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Should I make XP mining possible in my campaign?


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31 réponses à ce sujet

#26
Morbane

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This is way off topic but I just have to say something: Arkalezth, your other avatar was way cooler looking ;)

#27
Arkalezth

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Haha, I'll keep that in mind. I've had two more, so I'm not sure which one you mean, the ponytail one? (I don't know if the term ponytail is correct in this case, my English hairstyle vocabulary is limited).

This is the "serious" one, the other were done with the purpose of being as ridiculous as possible, but I got tired of them. They would be even worse if I could change the facial expressions in DA2's avatars, but I can't. I may change it again, who knows...

Modifié par Arkalezth, 19 mai 2011 - 11:03 .


#28
M. Rieder

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Thanks for all the feedback. Based on the responses, and the fact that I have my hands full with lots of other difficult challenges, I am going to just let this one ride and if people want to mine XP (hey, I did it in SOZ) then I'll let them. Although, now that I think of it, since they will be playing spellcasters, mining XP could be a risky propsition since a few unsuccessful rests would leave them dangerously short on spells.

#29
steelfire_dragon

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M. Rieder wrote...

Thanks for all the feedback. Based on the responses, and the fact that I have my hands full with lots of other difficult challenges, I am going to just let this one ride and if people want to mine XP (hey, I did it in SOZ) then I'll let them. Although, now that I think of it, since they will be playing spellcasters, mining XP could be a risky propsition since a few unsuccessful rests would leave them dangerously short on spells.



time to stock up on wands, rods, scrolls then.....

#30
rjshae

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A realistic approach might be to have multiple levels of difficulty, with the harder (often lethal) encounters being rare, while the easier encounters diminish with time due to the PC's culling activities. Eventually all they will have is rare, hard encounters that significantly tax their resources and frequently require a restore following a lengthy battle.

#31
Shaughn78

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rjshae wrote...

A realistic approach might be to have multiple levels of difficulty, with the harder (often lethal) encounters being rare, while the easier encounters diminish with time due to the PC's culling activities. Eventually all they will have is rare, hard encounters that significantly tax their resources and frequently require a restore following a lengthy battle.


I like this idea.

The key to a system like this is to take both time and area into account. The chance to have more difficult encounters should only increase when resting multiple times in the same area. While that too can be exploited, but I'd say if the player is willing to sit through load screens then good for them and no penalty for lots of resting.

But the reality of it is, it will mostly work out fine. As already stated, if the player farms a bunch of experience they will gain less experience in future encounters. In Risen Hero I had my kobold Caves and there were several paths and a wide range of experience difference between them, especially if some chose to farm a bit. In the end regardless of play most characters ended up being pretty close to the same level.

#32
Eguintir Eligard

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i think he already decided not to waste time on this. Expect an enhanced
toboganning sequence in the release