Originally Posted by Dark_Ansem
How would you believe, however, the re-integration of Saving Throws could work? What about the armor system, which I deeply dislike?


I've already been working on a saving throw system that takes into account the % of your remaining armor, your health, your constitution, and other factors. I talk about it in this reddit thread:

https://www.reddit.com/r/DivinityOriginalSin2/comments/6p2pdn/whats_your_ideal_status_resist_system/

Originally Posted by MAHak

How do you plan to implement classes that rely on selecting spells for memorisation, wizards and clerics, and sorcerers who can freely access an albeit finite number spells that their int. and level allows?

The D:OS 2 already have a skill memory system implemented maybe that could be tweaked to cater to the 'spell selection on rest' system DnD uses for some classes.

If the source point system for D:OS 2 can be modding into several categories, basically meaning that you have several types of source points. Then you could make different pools of them, source points lvl. 0, source points lvl. 1, source points lvl. 3 and so on.

This could help implement the sorcerers spell system. Basically every time a sorcerer rest, upon completion, he will be given several pools of source points, according to his level and int. bonus. So he would be able to spend source points lvl. 0 for level 0 spells and source points lvl. 1 for level 1 spells and so forth.
This will need to be scripted in, along with a script that removes any source points available at the start of resting.

I'm really just a novice at modding/coding, so I'm kinda not able to tell if this is feasible and/or to what extend, just blabbing ideas here.

Another question, that I really does not hope will be an issue, is about copyright infringement. It would be really sad and frustrating to spent countless man hours just to be sent a cease and desist letter, from Wizards of the Coast (they own DnD now, right?).


At this point I don't think I'm going to go all out and integrate every class, but add a few global systems and a number of skills with the DND flavor. You have a good point about copyright infringement, which is part of the reason I think I'll avoid mapping every class exactly to the DND version. So I don't think I'm going to worry about trying to distinguish between memorized spells vs casting any set of spells like sorcerers.

I'm also going to probably rename every spell and generally try to make my versions of spells unique from DND versions to avoid copyright infringement.

I don't think source points could be changed into different versions. I was thinking spell slots could be represented with up to 9 different inventory items representing slots that would be required to cast the spells. There could also be variables behind the scene to control spell slots, but I'm not sure how I'd tell players how many slots they had remaining of each level.

So ultimately, I'll probably vastly simplify the system, and just use source points for everything as a sort of global mana/ki/etc., kind of system. More powerful spells would simply take more source points, and I don't think I'd split spells into 9 levels either. I should be able to increase maximum source point capacity. I'll have to just set the maximum to 20 or 25, and have scripts give source points on resting according to the character level. Max source point cost for a skill will probably be 4 or 5.

Once per rest kind of skills could be triggered with items that characters gain on resting.