I think that the most important thing about making a D&D mod for DOS 2 would be to capture the feel of D&D, not try to mimic every mechanic and instead use some of the existing DOS 2 mechanics.

I wouldn't try to change the ap system for instance, but I would try to implement an actual saving throw system that doesn't have anything to do with armor values, tweak the DOS skills to resemble similar ones in D&D, and tone down the super inflated numbers that occur as the characters level up. I'd probably dump physical and magical armor if possible and use resistances instead, such as physical resistances added to armor and block % on shields, along with applicable elemental resistances.

I don't think there's any point in trying to lock characters into specific classes ala D&D and just leave progression up to the individual players and GMs. They can police themselves, no need to waste time trying to figure out how to create specific classes and the like. Skills are much more important, but they don't have to be perfect replicas of the ones in D&D either. And, as much as I dislike cool downs, I don't think it's worth the effort to try and replicate D&D's rest mechanic.

Also, passive skills would be nice if possible (Things like the champions increased crit chance).

So, basically I like your ideas Baardvark. I would just tone down the scale of the project so it's somewhat more maneagable. Probably wouldn't be a terrible idea, should you or anyone else decide to tackle this, to split it up into several self contained mods instead of one big monster sized mod.


Last edited by Ghatt; 22/09/17 02:21 AM.