 3 5% 1d4 4
16-17 5 1d4 3 5% 1d4 5
18-19 6 1d6 3 5% 1d6 6
20 7 1d6 4 10% 1d6 7
21 7 2d4 4 10% 2d4 7
22 8 2d4 4 10% 2d4 8
23 8 2d4 5 10% 2d4 8
24-25 9 1d8 5 10% 1d8 9
26 10 1d8 6 10% 1d8 10
27 10 1d10 6 10% 1d10 10
28 11 1d10 6 10% 1d10 11
29 11 1d10 7 10% 1d10 11
30 12 2d6 7 25% 2d6 12
31 12 2d6 8 25% 2d6 12
32 13 2d6 8 25% 2d6 13
33 13 1d12 9 25% 1d12 13
34 14 1d12 9 25% 1d12 14
35 15 2d8 10 25% 2d8 15
36 16 2d8 10 25% 2d8 16
37 17 2d10 11 25% 2d10 17
38 18 2d10 11 25% 2d10 18
39 19 2d12 12 25% 2d12 19
40 20 2d12 12 25% 2d12 20

Example 1: Fenberry Jamjeans is a fighter who has chosen thrown weapons as his weapon group. He has 20 dart levels, 10 shuriken levels and 5 throwing axe levels. His group level for thrown weapons is 5, the minimum weapon level in the group.

Example 2: Fenberry also has stance experience. He has 15 Raccoon Grip levels and 10 Weapon & Shield levels. He enters a combat with some kobolds and decides to throw some darts one-handed. When he wields his darts they gain a +7 attack bonus and a +1d6 massive critical bonus due to his 20 dart levels. They gain a group bonus of +1 piercing damage due to his 5 thrown weapon group levels. And they gain a +3 Strength bonus due to his 15 Raccoon Grip levels.

Example 3: Fenberry finds himself in a more difficult battle with some giants who are more easily able to hit him than the kobolds. He decides to equip his shield. He retains the +7 attack bonus and a +1d6 massive critical bonus from his 20 dart levels and the +1 piercing damage from his 5 thrown weapon group levels. He loses the +3 Strength bonus but now that he is in the Weapon & Shield stance his shield gains a 5% immunity to slashing, piercing and bludgeoning damage from his 10 levels in that stance.

In order to gain higher group bonuses a fighter will need to train with all of the weapons in his chosen group. Note that all of the weapon groups except for Blunt Weapons and Ranged Weapons include at least one weapon which requires the Exotic Weapon feat.