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Yeah, more than half the reason I wanted to make this mod was for some Faerun MP, and if the mod gets to a Game of Thrones or Geheimnisnacht size, that becomes virtually impossible.
GoT is unplayable in MP not because of the size, but because of desynchronization which occurs because of the slavery system that they use (it seems to not send the trade updates to the other players, I suppose). In this matter I hope Faerun mod will have a less buggy slavery system (if it fits the lore, of course).

Geheimnisnacht actually is ok for MP, especially since vanilla got faster itself. Yet the last version has it's bugs on it's own, so I am anyhow waiting for an update.
 
In this matter I hope Faerun mod will have a less buggy slavery system (if it fits the lore, of course).
We haven't worked out a slavery system yet; for the time being I'm just making canon enslaved characters prisoners in the cities where they're enslaved.

nd
 
So here's the first of the 3 major systems I want to have at least done on a barebones level for 0.1: The adventuring system.

I'm going to let Zarathustra explain the class system itself since that's his area for the most part (and it's still WIP, like the adventuring system) but suffice it to say that yes, we'll have most of the D&D classes (fighter, paladin, wizard, sorc, cleric, thief, etc) and they will have 5 different tiers or levels, from trained (lowest) to legendary (highest). If you have one of these classes, you can go adventuring:



The adventuring system will be location based, so if you choose to stay in your home region (I'm in the process of dividing the map into "adventuring regions") that's just where you'll stay. However, players get access to a special 2-man Lord's Bodyguard retinue, allowing them to ride out and explore other regions. In this case, Lord Nasher of Neverwinter decides to ride out, and you'll get a flavour message each time you enter a new region:






What I intend here goes beyond the mere flavour regions, however: If say, you take sail and go to Evermeet, you'll almost certainly find yourself surrounded by a large armed force and dragged to the nearest dungeon if you are not an elf. If you go to Myth Drannor, be prepared for a serious fight (but also serious rewards!). If you go into an entire province owned by orcs (and are adventuring, and not at the head of an army) also prepare to be surrounded and - at BEST - imprisoned. It also ties in to my monster system; I'll explain this at a later date, but the gist of it is that we have provinces with "monster" culture and then there are province modifiers telling you what monsters infest that province, for example, gnolls, dragons, giants, fey, etc. If you go into a monster province with dragons, make sure that you're high enough level. We can even have legendary dungeons, such as for example take your Lord to Waterdeep and investigate Undermountain which will then trigger an Undermountain-specific adventuring event chain.

For now, all I have is a proof-of-concept system however and I've written the events for the baseline random encounters. You'll get this message after roaming around a bit (every 6 months or so):



It can be expanded upon, but right now when you click investigate, there are 5 random locations that can be encountered (ie, a ruin, a camp of monsters, caves, a fortress or "something mysterious". Each of these 5 locations can trigger up to 12 random encounters (not all of them need to resolve in a fight; sometimes you'll meet a group of elves, dwarves, fellow adventurers, etc. and you can choose whether to just say hello or kill them and take their stuff.) And speaking of stuff, there are also 3 random tiers of loot you get from each fight. Now it's not perfect, of course, but the randomisation is an improvement on the adventuring system I built for Birthright; instead of maybe 10 random fixed encounters, there will now be potentially 5x12 with 3 variations of loot which is significantly more dynamic and can be built upon further, of course.




In this case it's a camp of orcs, but it may as well have been a fortress held by slavers or whatever. It will result in a duel, and our duel engine will of course be integrated with a character class and item system, so if you're from an adventuring family, odds are that after a few generations the items you'll accumulated will give your heirs a real head-start on surviving all those initial duels. There will also be passive xp gain or other ways to gain xp and increase you level, of course, but my intention is that going adventuring should be the fast-track - but also by far the riskiest!
 
How many levels there are? 20? 40?
Chances on succesful adventure are tied only to character class? What about Personal Combat Skill? Will it be used in duel engine?
 
If you have one of these classes, you can go adventuring:
So, once again, we will have also classless characters ? Will they be classless forever or are there some ways to get a class ?
 
So, once again, we will have also classless characters ? Will they be classless forever or are there some ways to get a class ?
I don't want to spoil too much, but yes, there are classless characters; you can gain a class by training through an expanded range of focuses.

nd
 
How many levels there are? 20? 40?
Chances on succesful adventure are tied only to character class? What about Personal Combat Skill? Will it be used in duel engine?

Personal combat skill is not used in our mod, since we are using a custom built dueling engine. And well, it depends on the adventure, there's no reason why some custom dungeon couldn't require a learning check or something to get past a puzzle or whatever, but for now, it's all combat related - and combat skill is not ONLY tied to the class, there will also be modifiers for racial traits, traits like strong, special items, spell buffs, etc, I'm pretty sure.

As for levels, we're using 5 tiers as an abstraction, so tier 1, trained is levels 1-5, and legendary, tier 5, is level 25+.

So, once again, we will have also classless characters ? Will they be classless forever or are there some ways to get a class ?

