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Item Creation - Where does Uber Begin?


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#51
avado

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Ive played on many different pws in my time.



perma-haste is uber, as i understood it, because it could be difficult to balance a pw. The guy that i chatted with on this said perma-haste made some areas way to easy that were balanced for party play without perma-haste. Interesting enough, this same guy made the top level of one of his Crafting items (it was an amazing crafting system, but it goes back to 2004ish.. so i cant remember the name of it) and it was only one item (mitts). We had to figure it out ourselves what the properties were, so these items were very rare on the server.



I also played on a server where +10 enchant was the cap per item. What was Uber about that was, again, the crafting system (a totally diffferent one). THis one allowed you to take tokens which were earned from tasks and quests every level and use the tokens to make your own gear. Never really seen a good whip for your whipmaster? No problem! You can make your own +10 with stuff on it. The over the top uber was you could remake the items over and over again if you messed up (there was a token retrieval system).



Dev crit ONLY on players is uber. Dev crit on monsters and/or bosses isnt. There are lots who hate dev crit, but there is nothing like the rush of fighting mobs of monsters, knowing that if you roll a 1, you're dead! All of a sudden PM's become huge (or if you play PRC, clerics become the master class :P ).



There is so much to this that we could go on for months and never come to a consensus. Oh well.

#52
Genisys

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If you are using standard bioware monsters (not advisable), then yes, many things could easily be construed as uber, without a doubt a +7 weapon would be like extremely powerful against the standard monsters...

Haste improves a character's power considerable, is it uber? That depends on the monsters you are using..

Many builders know, you gotta start beefing the monsters up at level 16-40, or a party of players, because they have better gear now & backup, will just push the monsters over, and it won't matter if the PCs have haste on, not really...

I had a poster remark about my Underworld module, that it was all about the items...  This is mostly true (but it's a party module mainly & requires a party, flat out), however, I'd like to say something in reponse to that, and have other people hear it..  If you were level 40 and you got naked, could you take the level 40 monters in your module?  If the answer is no, then your module is item dependent too..

Heck, even in the Oiriginal Campaign, ITEMS ARE VERY NECESSARY!    :D

So, basically, what I'm saying is, all modules are more or less Item dependent, unless of course +2 is the highest level item in the module, however +2 is weak compared to a spell that gives +5 AB &  +5 Magical Damage (and there are more buff spells), or the spell that can enchant a weapon for a +5 Enchantment Bonus (with a long duration), therefore trying to control items by reducing them only solidifies the power of magic all the more.. 

Even if the spell changes to weapons are temporary, players will STILL avoid any and all restrictions you put on them and find a way to win... and trust me from experience, they will call for help when they want to win bad enough..  And they will win, but then again, thats the whole point of the game, to have fun and win.. (at least sometimes)  So when a large party learns there is strength in #s, then your low level item & low level module will be laughed at by large parties I assure you, no module can handle a 10 player party, unless it's using custom spawn in scripts to spawn in a mass amount of monsters based upon the # of players in the party present in the area..

Balance isn't tough, it's about controlling how easy things are, and how hard they are, and that lays 80% with the monsters, not the gear the PC have available, and you can always raise the DC on things should they have a lot of skill points to use...  :D

I hope this helps you in some way mate..

Modifié par Genisys, 03 septembre 2010 - 06:08 .


#53
avado

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LOL I agree! You just crank the AC or DC! I remember a little frost gobly king that, for a lv 30 quest, there were very few lv 30 melee characters (heck lv 35 had a time ) that could touch him! Now you need to get the players thinking, but the answer makes the rest of the mod even less challenging cuz once you figure out how to take this dude out (and i did with a lv 20 character, though getting the lv 20 to him was a trick), even the end bosses become "easy".

I think the mod developer must understand there is no perfect! One incident comes to mind where the creators of the mod added PRC so they could beef up the areas (and it was a party server to begin with). Their logic was - make things so tough that you had to party! Well, there are some smart dudes out there! I learned from a dude that was so good that he soloed these "hard" areas and he even took out the main boss with one shot cuz they forgot one little thing! Yes, it was all alot of flukes, but the reality was, he soloed the end area and took out the boss that was thought to need a full party to beat. How do you balance that? You dont.

