Welcome to Pipedream, RavenRed's still naescent ideas for a 3.0.0 compatible module. As can be seen, it's currently a selection of minor (and for the most part, uncoded) gameplay changes rather than a large thematic thrust. One possibility is developing the initial module-based "engine" and then using "packs" (currently planned for 3.0.0) to springboard off it, perhaps developing Thief or Feist elements. Firstly, though, I want to get the engine to a point where I'm happy with it. This will require me to learn to code. <groan>

I've been thinking about a name (to replace the defeatist "Pipedream"). NeilStevens constructive criticism has led me to the following Shortlist:

DOME (Doom / Desperation of Middle Earth)

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DEARTH (Same as above... :) )

**

T3A (Tales of the Third Age)

*

Sunset of Ea (hey, it's not as though it's a cheerful story)

*

If anyone wants to vote for a particular one, put a star in the cell next to it. Thanks.

Suggestions or comments are extremely welcome...

Class

See /Class

Race

See /Race

Magic

See /Magic

Skills

Items

Weapons

See /Weapons

I also highly recommend this litte rant on RPG weapons design. It demolishes a few RPG "truisms" and gives some excellent info on historical weapons use...

Armour

See /Armour

Artifacts

See /Artifacts

Other

Monsters

See /Monsters

Terrain

See /Terrain

Other Ideas for Module

Quests


Chatter

DanielJoo: Couple of thoughts: Think about symbiants before horribly nerfing summoning (even though chain summoning is pretty cheesy it could/should be dealt with, i agree). Never moving pets will be living armor if their special ability is not that useful anymore.

If you make more monster to be created asleep and give people a skill to insta-kill them...that might lead to balance issues.

edge/blunt/pierce damage might make things more interesting, but be careful so things dont become overly complicated. High lev chars can already spend half an hour figuring a gear-combination...and that is about how much most of the people are willing to spend on it i think.

New Princess rooms with battlements and alarms sound very good to me. Randart changes sound good just as well. I want to see chars wearing more "classical" artifacts (that are LoTR themed) instead of just various 'Foo's that make tham far more powerful. (hack, my warrior found a triple immunity shield before reaching 2000', and randarts granted him full immunities and every resistance by 2500')

BurbLulls: Of course, as you've removed Zephyr Hounds that's got me calling you New God already, but I've gotta ask: Will you be doing anything to the vaults?

Also, on the subject of monks, I think the only way they could be kept thematically is by making the Tulkas paladins like monks, since Tulkas is the only thing in Tolkien that does anything barehanded (I think). It even says he wrestles, but can you picture a class called 'wrestler'? :P

RavenRed: Probably. But there are already a lot of very nice vault designs in the game already. Changes will be minor, if any.

On monks... well... I appreciate the attempt, but am not quite sure that it's enough... :-) With what I'm going to do to Mimics, they're almost going to become the new monks anyway...

RavenRed/PipeDream (last edited 2006-03-15 05:43:25 by RavenRed)