One reason I suggested a boss only system is that this campaign draws from folklore, and folklore isn't filled with too many stories of heroes wading through hordes of actual monsters. They may fight hordes of human enemies, but the actual monsters are rare, powerful and generally unique "boss" creatures.
"The Dragon Dynasty" Announced
Débuté par
The Fred
, mars 28 2011 12:14
#126
Posté 14 août 2011 - 02:43
#127
Guest_Chaos Wielder_*
Posté 14 août 2011 - 02:54
Guest_Chaos Wielder_*
Oh, I agree. I worked on a campaign in NWN1 and it followed that philosophy to a letter. I found, however, that many of the abilities in D&D--spells, feats, skills, etc--were actually designed to have enemies in mind as well as bosses(I mean, are you going to use disarm trap while fighting a dragon?) So, it's an idea I really like in principle, but it seems like you'd either have to be very creative with the generic abilities in game--which is very possible, of course--or you'd find yourself with many, many character builds which were functionally superfluous...and that's never good.
#128
Posté 14 août 2011 - 03:18
Good thoughts all.
One thing I'm trying to do is focus on tactics. I for one prefer challenging combat, but having twice as many enemies thrown against me doesn't interest me. Furthermore, I don't want to alienate people who haven't min/maxed their characters and who aren't great at power-building. I want people to be able to complete combats be trying out different tactics instead.
One thing I'm trying to do is focus on tactics. I for one prefer challenging combat, but having twice as many enemies thrown against me doesn't interest me. Furthermore, I don't want to alienate people who haven't min/maxed their characters and who aren't great at power-building. I want people to be able to complete combats be trying out different tactics instead.
#129
Posté 17 août 2011 - 04:13
On the same note, I put a little post on the Community Project Blog about the AI system I have up and running for the bosses there. One guy is a rogue-type who will attempt to flank whoever the fighter-type is attacking. This is a nice example of foes having complimentary abilities, which can make for interesting combats.
#130
Posté 28 août 2011 - 08:43
I think I mentioned that I've put a little game info on the project page. My current feature is the Ninja. The Ninja is pretty close to PnP and pretty close to Kaedrin's version, as it happens. I'm thinking of tweaking or replacing one or two abilities, though.
EDIT: Ninja not Nninja.
EDIT: Ninja not Nninja.
Modifié par The Fred, 29 août 2011 - 11:03 .
#131
Posté 29 août 2011 - 08:28
It looks cool. Small typo in the AC Bonus section (you said monk not ninja). Other than that, without specifics, the last few abilities sound quite scary (which I'm sure is intentional)...
#132
Posté 29 août 2011 - 11:09
Thanks. Good spot.
I forgot to mention the Inverse Ninja power - when the ninja is outnumbered, she gains one effective level. For every other ninja she faces, her BAB and AC increase by an additional point. For every ninja ally, she suffers a cumulative -1 penalty on all attack and AC rolls. If the ninja is alone and faced by three or more foes, she gains the Improved Critical, Power Critical, Overwhelming Critical and Devastating Critical (with a DC equal to 10 + 1/2 her level + the number of enemies she faces) feats in any weapon she wields.
This is a ninja:

This is a ninja at L2+:
I forgot to mention the Inverse Ninja power - when the ninja is outnumbered, she gains one effective level. For every other ninja she faces, her BAB and AC increase by an additional point. For every ninja ally, she suffers a cumulative -1 penalty on all attack and AC rolls. If the ninja is alone and faced by three or more foes, she gains the Improved Critical, Power Critical, Overwhelming Critical and Devastating Critical (with a DC equal to 10 + 1/2 her level + the number of enemies she faces) feats in any weapon she wields.
This is a ninja:
This is a ninja at L2+:





Retour en haut