There must come a point (and i am speaking from what must be as i have never had the interest in hosting a pw) where you just say "SO WHAT!" I remember farming an area for some really cool gear and i got a pm from the owner (known to me) to keep it quiet as he didnt want the word getting out. On a server where +5 was top, with potential of +7 from one spot, i had an inventory of 15 +5 bastard swords! Would have totally killed the economy if that got out.

Or you give the dragon the spell Heal to use to keep the fight going, thinking this is fair, right? Then the cleric buffs and then casts Silence on himself. Then the cleric TANKS and his ONLY job is to keep the silence aura on the dragon.

So, what happens is, you get all paranoid about every possible combo and you make the boss immune to it all and now there is no game cuz when you have no options, it is boring.

Just my two cents

Modifié par avado, 04 septembre 2010 - 02:45 .


#54
kenween

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for the most recent replies about just how hard a mod and monsters can be made ---



i think the best solution is to have dms login and possess player and monster builds and fight the players toe to toe. NWN's AI is really good but it's very exciting for a player to try to kill a "human" opponent (and they shud die a lot too).

#55
ffbj

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Saying you make weapons +5 or armor +5 with buffs is not an argument since you can easily nerf those spells to +3 max which is what I did in my campaign. So for mine artifacts are in the +5 - +7 range, that's the best you can get. I have a few exceptions such as special weapons for many classes which gain in power as you do. For instance a 40th lvl barbarian can get a sword that does +10 xtra damage lvl/4, in the hands of a 4th level barb it would do 1 xtra damage, though he could not use the weapon with ILR he would have to be at least 10th to use it.



It's actually one of the best things about the game. You can craft it to your liking and you decide what uber is since it's all relative. I recall early on in my Second God War map some people where suprised you got gifted with a +1 weapon at the start. Later on someone commented they thought that was too much for a starting character but then after playing in the world for a while they realized you really needed it just to survive.

#56
Genisys

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+5 AC / AB to +7 (AB but not AC) is fine in my book...

In fact, the most balanced module I ever played on was a +5 main items, and some +6 to +8 artifacts, but even these were greatly balanced, and AC items above +5 were restricted to 1 or 2 types of item, like platemail & shield

I love your idea bout the weapons by class, especially the barbarian one, it lends to an amount of epic realism, for let's face it, barbarians kind of get the shaft if you use +12 Ability Score Bonuses from all items....

+1 lol, to me a +4 or higher would be too much, but that's just me.. +1 is NOT going to tip the scales in the PC's favor horrendously, a +4 on the other hand would definitely make you 4 levels higher and that's pretty powerful, but not uber..

10 Base AC - Most monsters will have 12 - 20 AC at level 0-4, so +1 will not make you OWN anything, not really...

+2 or +3 may make you hit more consistently, and for some that is uber...  (I totally dissagree with this thinking)

Modifié par Genisys, 05 septembre 2010 - 09:51 .


#57
leo_x

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i'd add re. uber items: that it depends on if you want to have pvp as an integral part of your module/world. if not sky is the limit for uber imho -- it's totally arbitrary, esp. with the great work being done by the nwnx folks (with the caveat i'm an action sort). if you want pvp... i'd wager uber is +8ish, all else being equal.

Modifié par pope_leo, 05 septembre 2010 - 11:54 .


#58
TSMDude

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kenween wrote...

for the most recent replies about just how hard a mod and monsters can be made ---

i think the best solution is to have dms login and possess player and monster builds and fight the players toe to toe. NWN's AI is really good but it's very exciting for a player to try to kill a "human" opponent (and they shud die a lot too).


This is something one of our players suggested and we loved it and did it.

We made dragons ONLY spawn in when a DM is online to possess them. It added a whole new dimension to Dragons and it is a right of honor to have the name Wyrmslayer added to yours.

#59
Xovian

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avado wrote...
Dev crit ONLY on players is uber. Dev crit on monsters and/or bosses isnt. There are lots who hate dev crit, but there is nothing like the rush of fighting mobs of monsters, knowing that if you roll a 1, you're dead! All of a sudden PM's become huge.....

There is so much to this that we could go on for months and never come to a consensus. Oh well.


I agree with this. Restricting class abilities only changes what the "next best thing" is.
If npc's also possess such abilites it isn't hard to balance, and tends to keep people on their toes, or if nothing else, ere on the side of caution.

