A few years ago I had several ideas for a D&D based mod that would bring hundreds of new items, creatures, and mechanics to the game. It would be my "go to" mod, including tens of new worlds, bosses, magic, exploration, and all that good stuff. At the time, I was very young, and had no Idea what I was doing or what it entailed to make a mod so big. But I did get most of my ideas down, and I would like to elaborate on them here.
Dungeons and Dragons is a roleplaying game, that had tons of complicated interconnected creatures and stories to tell, you could spend days pursuing one object and not even scratch the infinity that someone could come up with using the many many manuals sold.
My idea, was to make a base mod that included much of the more commonly known D&D material, including classes, races, mobs, and worlds to dive into. Then, slowly expand the mod, with more content from more D&D and other fantasy related games. I got a lot of ideas down, of mechanics, mobs, worlds, classes, and races, and I even spent a little time moddling some mobs. But I saddly had no idea how to code or do any of the real gruntwork in creating a mod, so I asked for help. I asked for help on the forums and assembled a small crew, but school and contact issues got in the way of pursuing this mod any further. I hope now, to put all of my ideas down in this forum, and slowly work on my own to making this mod a reality, and hopefully if I can't finish, my ideas can be carried on and made by someone with more know-how then I. So please enjoy, and hopefully in the near future, we can play this.
Classes - The main idea of this mod would be to allow players a sense of customization. Allowing them to choose how they approach the enemies and challenges presented in this mod. To achieve this, the mod would have the Class and Race mechanic. This would allow players to "create a character" in a way resembling D&D character creation. The player, upon creating a world, would be allowed to pick a class and race. Picking your class would be very important, because it affects the rest of your experience. Your class would prettymuch be your "skill tree", which would grant you specific abilities once reaching certain levels or defeating a boss. If you decided to be a warrior, your skill tree may include a charge skill, which would allow you to sprint forward dealing damage. If you chose to be a mage, a spell may be a skill, such as fireball. But, once you reached (Say, level 5), you would be able to begin spending skills in other class's skill trees. Multiclassing. Your character's class's skill tree would be the only one accessable to you until you achieved level 5, then you would be able to spend skillpoints out in any class you choose. Say, you were a warrior who had just become level 5, and you had a few warrior skills, but now, you wanted to say, spend your next skill point in a new class? You would have now unlocked the other classes, and would be able to freely pick what you would level up in. Despite this freedom, there would still be some restrictions. Say, if you were a warrior, and you spent a skill point that made your iron armor stronger. But, you also had a skill point in the Rogue class tree, that made your footsteps silent, so you could sneak without shifting. The sneak without shifting rogue skill would have a restriction on it, saying metal armor would disrupt the ability. Or as a mage you would not be able to cast a certain spell until you took off a druid buff. This would keep classes balanced and multiclassing not as OP. Each class skill tree would have several hundred levels of skills, hopefully adding more in updates. skills would probably be keybindable or equipable. Classes would be as followed:
Those are just the basics, more to come in updates like warlock and stuff
Races- Arguably even more important then classes, races would also be avaliable for a starting player to choose. Races would be a more permanent choice. Like classes, you would be allowed to select your race at the begining of the game. Your race would give you slight bonuses and affect your appearence ingame. To start off, the races avaliable would probably be Elf, Human, Dwarf, Orc, Half Elf, Gnome, and possibly Warforged, although I would want many more races would be implimented. You would be allowed to pick from any race, and your skin would be texture mapped over the changed model. Say, if I chose to be a dwarf, my skin would appear on the dwarf, simply short and wider. This would let players feel like no matter what race they picked, it was still their skin, them. Each race, would have a unique set of racial abilities that only a player playing as that race would have, Racials would resemble as follows:
Human: "All around accepted" almost all npc communities will accept you unless you've commited a crime. "Diverse" You would start the game with an extra 2 skill points. "Basic" No downside, and no special ability.
Dwarf: "Miner" You mine faster then others, and you have a low chance to obtain extra ore. "Stout" You have an extra half heart, and have the ability to deal extra damage with a full swing. "Muscle" You are tough, but short and heavy, you are a bit slow. Your special is "Stone Skin" an ability that when used will last 30 seconds, it will give you 3 armor and has a 30second cooldown.
Elf: "Magical" your starting mana/energy/focus pool is larger then others. "Wise" you level up faster . "Uncrafter" you slightly slower then most with physical labor(breaking blocks). "Burst" Your ability will realease a small manaburst around you, dealing 5 hearts of damage to anyone in range around you, it requires 25mana (very little), and has a cooldown of 45sec.
Orc: "Tough" you have an extra heart, and you deal extra damage. "Strong" Your invintory is expanded by another row. (or just faster block breaking) "Disliked and Dumb" Most NPCs will not take to you at first, and you have a 25% xp loss. Your ability is rage, when used you will move faster and deal slightly more damage.
Leveling in this mod would most likely be tied to minecraft leveling up. For every 10 levels gained in minecraft, you would get 1 permanent D&D level. The D&D level tracker would keep permanent count of all xp you gained, you would not loose any progress and you would still be able to use minecraft xp to enchant and all that. For each D&D level you get, you would get one skill point to spend in any skill tree. Every 5 D&D levels you get an extra 2 skill points.
