First of all, It would be an interesting idea to some people to gather and join forces to create such mod. I'd like to help a little bit.
I'm a 3.5ed player, I know, it's old. But 4ed sucked and 5ed isn't out yet in my language (spanish) but it will be in some months.
Atributes:
In Dnd (at least in 3.5) is like that, but the numbers are wrong by 1, attributes modifiers go:
10–11 0
12–13 +1
14–15 +2
16–17 +3
18–19 +4
20–21 +5
22–23 +6
24–25 +7
26–27 +8
28–29 +9
30 +10
Combat
-I agree on honor system, I mean, even for people that play with randoms, most of custom campaigns will have at least a pre-campaign interview or a forum post or something, you will know (a little bit at least) the people you play with. Trust and confidence will make thing easier for modding imho.
-I heard that actions on combat on 5Ed ar different, there are no things such full attack, or full defense or things like that, but instead a standard movement+action for everything.
-Spells...i think for making a magic system like Dnd's we'd have to make it from scratch, attack spells can miss, but the rest can only be resisted through will/reflexes/resistance save throws. Also there are other factors on combat like concentration (for mantaining an active spell) or Feats like expansive magic, elastic spell or things like that that modify their effects, too much work I think
-Cover isn't implemented by defult on the D:OS2 combat system?? That's...odd, what abou archers behind a wall or some crates? they should be harder to hit, I mean...it's basic squad turb-based combat in videogames.[/code]
Armos and Saving Throws
-You can't ditch armor in favor of pure dodge because some damage must land but is to be resisted by the armor. Not the same to dodge something that having a heavy armor that resist a goblin's arrow.
-For that fireball example, That's why i said to make the magic system from scracth, players had to have a mod for saving throws, the spell has to read the affected targets, read their saving throws, make the rolls and apply damage in consequence. Also, don't forget there's a feat for rogues that avoids all damage if the reflexes save roll is succesfull (instead of halving the damage as usual)
Leveling
-If the leveing system is scalable, then the problems are others:
1)Challenge Rating, that's the system for giving XP to players for combat in dnd, it varies depending of the number of characters involved in a fight, their level, and the number of each type of monsters. It's a pain in the ass to calculate, and something that made that calculations automatically and at least give the number to the GM so he can give the XP manually would be very welcome.
2)Leveling stats and traits: Some levels in dnd gives you a boos in an attribute and feats
3)Prestige classes: How could we make those?
Scaling and Enemy balance
Scaling health is a big issue because most modules are written having these things in mind, maybe numbers doesn't match up very well, but they have to be as aproximate as possible, and things like special abilities or monster tweaking are important.
The GM controlling monsters is not a big deal. He'd had to do the same in a table with miniatures anyway.
Civil abilities and proficiencies
Most of these skills are mostly roleplay focused, most are knowledge rolls or knowing how to make a bow or a new pair of horseshoes, or knowing about these subjects to get a job or to detect a flaw in an object at the market.
Couldn't we just create them as new abilities that do nothing in game?
The GM could ask for a dice roll when they want to use them and if they create an object as consequence, the gm has simply to create it and giving it to the players.
Talents-feats-concentration
I already said my concerns about this XD
Death
Yes, constituion rolls until you get -3 health points and then YOU DIE AND ROT HERE YOU HAVE A BLANK CHARACTER SHEET.
Resurrections are expensive and/or (depending on the setting) require a high level cleric, that means some classes need this kind of rework
Loot
Loot is based also con Challenge Rating (in PG value), the GM should add whatever he feels to a fight, but having a loot mod that you can tweak so an orc party had more or less the same would be nice, rations, armor, that kind of thing
Resting
That also has to be able to be controlled by the GM, some spells produce fatigue on the target, also extreme climate environments such an iced mountain or the burning desert.
Things that arent in D:OS2
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Spells: Some spells that are very useful to a sorcerer but without them making a magic uses in d:os2 in a dnd campaing is kinda pointless
Roleplay spells: Things like "Wish", "Permanency", or others that doesn't have an immedate combat effect
Spells, diary uses: Magic doesnt work like in an MMO in dnd (i repeat, at least in 3.5) but you can select which spells do you want and how many dary uses you want to place on them. Magic is powerful, but it's dairy use is limited.
Alternative movement: Travelling on a caravan, could it be possible to make a map that repeats itself so the caravan is actually static in place but the players have the illusion of movement?
Also, swimming/diving.
Last edited by Noctro; 05/08/17 08:27 PM.