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Feedback and Bugs / spellcaster flavor and misc
« on: July 28, 2021, 11:14:27 pm »The setting is pretty high-magic, and really favors wizards/sorcs/spellcasters. I think it would be cool to see specializing in magic schools be more lucrative a commitment. Some kind of goodie that makes sacrificing another school worth the cost. IDK how you might go about this, maybe making it so your DCs are higher on favored schools and lower on the school you sacrifice, maybe conj has longer summon out time (seems to be per rl minute, not per hour right now), illusion lets you summon or make clones, abjuration gives you some kind of spell-dueling, counterspelling, bonus. I'm just spitballing really.
It'd also be nice to see the vanilla familiars expanded. Maybe lean full into the aesthetic and let people pick a template from the vanilla to use and then they can pick a skin to throw over top?
Summons also seem to only be out for 5-10 minutes at a time, not the 24hrs it says on the spell description.
Misc things:
If combat ends while someone is in bleed out, maybe they can auto-stabilize? Sucks to win the fight but your buddy remains dead and down.
Managing resting is a bit of a pain. Maybe if we were more familiar with how to manage our spells and play it wouldn't suck as much, but it can suck to have to wait 5-10 minutes (or more) just to have another go at spells. It's not the worst thing in the world, but it can be obtrusive to the gameplay loop to have to stop and wait. My suggestion to remedy this would be to put resting anywhere not in a designated resting spot on a timer, but resting in a resting spot is always free. Or, maybe some kind of Thing you have to buy that lets you rest outside a resting zone, but still has the timer.
Noticed people get stuck a lot and need to flag a DM to unstick them. Maybe a command would be good that, so long as you're out of combat, automatically ports you back to the last transition you took? Or something.
Generally, really like the server, really impressed. The world building baked into the module and storytelling going on just by how the areas are built and the npcs there and what they talk about, really excellent. It's a skill that a lot of storytellers struggle with, but Netheril executes it wonderfully. The questing system is good and rewarding, I like that the dungeons are right next to the quest giver so there's no getting lost on what to do or where to go. I also like all the considerations put in for solo'ers, the ability to buy buffs from the wandering clerics and how some quests are balanced for soloing. Even though I haven't run into many other players or any DM interactions, I've had a lot of fun just exploring and trying out all the quests. I also really like all the custom spells, they're really cool and Neat.
ok thats all thank you.