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#126
Dorateen

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nicethugbert wrote...

Hmm, maybe the safe spot is behind a water fall?


I do have a waterfall in the caves. That could work out really well.

I'm including the dialogue option for a wizard in the party:

"Of course I can light this fire! But I have not the survivalist skills to promise a safe night's rest."

Harumph!

#127
Eguintir Eligard

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There you go.

Btw Reider Im not sure survival skill or not applies in this case because in SoZ there was no resting indoors, period. Dorateen is talking about an indoor area where there is resting. So naturally he can apply the SoZ standard, although this seems to mimic his own modules style as well.

This is why Chaos put out the blanket permission on how to handle resting INdoors/in our own modules. There was no SoZ standard.

Myself personally, there will be check point resting if I feel the area is long enough to drain you that much. For consistency if it looks like the Dorateen school is popular, I will add a skill check such as how well you rest so its cohesive. I still want the party to get the rest (cause they need it) but maybe dock some hit points if they are not skilled at it. Spells will recover though.

Modifié par Eguintir Eligard, 22 mars 2011 - 02:36 .


#128
Shaun the Crazy One

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Indoor resting fits alot better if the dungeon recognizes that the PCs may have just spent 8 hours resting there or left and came back. For example "so you were the one the who destroyed all my minions, I will see that you pay for your intrusion" - Necromancer boss. Or perhaps if the PCs rest part way through a dungeon the monsters in the next few rooms, will be better prepared when the PCs continue through the dungeon. Or even just placing rest points in places where it makes sense that the PCs can rest without the others inhibitors of the area becoming aware of their presence.

#129
M. Rieder

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The spell invisibility lasts 24 hours. So if I cast it on myself and my party and hunker down in an out of the way place, I could probably rest somewhere with little fear of disturbance, unless the dwarf stars snoring....again....

#130
nicethugbert

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M. Rieder wrote...

If we use the SOZ system, then wouldn't survival skill determine the likelihood of encounter?


...we are still using SOZ rest system, right?


I think that is reasonable.  I think survival would find the better resting spots and make them better.  I can think of only two things that would make a place not a good rest spot:  the physical environment, active volcano caldera for instance, or wandering monsters.

M. Rieder wrote...

The spell invisibility lasts 24 hours.
So if I cast it on myself and my party and hunker down in an out of the
way place, I could probably rest somewhere with little fear of
disturbance, unless the dwarf stars snoring....again....


Thats a good idea.  But, how do you know the spot is a good place to rest?  It might be heavily patroled.  How would a wizard know this?  The wizard would also need a way to control sound and scent to have a better chance of rest in random locations.  He could use a magical hidden mansion for instance.

Modifié par nicethugbert, 22 mars 2011 - 10:38 .


#131
Guest_Chaos Wielder_*

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The survival skill could be used if there was demand for it. I use it in my own project, and have had nothing but success with it. Besides, the skill is awfully underused.

#132
Hellfire_RWS

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I know the more skill checks are used the harder it is for the builder, but Im am all for the use of skills in the module. survival or otherwise.

#133
The Fred

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Things like survival, which have no real use by default, could really do with some love.

#134
Quixal

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nicethugbert wrote...

M. Rieder wrote...

The spell invisibility lasts 24 hours.
So if I cast it on myself and my party and hunker down in an out of the
way place, I could probably rest somewhere with little fear of
disturbance, unless the dwarf stars snoring....again....


Thats a good idea.  But, how do you know the spot is a good place to rest?  It might be heavily patroled.  How would a wizard know this?  The wizard would also need a way to control sound and scent to have a better chance of rest in random locations.  He could use a magical hidden mansion for instance.

Rope Trick (also a 2nd level spell) was always good for that in pen and paper D&D. Alas, like most of the utility spells it isn't in NWN or NWN2.

Modifié par Quixal, 25 mars 2011 - 12:50 .


#135
nicethugbert

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posteded in rong thread srry

Modifié par nicethugbert, 26 mars 2011 - 12:07 .