As a builder I look for an array of options, and try to make them as "fair" as possible.
An example of this was by adding claduep's random item code to the onspawn scripts of various npc's I've made.
I even set it where it was based on CR (an epic module still in the works), if the CR is lower then 50 the npc has a chance to get random immunities, abilities and just about anything else under the sun. All completely randomly, and it also keeps things fresh this way, cause it prevents the ability to play the same game twice.

I've recently adjusted my AI to also get in and stay in combat even after resurrection spells.
Just because you kill an NPC, doesn't mean their friends won't bring em back, and that alone can add quite a challenge to a module, especially when they will not stand around idle as what would happen with the default scripts.

Spells of course, at least the more powerful variants (harm/drown) can be a problem. The solution is easy enough and there are several ways to do it. Either alter the spell as some servers do, add immunitys for certain creatures, or even have the ability be useable vs the players. It keeps things in an equalibrium by using various methods.

As posted above, a DM can always make things more challenging, but there are also various ways for builders to make things a bit harder when and as needed too.

#60
Genisys

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pope_leo wrote...

i'd add re. uber items: that it depends on if you want to have pvp as an integral part of your module/world. if not sky is the limit for uber imho -- it's totally arbitrary, esp. with the great work being done by the nwnx folks (with the caveat i'm an action sort). if you want pvp... i'd wager uber is +8ish, all else being equal.


So True Leo :D

everything below +8 isn't really uber, and it's fairly equal in respects to gameplay, +8 is definitely where uber begins for me...




: Core i5 750 Club :

Modifié par Genisys, 06 septembre 2010 - 09:06 .


#61
ffbj

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Here's a link to the weapons scripts I was talking about:
http://nwvault.ign.c....Detail&id=1149

#62
Genisys

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In my opinion, ANYTHING that can be spammed (even if only a 1 is required) that instantly kills, is pretty much uber....

How you balance Devastating Criticals is your call..

I simply give my bosses critical immunity, handing a monster (especially if more than one spawns) the ability to kill a PC in one hit = way too uber...

But that's just my opinion..

Ultimately I feel you have to make a decision, which is more important to you..

The PCs die more.. or..

The Monsters die more...

Ultimately this decisions will help you determine how powerful to make monsters, and how powerful to make items, for items will essentially detmine if the PCs live more, and more powerful monsters than the items in the module will determine if the PCs die more..

Unstoppable Damage or Damage that can never be resisted is pretty much uber in my book...
Because Uber Item Properties also applies to monsters as well as PCs...
If you don't give the PCs some way to overcome, they will get mad & frustrated...

I saw one module where all the monsters had magical damage, which could not be resisted & there was very little damage immunity to protect you against it, and that was the most frustrating experience I have ever encountered while playing nwn...

For if the PCs are dying a lot, and the monsters are very hard to kill, then the encounter is not balanced, in my book anyway, and also there is the factor of IF you are building for parties or solo players or not...

Modifié par Genisys, 06 septembre 2010 - 10:32 .


#63
Xovian

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Genisys wrote...

In my opinion, ANYTHING that can be spammed (even if only a 1 is required) that instantly kills, is pretty much uber....

How you balance Devastating Criticals is your call..

In epic levels, where players are almost demi-gods in their own right, as is just about anything that can challenge them, you have to expect that some abilities will be quite powerful, and as such "life threatening" to the PC. I find modules to be far less fun or challenging if there is little or no actual danger to the player.

Besides, death is an integeral part of the D&D game, for both player  and their foes.
Otherwise there wouldn't be a need for spells like Raise Dead or Ressurection.

I suppose this goes with why so many enjoy the lower levels too (1-10), though in my opinion, in low levels your just as likely to die from things, it just may not be a one hit wonder (unless of course you're playing an arcane caster).

I do agree however with your example of damage being applied with no chance to resist, thats overkill.
Even Dev crit requires a fort save, not to mention 2 criticals to begin with..



**Edit, hours later once I got home from work...why?
Shameless Plug: My base module is now listed under my projects and is avilable for download.
Special Thanks to 420  , for the addition of the OnHeartbeat leveling script, I had completely forgotten to make/add one of those previously.

