Sword Coast Legends

Sword Coast Legends

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madocs 9 Dec, 2015 @ 11:46pm
Ideas on Improving Gameplay etc...
Here are my thoughts!! (Get ready for a TLDR quote after)

Call it based off D&D, because it isn't D&D. That gives you a LOT of freedom!
Stuff the rules, and do it as you think makes more sense!

1) Levelling and Level Scaling:
Start the characters with a higher base hit points. Make increase in hit points per level less, and level it off after a certain level (say level 9).

Allow creatures to "spawn" at a level related to the players level within a limited range (like skyrim and fallout4). So Goblins will be level 1 to 8, but you wouldn't find a Goblin higher than level 8, and Level 8 Goblins would be very rare.

At higher levels, spawn more creatures.
Consider different enemies to spawn at higher levels.

Example:
Level: Enemies Spawned:
1 3 Level 1 Goblins
5 5 Level 1 Goblins, and 2 Level 3, and 1 level 5 Goblin
10 3 x 8HD Ogres
20 5 x 10HD Ogres, and 1 Ogre Mage (HD 15)

With the reduction in hit points at higher levels, you find that you are not as "OP" at the higher levels!! AND the reason to increase in levels is to get more skills!

Also take off the level cap! Make levelling from 1 to 9, as it is now, but from levels 9 to 15, make it harder, and from level 15 onwards, make it extremely hard and long to get to the next level!

2) Attributes
The attributes are what defines a character!
I would let people increase their attributes with 1 point every 2 levels, but only let them increase their attributes say 3 points from their starting point. This means that what they are born with, defines the sort of character they can develop into!
Here is a thought: Increase the size scale of the character model based upon their strength!

Question: Do attribute bonuses from gear stack? - I wouldn't let them stack!

3) Skills
I actually think the skills are well done! I think it is a good way to depict it. As for the skills themselves, I have not got enough experience with the game to comment. The fact that you can come into a new skill later on, and then develop that skill further is a great idea!
Personally I think the more skill Options the better, and include more passive skills as well.

4) Magic Schools and Cooldowns
Again I think this is reasonably well done!
A suggestion I could make, is that some spells should take longer to cast than others (the big spells! Things like fireball etc). These can then be interruptible!

I also think that you could make it that you can cast spells at any time, but chance of miscasting the spell is greater if the soft cap is not reached! (ie. The concentration to cast that spell is significant and you need a break to get the mental energy to cast it again)
And have a slight chance (that varies on how soon between casts) for a miscast of the spell to have a disastrous effect – have like 3 things such as a) a small explosion of fire damage that injures the caster; b) a large fireball explosion centred on the caster ; c) The caster is stunned for a variable time!

This makes the idea of having cool-downs more explainable / immersible!! With the chance for pushing the boundaries for some mages with bad results!

I would also suggest adding more passive bonuses to certain types of damage to make it possible to specialise in certain types of damage or spells schools: ie. More passives on the trees to make mages (or casters) more powerful at later levels (and possibly weaker at early levels)!

Another idea would be to include at the end of the skill trees some passives that apply to that skill tree! A reward based upon focussing on a skill tree!

5) Gear
Don’t we live in a materialist age?!?
I think gear benefits should be also reduced / scaled down!
The gear to level benefits ratio shouldn’t be too high!
So a fully maxed out geared level 15 should be equivalent in power to say a level 20 with unenchanted gear. (I just pulled that out of my head.... but you understand what I am saying!)
Ie.... pull down the materialism, and make skill choices, and the way that people play more important than gear!
That was one big mistake in my opinion with WoW (along with poor level scalling that needed continuing increasing in level caps!)

These are just some thoughts and ideas! I am hoping some of this may inspire some creative, new and fun gameplay!
Last edited by madocs; 10 Dec, 2015 @ 3:13pm
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Showing 1-6 of 6 comments
madocs 10 Dec, 2015 @ 3:16pm 
Is there a way to have multiple skill bars on your screen at once (like in Wow or NWN2)?

Also with attribute checks, Is there ways to make it more sensitive?
ie. Is there a way to get it so that people with say 18+ strength almost never fail; people with strength from 14 to 17 have more or less a 50/50 chance, and people with less than 13 will almost always fail?

Basically asking if you can increase the sensitivity of attribute checks?! What would be cool is if you could simply get them to add their modifier to the roll 2 or 3 times!!!

Cheers guys!
madocs 11 Dec, 2015 @ 1:47am 
Another thought:

I loved having to find a spellbook or someone willing to teach the arcane mysteries!

It would be good if each class had a base set group of skill trees.
And then you could find spell tomes, or have special discretion from the Gods (Priest); or find a master trainer or sage, who can teach other skill trees, or other skills that can then be added onto a skill tree!!

I would be a big find for the party Mage to find Mordenkainens spell tome on theories of cosmic kinetoplasm. Which adds a new arm coming out of the summoning tree with 3 new areas to learn and 2 spells! Or you find a warty old sagae in the woods, who can teach rangers about a new nature skill tree, or just a single new skill on an existing tree!!
Last edited by madocs; 11 Dec, 2015 @ 1:47am
Attackmack 11 Dec, 2015 @ 4:52am 
Permadeath but with some form of progression to carry over. Maybe equipment in stash or something such
madocs 11 Dec, 2015 @ 2:03pm 
True....
Or perhaps, given that there is such a thing as resurrection, you could:

When you die in battle, it all goes misty, and you can crawl a certain distance (based upon how much damage you received (ie. -7HP, or -50HP). This could pull you out of harms way. The reason being:

--> Your other characters could then retrieve the body within a certain period of time, find a diamond (for the cost of the resurrection spell), and then find a high enough level priest to resurrect that player!

Now that would be more realistic / immersive!

If too long had passed, you would need the full resurrection spell, but if it was within a couple of days, a raise dead spell would work.
Last edited by madocs; 11 Dec, 2015 @ 2:05pm
madocs 11 Dec, 2015 @ 2:07pm 
You would however permanently loose 1 constitution point!
madocs 12 Dec, 2015 @ 5:23pm 
These are great ideas... Why not just write your own game?!

... Yeah maybe perhaps! Thanks for that!

You're welcome!
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Date Posted: 9 Dec, 2015 @ 11:46pm
Posts: 6