#136
Kaldor Silverwand

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One last thought on resting. It has bothered me that in NWN2 resting isn't required. Tromping around in armor battling things would certainly be tiring work. There should be natural fatigue that sets in after a certain number of hours of exertion and remains until resting. What I've done for my own campaign is modify the module heartbeat script to check at each hourly clock update to see how many hours since the party members last rested. If the number of hours exceeds 12 + the party member's constitution adjustment then the party member becomes fatigued, just as the touch of fatigue spell would do. Every two hours after that they become further fatigued (loss of strength, dexterity and movement speed). Once they rest all fatigue effects are removed. Simple to implement with modifications to one script and effective.

Just something to consider.

Regards

#137
The Fred

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That's certainly something I'll be considering for my campaign, but I'm not sure if it'd be worth it for the community project. Food for thought, though.

#138
Quixal

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Kaldor Silverwand wrote...
One last thought on resting. It has bothered me that in NWN2 resting isn't required. Tromping around in armor battling things would certainly be tiring work. There should be natural fatigue that sets in after a certain number of hours of exertion and remains until resting. What I've done for my own campaign is modify the module heartbeat script to check at each hourly clock update to see how many hours since the party members last rested. If the number of hours exceeds 12 + the party member's constitution adjustment then the party member becomes fatigued, just as the touch of fatigue spell would do. Every two hours after that they become further fatigued (loss of strength, dexterity and movement speed). Once they rest all fatigue effects are removed. Simple to implement with modifications to one script and effective.

Just something to consider.

Regards

This is a good thought but my concern is that the implementation would more result in a a handicap on... handicaps. personally, I like to see how far I can go without resting to challenge myself. Being forced to rest regularly will make things easier (unless the idea is harsh gauntlets where resting isn't possible even when it is desperately needed). I think in this case the added realism has a price tag attached that needs to be considered.

As always, just my personal thoughts on the matter.

#139
Kaldor Silverwand

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Quixal wrote...

Kaldor Silverwand wrote...
One last thought on resting. It has bothered me that in NWN2 resting isn't required. Tromping around in armor battling things would certainly be tiring work. There should be natural fatigue that sets in after a certain number of hours of exertion and remains until resting. What I've done for my own campaign is modify the module heartbeat script to check at each hourly clock update to see how many hours since the party members last rested. If the number of hours exceeds 12 + the party member's constitution adjustment then the party member becomes fatigued, just as the touch of fatigue spell would do. Every two hours after that they become further fatigued (loss of strength, dexterity and movement speed). Once they rest all fatigue effects are removed. Simple to implement with modifications to one script and effective.

Just something to consider.

Regards

This is a good thought but my concern is that the implementation would more result in a a handicap on... handicaps. personally, I like to see how far I can go without resting to challenge myself. Being forced to rest regularly will make things easier (unless the idea is harsh gauntlets where resting isn't possible even when it is desperately needed). I think in this case the added realism has a price tag attached that needs to be considered.

As always, just my personal thoughts on the matter.


I wouldn't have this be hard-coded, just the default behavior. Editing a 2da line should be enough to allow a player to turn it off if they choose.

Regards

#140
Eguintir Eligard

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Personally, I'd rather see all these fancy non essential reinventions of wheel so to speak, implemented AFTER people have completed their module commitment to the campaign. Considering the gaps we have in the time line for levellling, my personal response to any fluff scripts that do things above and beyond normal is: it can wait.

#141
Kaldor Silverwand

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Personally, I'd rather see all the fancy non-essential reinventions of wheel done first. Forget the rest. Fluff forever!

#142
The Fred

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Actually, it's important to know what kind of wheel you're using when you're building a car. The whole point of what I was trying to say way back earlier was that things like resting systems can drastically change the balance in mods. Although, whilst something like a fatigue system might be pretty cool, it probably wouldn't be worth the effort given a lot of people would probably not like it (everyone has different tastes, and I think not liking stacking penalties is one of those tastes).

#143
nicethugbert

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Fluffy FTW!

