Good, then you know that normally, Mord's Dis should have a chance to permanently destroy wands, scrolls, potions, etc (according to the PnP version).
What including a DM does to the game *sigh*
At what level are the base classes closest in power to one another?
Débuté par
OldTimeRadio
, nov. 05 2012 07:14
#101
Posté 05 décembre 2012 - 05:57
#102
Posté 05 décembre 2012 - 07:59
But, there are all sorts of things that work differently in PnP than in NWN, and the game often benefits from it. I am glad my casters don't have to carry around sacks full of powered gemstones and bat dung for their spells. I don't know exactly where each edition of PnP rules left off on this, but there were versions where being hasted would age a character 10 years, where forging many items cost a permanent point of constitution (and this was back when there weren't regular ability increases available every four levels or as feats), and so on. I mean, as it is, there is wailing and gnashing of teeth when a module includes rust monsters. Can you imagine the outcry if every Mord's (which common NPC caster AIs spam at the start of every encounter) destroyed players' items? The horror! ;-)
Obviously, DMs add a dimension to gameplay that allows great flexibility in dealing with all sorts of activity defined to be "exploits" for that server. But, the OP has clarified that part of the goal of the discussion is to have things be more automated and not reliant on a DM policing all of the PCs' behavior.
BTW, regarding muling, as noted earlier, if the rule on the server is that PCs aren't allowed to trade crafted wands, then enforcing that requires only a simple scripting change to set a flag on the crafted item to make it untradable.
Obviously, DMs add a dimension to gameplay that allows great flexibility in dealing with all sorts of activity defined to be "exploits" for that server. But, the OP has clarified that part of the goal of the discussion is to have things be more automated and not reliant on a DM policing all of the PCs' behavior.
BTW, regarding muling, as noted earlier, if the rule on the server is that PCs aren't allowed to trade crafted wands, then enforcing that requires only a simple scripting change to set a flag on the crafted item to make it untradable.
#103
Posté 05 décembre 2012 - 11:04
That also bring up the very real concern of destroying people's items. In a campaign, that's often hated but it's assumed the author has balanced the mod assuming the stuff is destroyed.
In a PW, losing all your gear in a DM event would set you back months of item hunting, more in some places.
In a PW, losing all your gear in a DM event would set you back months of item hunting, more in some places.
#104
Posté 06 décembre 2012 - 07:00
In a PW, losing all your gear in a DM event would set you back months of item hunting, more in some places.
This really depends on the environment - in a closed PnP style NWN session (re: campaign) the effects are hardly so harsh.
However, on PWs that stress items, yeah, no doubt about it!
I still hold that allowing for the chance of item destruction is a valid device, one that should be applied with deliberation and care, but applied all the same. The only reason that there are "cries" against it, is that it has a very real effect, one that cannot be "rezed" away - or erased by respawning, etc. When "losing" has a real penalty, online peeps turn into whiners fast.
I rate item destruction up there with perma-death - nothing gets peeps whining faster!
#105
Posté 06 décembre 2012 - 11:53
WebShaman wrote...
This really depends on the environment - in a closed PnP style NWN session (re: campaign) the effects are hardly so harsh.
I do believe I said
"In a campaign, that's often hated but it's assumed the author has balanced the mod assuming the stuff is destroyed."
Right above that
WebShaman wrote...
I still hold that allowing for the chance of item destruction is a valid device, one that should be applied with deliberation and care, but applied all the same. The only reason that there are "cries" against it, is that it has a very real effect, one that cannot be "rezed" away - or erased by respawning, etc. When "losing" has a real penalty, online peeps turn into whiners fast.
On the flip side, many PWs *assume* you will die a lot. They build the content so that you basically have zero chance of winning on the first go. Which is acceptable when the penalty is a little time (aka, get back up and try again). But if every death dropped your character five levels, I imagine you'd see plenty of "whining" too. And I'd agree with the "whiners."
*UNLESS* your server is specifically touted as a place that's supposed to be incredibly harsh and where you're only supposed to die if you do something incredibly stupid.
Furthermore, harsh death penalties discourage exploration. If going after a boss has a 5% chance of you getting a better item and a 20% chance of having you lose an extremely hard to replace item (due to dying multiple times), then how many people do you think would try the boss?





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