Most of the characters in the bookmark you can start with will have a character class, as this is something that the source material almost always gives, and the ones we make up will also have a class 95%+ of the time, most likely. There will be ways to make sure that your kids also take a character class before they come of age. I'm also pretty sure that Zarathustra's custom focus system will allow you to pick a class if you don't have one.
 
Ahh. Finally, you actually announced it!
Now I just gotta wait for you to shoot me an alpha version... :p
Just like back then with Birthright and Warhammer!
 
Just out of curiosity. How are you planning to balance mythical characters in game? Being a high fantasy setting, there are many powerful characters, many of them spellcasters, whose raw power is equivalent to those of big armies. I'm a big fan of Thay, myself, and one (not the only) of the reasons they did not conquer everything is that even though they have powerful spellcasters among their ranks, the Simbul, ruler of Aglarond, can single-handedly destroy entire armies (the other reason is political intrigue and backstabbing, xD). There are many examples of "one man army" kind of character which could potentially make things unbalanced.

Anyway, I know it's pretty soon, but I have many questions and I'm too excited about this. I've been playing FR for a long time and I'm just grateful to the team for making this mod, even if it's still beginning. Good luck!
 
Can you go on an adventure as a moster ruler?
Will some of the events play out differently in that case?
Playable monsters - orcs, drow, and hopefully soon centaurs and yuan-ti - can certainly go adventuring. I'd hope that their encounters will go differently in some cases, but @Blood Royal is better placed than I am to say whether that will be the case in release 0.1.

nd
 
Tbh, there is a natural balance to the one man army characters, and that is that every character has their natural strengths. While the class system is conceived to allow unlimited level in effect, there is a serious amount of natural slow down as the years go down. By and large, it will take 70 years or so to reach a legendary tier in any one class, and the cross class penalities themselves are very vicious in the amount of xp lost.

One thing to keep in mind, a legendary wizard is liable to be the best single character for army killing... But they are also going to be the kind of character, that a properly prepared adventurer can take down. As magic in this mod uses a system derived from Warhammer, you can use your underling mages and clerics to batter down his magic defenses, then go and strike down the wizard by forcing a duel. Magic characters are going to struggle in direct duels, only having access to a small number of minor cantrips, that represent being unable to concentrate while having a sword shoved at your belly.

Further, stealth archetype characters will also have a great ability to simply have the scary wizard lord removed by a pile of dung...
 
Ahh. Finally, you actually announced it!
Now I just gotta wait for you to shoot me an alpha version... :p
Just like back then with Birthright and Warhammer!

When we have some systems in place to test, you'll be our primary tester again :) Right now it's too soon for feedback though, as we are aware a lot of things are incomplete.

Just out of curiosity. How are you planning to balance mythical characters in game? Being a high fantasy setting, there are many powerful characters, many of them spellcasters, whose raw power is equivalent to those of big armies. I'm a big fan of Thay, myself, and one (not the only) of the reasons they did not conquer everything is that even though they have powerful spellcasters among their ranks, the Simbul, ruler of Aglarond, can single-handedly destroy entire armies (the other reason is political intrigue and backstabbing, xD). There are many examples of "one man army" kind of character which could potentially make things unbalanced.

Anyway, I know it's pretty soon, but I have many questions and I'm too excited about this. I've been playing FR for a long time and I'm just grateful to the team for making this mod, even if it's still beginning. Good luck!

With Zara being a big magic fan, I can pretty much guarantee that magic will be given due attention, and especially so for the legendary levels :p

What about Ruler Designer? Will it be possible to use RD to make our own characters and it will work unlike Warhammer mod?

I have nothing AGAINST ruler designer, I just don't want to hear any bug reports about what happens when you use it. If you use it with moderation and someone like Evilcatinthehat wants to make sure that our traits are compatible with the RD, that's very cool with me. Personally, I don't even have the ruler designer DLC.

Can you go on an adventure as a moster ruler?
Will some of the events play out differently in that case?

Monster rulers are unplayable, as a "monster" province is meant to represent that there is no ruler of the province - it's a mix of various monsters, shown by the province modifiers. That said, sometimes a monster province will spawn a rampaging army of a specific monster race under a specific monster general, but they are not meant to be playable either. There are dozens of races in the Forgotten Realms, making the monster ones playable will have to wait until we have more critical stuff done first. To be clear though, when I say monster I m here talking about stuff like dragons, gnolls, etc that are not very common. There'll be playable drow, goblins, orcs, etc.
 
My priority for making monster races playable has been ones which are of roughly human size and intelligence, and hold several provinces as coherent domains. If there are no obvious leaders, they're not a priority.

nd

Just tell me once Gnolls are playable. I do have a certain soft spot for the cackling lunatics ever since Birthright.
 
Just tell me once Gnolls are playable. I do have a certain soft spot for the cackling lunatics ever since Birthright.
We probably will do gnolls; I can think of a couple of provinces at least that they should get. I can't promise they'll be in 0.1, though.

nd