Modifié par Xovian, 07 septembre 2010 - 06:13 .


#64
Genisys

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Xovian wrote...

I do agree however with your example of damage being applied with no chance to resist, thats overkill.
Even Dev crit requires a fort save, not to mention 2 criticals to begin with..


This is a good point.. :D

#65
Necronomicon Des Ombres

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I dunno, but to me... and it seems a few other people, the point of uber seems to be when things get boring.



The way I see it, this is kinda the same ol' discussion about the unstoppable force Vs the unmovable object. If players are too strong, their the unstoppable force. If monsters are too strong, their the unmovable object. The way to balance this? I agree with other people, their is no balance.



No matter what you nerf, no matter what you disallow or take... someone will find some way to beat your system. Unless you can think of every possible aspect of how someone would try, and even then someone might think of something you didn't. Should this be a bannable offense? Heck no, I say give the guy a medal! I hate how people try to weaken something or close off certain possibilities just because one class seems to do better, if they are doing better then find out why and how. Once you have the source of how then try to implement an artificial means that other classes can enjoy similar effects.



People tend too look at this the wrong way, wanting to control the life of those in THEIR world. But if anything, I'd like to use a certain movie quote here:"Life, will find a way." It's funny because it's true! People should concentrate less on blocking things and look more toward possibilities. If you nerf a class too much, people will just stop playing that class. But if you can get a rock, paper, scissors ect. type of thing going then it evens things out.I mean a lotta people on here are builders right? If a build seems really powerful, find a build that can fight that one!



Now as for items, I can't really say much. I got dubbed the omni-potentate-item-god, though at least I balanced my power thought my items and didn't pile them all on one like I've heard of. I think one of the most over-powered items I ever made was in Diablo 2 with the Hero Editor, a ring that when you kill a monster made it rise as Diablo, I also added teeth on attack. Imagine my surprise when I killed 8 fallen (1 with attack 7 from teeth) and 8 diablo's stood up, I laughed my @#$ off for a good five minutes. But I digress...



Yeah, I make powerful items a lot... but more times then not they have a story behind them... I'm just too lazy to write them. XP I like things that are malleable, or versatile. Something I can get a lot of use out of no matter what I'm doing, as long as I have the ability to adapt quickly though. If I'm caught off guard then I may end up dead just as any Willy or a Sam. Hmmm, I would show you a set I'm working on for neverwinter... but sadly I don't know how to transfer it right. But basically, when you wear the whole set, you get various bonuses to stats. Each piece gives +2 to one stat and +1 to another, but at the same time -2 from a third stat and -1 from a fourth. Having more or all the pieces would allow the player to change himself to fit his environment better for that time. I've been having a little difficulty wondering what to add and what to leave out, I don't want it to be OP when completed. But it would make you stronger to a situation depending on what you took off and left on.



What I am basically saying is to give players options. I don't wanna go into some deep dark dungeon, vanquish some Demon lord and spawn. Go to the treasure chest to the side and pull out... a +2 short sword... You wanna know what I'd do with that? Shove it right up the demon lords posterior and leave it there! XD



Another thing I found out, this I found out playing another old popular game: Morrowind. I hated how little you could do with enchanting, so I decided to look around and fix that. Found a mod that made all the items in the game X10 their original values, the down side? I never got strong enough to make the uber items I wanted too. Something always came up or my game got corrupted. But what I was wanting to point out is when someone is able to make something very powerful, it kinda gives an air of accomplishment. That THEY were able to make THIS. If you make it too open though, then it's taken for granted. But if you make them work for the materials, then they have something to be proud about.



Speaking of uber items, one thing I was able to make in Morrowind that would so be considered uber; My potions. Ever since I discovered Int governed the power of potions, I would go on pilgrimages to harvest those ingredients whenever I wasn't busy. Making those potions and actually seeing myself get more powerful made me happy, any session that I could see my character improve added a little spring to my step when I got off. If Morrowind had a naming system like Full Metal Alchemist, I'd be called the 'Pain-in-the-@#$' Alchemist. Or you could replace the @#$ with grass or something, still messing with plants and such so it fits I guess... I personally prefer the brier.