Goals: D&D was a very "player made" game, goals would be decided by a game master, and since minecraft is generated randomly, I say leave it to the player. Have countless things to do,m and let the player follow a path. A quest system, allowing you to track what npcs ask of you, and help you track the goal and get your reward.This would encourage players to take their own way, and let them enjoy what they want. Goals may include to NPC Towns warring, and bringing peace or helping one side to conquer the other, perhaps a smaller scale, a townsman asks for you to slay a bear that has been out of the town for a reward. Long quests may be taking part in a kingdom war, or attempting to become a royal guard, or a skilled mercenary, or fighting the undead or demons.
Each class would have several hundred levels worth of skills (maybe less so).
Say warriors would have several attack modifying skills, such as a whirlwind swing, a charge, extra damage, leaps, beserk, and so on. class only items may be high class armor/weapons.
Bards would be able to unlock instrument crafting recipes, and spells and buffs related to such, such as being able to play a song on the flute that increased speed of those around, or drums that healed when played. class only may be food recipes and instruments
Druids would have spells related to nature, heals, vine manipulation and animal communication, as well as being able to have an animal pet and shapeshift into animals. Some druid spells would have restrictions against metal due to religion.
Monks would have skills related to movement, spead, jump height, attack speed, and pressure point skills, allowing attacks to inflict certain types of damage and debuffs. Class only items would include garments that increase dodge and meditation items
Paladins would have certain holy spells, including a smite, boosts to items, healing, extra damage to undead/demons, and so on. As well as unlocking a few class only holy items. Paladin skills may have restrictions against using evil artifacts due toreligious purposes.
Ranger skills would include bow modifiers, pet taming and pet modifiers, as well as several survival based recipes, including the use of herbs for healing. rangers would also get some nature magic not unlike druids.
Wizard skills would include spells and mana upgrades.
A sorcerrer would include spells as well, just of a different nature (to be determinened)
This mod would include thousands of items, weapons, tools, mob drops, magical artifacts, and new ores and blocks.
This mod would take mob creation insperation from the countless monster manuals. Mobs would include undead, demons, creatures both fantasy and realistic, npc beings with intilligence and settlements, tribal creatures in small groups and camps, and dungeons with countless evil beings. The spawning would not consist of random amounts of creatures, but actually would include spawn "groups", so instead of 12 skelletons, you would encounter a small, medium, or large group. A small group would consist of 3-4 random undead of any type. A medium encounter may be a group of evil knights, or tribal gnolls. A large group may be slightly bosslike, and would be very rare. A team of demon invaders, a dragon and his kin, etc, perhaps only in dungeons.
Npcs would consist of very large diversity. Elven cities full of merchants, mages, and archers, to small poor towns with fisherman or miners. Each npc would have the ability to be befriended, you could technically make your own city this way. All npcs could also either be traded with, or you could recieve quests from. Being apart of a npc community would mean you would have relations with the npcs, knowing a merchant may mean you could get a deal, or a free drink from a bartender. Or perhaps they will ask you for a favor, or maybe they will gift an item to you. Maybe they can offer to train you, or want you to accompany them.
There are several planes of existance in the D&D lore, more to come.
To be honest the problem is the amount of effort that would take. It would take just as much effort as developing Skyrim. Literally you'd need a team of developers, testers, and artists working straight for three years.
I don't know if you've done a lot of modding, but implementing an interesting item takes all day. You've got to code the behavior, model and texture the artwork and test it thoroughly. Assuming you can't work full time on modding, it would take three to four evenings. An entity with animation and AI takes about a week each. A structure takes a couple days. A dimension takes a couple weeks. And so on.
You are basically proposing to develop an entire video game.
Now many people say that in that case just do a bit at a time. But trust me that gets frustrating because progress is so slow. It will take years to complete.
If you're really going to be satisfied with making a very small piece, go ahead. A couple character classes, a few unique items, a quest, and a unique dimension can still be fun. So I'm not trying to discourage you.
But just be realistic in terms of the time needed for a large project.
The Meaning of Life, the Universe, and Everything.
Draxis City Proper
I am working on such a mod called Lichland. If you would like some assistance, I can show you how to add custom range, knockback, and possibly attack cooldowns for your custom weapons (Remove the recipe from the vanilla ones with MineTweaker). If you use 1.7.10 to mod, I can help. Perhaps we might be able to share ideas and stuff? I am making a server. The leveling and races are what I see you most having to develop. The bard is pretty simple. You make a block with an event associated with it with "if onRightClick" or something like that that will "tag" them as a paladin for example. Then when you make a paladin weapon like a holy sword or templar sword or something like that, you tag that as a paladin weapon. An interface will have to be created, the hard part, to register the weapon as a paladin weapon. Then, in the event handler, you would need something that will deny other classes using other classes crud by forcing a drop or something. This would be difficult but worth it. Jabelar is a good resource, electroblob_ has been helping me, and I might be able to help. I know the steps to do something but not how to code it
EDIT: the cleric is pretty important too! Maybe consider adding it instead of sorcerer?