#144
Guest_Chaos Wielder_*

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Systems like natural fatigue and such *are* realistic, and all that, but I'm unsure of how much they add to a given mod. They do a touch of realism, granted, but sometimes that might be more frustration than anything else. The way I see it, the original D&D rules were created specifically for playing with friends and, importantly, a DM, who work together to create a cohesive, sensible universe. The transition towards CRPG hasn't been kind to this, as I think there's something lost without DM interaction. In fact, I'd rather have *more* realistic implementations--starving, thirst, etc--in multi-player environments with DM support than without.

Seeing as how this project is, and always will be, single player, I don't want to simply add more time for the one player(as un-equipping armor, setting a fire and other such things would be). Now, as said before, I *encourage* other modders to have unique instances within their projects. Say, for instance, you're making a cave full of Cloakers. Perhaps, specific to this area and this area alone, being near a campfire is the only safe way to guarantee that the creatures don't attack(either while walking or resting). Great! This is interesting, unique and doesn't impede the campaign as a whole. Your work stands out, and yet we can have the standard systems that the player can fall back on and feel comfortable with.

SOZ is going to be the default, but variations, in the vein just described, is more than acceptable.

#145
Arkalezth

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About the Overland Map (maybe this have been addressed, I haven't read the thread in a while), I played White Plume Mountain a month ago and there were a couple things I didn't like:

- Traveling through the OM was veeery slow, and my character had maxed Survival and speed increases. I found SoZ OM faster than WPM.

- The main town was in a corner of the map, with only one road leading to it IIRC. There were also a vendor and another market, but there wasn't any more in half of the map, or more. This, combined with the slow traveling and the loads of loot found at the multiple dungeons, made inventory management pretty tedious.

Maybe this can be helpful when designing the OM.

#146
Guest_Chaos Wielder_*

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My plan was to make OLM travel faster by default than in SOZ(WPM also). There are a few reasons for this.

1) The encounters on the map end up being more of a chore than anything else with them constantly harassing you. Maybe certain areas you want to stealth up and lose speed, but for the most part I'd rather it be open.
2) I'd like to have more than just a rogue leading a party.
3) It slows the game down a lot. I'm not advocating action at each and every turn, but it would be nice if the game wasn't bogged down every few minutes by dire wolves baying at the door.

So, I'm either going to have a flat rate of movement on the OLM, or I'm going to make you just move faster in general.


As far as shops and such go, the Turmish lands have more shops/villages than in WPM. So, I don't think there will be as much of a feeling that you're stuck in a corner and you're done. I'm also considering having a merchant you can summon, but I'm not sure. These sort of things are worth discussing, however. In general, I agree with your view(s).

#147
M. Rieder

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Encounters on the OLM only became dull in SOZ when they became monotonous due to a lack of diversity in creatures. I noticed this particularly on the sword coast part. We should have a large diversity in creatures that may appear. I also think there should be either a limited number of roving creatures that can spawn, or a significant decrease in creatures that will spawn after a certain number are defeated.

#148
The Fred

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I think we had this idea before, but how difficult would it be to add unique encounters to the OLM? That might help keep it fresh. For example, a very simple quest where you hear there is a bounty on a certain band of <insert ethnic minority monstrous humanoid race of your choice here> who are roaming and pillaging in the chaos. They can be found on the OLM (or maybe one of KM's caves) for a small reward. A pretty plain and basic quest, but it would break up the monotony of fighting the same people over and over.

#149
Hellfire_RWS

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Chaos Wielder wrote...
I'm also considering having a merchant you can summon, but I'm not sure. These sort of things are worth discussing, however. In general, I agree with your view(s).


The main road cutting through the OLM in the Turmish Lands is a major trade artery. maybe the random traveling merchant wagon to trade with?

#150
M. Rieder

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+1 to travelling trade wagon. Convenient to gameplay and believable.

@The Fred: It would be interesting if we could get a builder or two to focus solely on developing about 6-12 very short unique encounters to the OLM to break up the monotony. I think it would add alot with probably not much extra time investment.