In the end, I like epic drawn out battles. The old DBZ fights, the spectacular battles in the manga with Mahou Sensei Negima. I also like the Bass syndrome or Kenpachi Complex, beat the crap outta your opponent and let them live so they can grow and get stronger to fight you again. I like the tail of boy King Aurthur, pulling the sword from the stone. I love the idea of someone getting something considerably powerful at a risk or a gamble. Without it, what's the point of the risk? This is what I believe.



Heck on an old maplestory server I use to play on, I met a player as I was walking from one town to another. He called to me and we talked for a bit, on a whim I gave him some VERY powerful items. Sometime later, keeping to the agreement that once he no longer needed the items he would return them, he did. He had in fact made gear even stronger, and I don't know why but at that moment I was proud. I have no idea if it was with myself for lending him the item or at his growth into my superior, but I was proud. Kinda like one a those Disciple surpassing the master moments I guess. I mean a lot of online is missing that. The boy of a warrior wants to learn the sword so his father buys him a +1 short sword. That boy grows to be a hero and slays an evil dragon harassing a small town, when the villagers come out a boy looks on in awe as the hero approaches and says "You can be a hero too." and hands the boy his short sword. That bow grows up a little differently and becomes one of the kings finest agents. This kind of world is the kind I see worth having, not wanting money at every turn...



*Ahem* Sorry, personnel thoughts entering the mix here.







Ummm... Well I think I made my point. I think... not 100% sure what my point was, I just wanted to speak my mind on the subject. I hope I haven't bored you all to tears. WOW, I just looked at how long this thing is! I had no idea I wrote that much! lawl



I think I'll wrap this up here and give all of your eyes a bit of rest from my ranting, hope no one considers long posts a bad thing.



In any case, take care and good luck to you all.

May the powers that be watch over you.



Till next we meet.

#66
WebShaman

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kenween wrote...

within NWN "Uber" has a specific meaning.

An item is "uber" when creating it requires the use of an editing program outside of the nwntoolset or of the nwn basic program. Programs such as Leto sometimes enable this, but a more powerful erf or bic editor is usually used. An "uber" character is one which can only enter a server where "Enforce Legal character" (ELC) and "Item Level Restrictions" (ILR) are both DISABLED for entry.

The use of a high level bic editor is usually needed to breach ELC and ILR. Builds and items such as these have the capacity to do up to 15,000 or more damage in one hit.

The knowledge of what "uber" really is important to nwn because there is an active community which plays according to these rules & specifications. Uber is not just some "overpowered" quality. it is a specific set of restrictions.


That, with one exception, is "Ueber" in NWN - the part about the ELC and ILR must be disabled is not exactly accurate, but will not be discussed further here.

What one really is discussing in this thread is "Where does Monty Haul begin"? and is an age-old discussion point among D&Ders (and one has to go back quite far to understand the reference Monty Haul to begin with).  All the old D&Ders here will recognize the reference, I am sure.

Basically, Onion summed it up quite well - when items (even gold can be considered here) outmatch the challenge of the environment (meaning that one can basically easily beat any challenge by having the right item - and with Bags of Holding, Portable Holes, etc, in Monty Haul style campaigns, one normally had an item for just about any and every occassion).  This basically matches what was said by another poster (name forgotten, apologies) - when classes are rendered obsolete by items, then those items are indeed overpowered.

In essence, it means that one does not need to have the basic party members anymore to appropriately challenge an encounter.  One just needs the appropriate item in question.  IMHO that is when things start to become Monty Haul.  And when those items are just lying around everywhere, well, it just gets worse.

In D&D (the original version), magic items were rare.  Things did change towards the Monty Haul crowds (who wanted, craved, more magical power, more levels, more class powers, etc).  AD&D satisfied them for awhile, but they wanted still more (because such cravings never truly get stilled - one can never have enough items, power, levels, etc).  Then came 2nd ED, then 3.0, then 3.5...and now 4.0.  And it continues on.

I would TEND to say that this sort of mentality is normally the PGers (Power Gamers) one, as they are normally ones that are mostly interested in the numbers aspect of the game.  The RPGers normally are more interested in the Storyline/Character part of the game, and the numbers are just things that facillitate that.

