Higher level modules
#1
Posté 22 août 2011 - 06:45
#2
Posté 22 août 2011 - 06:51
Have you seen that one? It was designed to be played with your MotB character, so starting level 30.
But then she added the feature to import a party. A team of 20th level adventurers would have a nice challenge.
Harumph!
#3
Posté 22 août 2011 - 07:02
#4
Posté 22 août 2011 - 07:43
#5
Posté 22 août 2011 - 08:35
I think the thing is that it's harder to balance at higher levels. Also I was making my NWN1 campaign for L7-8 and couldn't seem to find any decent enemies for those ranges, so in NWN2 I'm just starting at 1-3 (though there are other reasons for that). I'm pretty sure there are a few mid to high teens at least, though.
#6
Posté 23 août 2011 - 05:47
I'd so much rather start at L7-10.
Modifié par The Cow King, 23 août 2011 - 05:48 .
#7
Posté 23 août 2011 - 06:35
One way to see a high level module is making one for the community of course.
#8
Posté 23 août 2011 - 07:32
The Cow King wrote...
I'd so much rather start at L7-10.
Yeah, for me, I think that pretty much marks the sweet spot in Dungeons & Dragons.
In AD&D, a fighter reaching 7th level got a second attack every other round. That was always a great moment.
Harumph!
#9
Posté 24 août 2011 - 12:23
There are probably more that start lower and end in low epic or near epic levels.
Near epic? where??
I have yet to play a campaign that even cleared level 10 and I hit all the top ranked ones at some point.
Modifié par Eguintir Eligard, 24 août 2011 - 12:24 .
#10
Posté 24 août 2011 - 01:07
I'd be surprised if anyone could beat Path of Evil at less than level 13 without cheating. Someone told me they reached level 23. Level 18 or so would be typical.Eguintir Eligard wrote...
There are numerous other reasons. I don't like to start a heroic story halfway through their career, and obviously others feel the same because that level 1 start is so common. As for these games that go 1 to near epic levels you got me mystified...There are probably more that start lower and end in low epic or near epic levels.
Near epic? where??
I have yet to play a campaign that even cleared level 10 and I hit all the top ranked ones at some point.
#11
Posté 24 août 2011 - 02:00
#12
Posté 24 août 2011 - 04:40
You never know exactly what you'll get, so you can't just run through a module once, learn all the bosses' weaknesses, then breeze through the module in subsequent playings.
#13
Posté 24 août 2011 - 07:01
#14
Posté 24 août 2011 - 08:35
#15
Posté 24 août 2011 - 02:10
DannJ wrote...
I prefer modules that adapt to the player's level, so that it doesn't matter what character level you start at. Encounters can easily be adapted to provide a range of creature types and CRs, so that playing with different level characters changes the nature of fights considerably.
You never know exactly what you'll get, so you can't just run through a module once, learn all the bosses' weaknesses, then breeze through the module in subsequent playings.
BINGO!!!! I totally agree with this. That way you basically play whatever you want which would ultimately appease everybody.
#16
Posté 24 août 2011 - 03:13
#17
Posté 24 août 2011 - 03:17
#18
Posté 24 août 2011 - 03:27
i Agree too,C Barchuk wrote...
BINGO!!!! I totally agree with this. That way you basically play whatever you want which would ultimately appease everybody.
that's why encounter triggers were designed the way they are. Theoretically every encounter can be designed for whatever level hits them; although it takes a lot of care and would require multiple blueprints for Bosses.
I remember when a friend was trying to describe this for NwN. I was like, what?! He was like, Yeah the encounters scale their difficulty. now i figure its the way to roll ..
don't even know what's gonna pop out when testing : oh look, I got a lich, two vampires, a ghoul and a couple skeletons that time! Fun fer the whole party
.. but like Kamal's suggesting, if not done right it could go wonky.
As for leveling, i'd play a whole dungeon at the same level as long as it keeps me going. Leveling is a chore fer me. As long as it's not level 1
#19
Posté 24 août 2011 - 03:39
#20
Posté 24 août 2011 - 05:01
Harumph!
#21
Posté 24 août 2011 - 06:59
For example, in LotD, the big baddies of the early game are the Goblin Lords, maybe around level 6-7. As a level 2 PC, all you can do is try to run away from them. Come level 5 or 6, maybe you can take one at a time, just as long as his buddies don't gang up on you. By the end of the module, level 10-12, you can plow right through them. It all helps you feel like your character is growing, from scurrying around the edges of battle, to holding their own in the line, to dominating the whole battlefield.
#22
Posté 24 août 2011 - 09:19
DannJ wrote...
I prefer modules that adapt to the player's level, so that it doesn't matter what character level you start at. Encounters can easily be adapted to provide a range of creature types and CRs, so that playing with different level characters changes the nature of fights considerably.
You never know exactly what you'll get, so you can't just run through a module once, learn all the bosses' weaknesses, then breeze through the module in subsequent playings.
And a finely crafted set of antagonists that would make when you dont know his level, creature type or anything else... we're making tales here, not tallying baseball stats. Further to that is the environmental dissonance of jamming monsters into an area they don't belong in. Dragon in the cellar quests?
Modifié par Eguintir Eligard, 24 août 2011 - 09:25 .
#23
Posté 24 août 2011 - 09:59
OK so that explains why there were no rats.Eguintir Eligard wrote...
Dragon in the cellar quests?
#24
Posté 24 août 2011 - 11:00
Eguintir Eligard wrote...
Further to that is the environmental dissonance of jamming monsters into an area they don't belong in. Dragon in the cellar quests?
Obviously you can't just create a random list of beasties for each encounter - there has to be some logic. A crypt could hold a few zombies and skeletons, or some mummies and a lich, or any sort of undead in between. The obligatory cellar could be full of rats, dire rats, or fiendish dire rats (in various numbers).
In my (eternally) upcoming module I have both normal encounters, and neutral NPCs who level up to match the player. The encounters might spawn a particular type of beastie at level 2, 4, 10, 15 or 20. If you attack the neutral NPC (or say something to anger him/her), then you never know what class or level up package you might have to face.
#25
Posté 25 août 2011 - 04:01
People can make what they want and it may or may not turn out good. But all I'm saying is force feeding the encounters over a ridiculous range of levels (as has been said, a game that adjust to ANY level) is not a magic cure, and is really would cripple the story telling ability of virtually ever campaign I played by this community.
If this were true (not that you said it , but it was said) then why isn't every game doing it and everyone appeased?That way you basically play whatever you want which would ultimately appease everybody.
Modifié par Eguintir Eligard, 25 août 2011 - 04:04 .





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