Note that I prefer a PG style environment with a Storyline (call it RPG lite, if you will).  I also prefer low magic environments, because I find them easier to balance (nothing higher than +5, except for artefacts).  Note that even this is not a good explanation - due to the pecularities of the stacking rules for NWN, +5 properties when not properly controlled will result in AC outstripping AB early and never becoming equal thereafter.

Perma Haste is both a curse and a blessing - for the Builder it is a curse, no doubt about it.  Single-handedly the most "broken" thing that there is.  It totally unbalances things.  Either no-one has it, or everyone and their dog does.  For Players, Perma Haste is a godsend, especially for movement.  Getting from point A to point B as quick as possible so that one can get down to enjoying what one wishes is imperitive.  A form of Perma Expeditious Retreat would have been a much better option IMHO.

I personally do not like Perma Haste, due to the "all or nothing" aspect of it - much like a few other abilities in NWN.

As for the "Mages excell in a low magic environment" statement - this is true if care is not taken to balance the environment against this (this does NOT mean nerfing spells!  Nerfing things is a cop-out, the lazy man's solution to things.  It NEVER truly works as intended, due to the incredible amount of circular dependencies in the D&D ruleset).

Balancing the environment for Mages (let us not forget the CoDzillas here, as well!) includes such things as DMZs, (Dead magic zones) WMAs (Wild magic areas) creatures with Dispels, Dispel traps, Anti-Magic rays, etc.  Anyone who has designed a low magic world who does not take into account Mages and CoDzillas truly has not done their homework and will find their worlds overrun by said classes quickly.  I do not want to get started on rest restrictions, because that tends to start arguments.

I personally prefer balanced environments, where everyone can have fun.  Such places are of course rare and far between.  I have only had the honor to play on a few of them.

I can say that for those who have enjoyed the very rare DMed Private Campaign, that it does not suffer from any of the above.  For obvious reasons, of course.  Such things are among my most favorite ways of playing NWN.

#67
HipMaestro

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Web pretty much expressed my own attitudes. The only difference are in regard to the perma-haste items. I find these games almost unplayable (for easily-bored types like yurz troolie) without the ability to traverse maps quickly. There's only so much pleasure that I can glean from staring at the tileset as my PC is clicked through wilderness, city streets and dungeon mazes. As far as realism goes, my 3-year old nephew moves faster than a walking NWN PC does. Now, if they would just change the haste items to apply ONLY to movement out-of-combat (even perhaps OnPerceive with respect to hostiles) and not increase casting/attack speed or AC, that would satisfy my own gameplay preference. MY universe would be in complete balance. So is the multi-enhancement perma-haste phenomenon just a product of NWN design or is this a general D&D dynamic? Just curious...

#68
WebShaman

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AFAIK perma-haste is normally just a NWN phenomena. Though with the rulesets as they are now...bleh.



Still, in D&D, one can deal with permanancies, whereas in NWN it is much more difficult.



I believe that Haste got changed from 3.0 to 3.5 (not sure how it looks in 4.0, and frankly I do not care as I do not play 4.0).

#69
Shadooow

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I believe that Haste got changed from 3.0 to 3.5 (not sure how it looks in 4.0, and frankly I do not care as I do not play 4.0).


Yes 3.5 dnd haste is +1ab,+1ac,+1reflexes +1extra attack and speed increase. The 3.5 version does not add second spell in one round, making quickened spell useable, BUT unfortunately in NWN it does slow everything (casting and then attacking) and this is a too big nerf in worlds where haste is available.

#70
HipMaestro

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ShaDoOoW wrote...

I believe that Haste got changed from 3.0 to 3.5 (not sure how it looks in 4.0, and frankly I do not care as I do not play 4.0).

Yes 3.5 dnd haste is +1ab,+1ac,+1reflexes +1extra attack and speed increase. The 3.5 version does not add second spell in one round, making quickened spell useable, BUT unfortunately in NWN it does slow everything (casting and then attacking) and this is a too big nerf in worlds where haste is available.

And I think that is where the implementation has fallen short all along.  It automatically unbalances melee vs. casters as soon as the melee PC has gained more than 1APR.  Doubling the number of casts per round regardless of the character level is a poor design.  I suppose they needed to devise some sort of benefit for casters, but this was an accident waiting to happen in all future game class balancing apps.  I don't pretend to have a fix in mind, but the original dynamic was a loser from conception.