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2013 February, Adventure Building Challenge


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#101
rogueknight333

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I played the updated version of Rare Vintage so thought I might as well add my notes to Magical Master's. First, the obligatory typo corrections (that I noticed), to get those out of the way:

In the initial conversation with Sir Mandis he says "Come, we need to tell the count," (ends with comma, not period).

In the conversation with the count, one of the conversational paths ends with "Very well. <Unregistered Token>, you must be tired from your journey. Sir Mandos will show to to a room..."

meaglyn wrote...

As to the group of comments related to the boss fights...

It's easy to die in those fights. I have found it's important to level up before the bandits as I said and we talked about how that would be hard for a rogue without the extra XP for one of the side-quests in town.  I'll balance the rogue better with that and some sort of helpful toy. As to respawning in place, don't die ;) Or reload instead. I should disable respawn, I suppose. This was a one month effort (actually closer to two weeks) and far from full time, remember. A custom death/respawn system would have come at the expense of completing the main quest.
Plus, I never like respawn anyway...

...Luck certainly plays a role (or roll ;) in D&D games. But yes, that should be a bit less painful. Reverting to
short swords is not a bad idea.


I tend to dislike (and not use) a respawn system unless it has been incorporated into the plot somehow so there is a plausible explanation as to why the PC can keep coming back from the dead, while enemies and random victims of violence cannot. And as you say it would not really have been practical to implement something of the sort in this module.

It is certainly true that the D&D rules tend to be pretty brutal to fist level characters, which is why at first level I generally kite and/or keep foes occupied with summoned allies. It is either that or risk dying to the first lucky hit. I imagine this module would indeed be very difficult for a rogue lacking whatever benefits the unimplemented sidequest was supposed to provide. Without traps (or very few traps for rogues who craft the skeleton knuckles from the crypt), and without wands to use through UMD, kiting would be the main trick left to a rogue, and in many cases (especially the final battle), the geography here does not really lend itself to that tactic. I am guessing that as you expand the town you will add a few more stores offering some specialized equipment like that. If not it would be something to consider.

Playing as a druid, however, (as I did on this run-through), I found the difficulty quite manageable. For the most part all I had to do was let my Bear companion loose on any enemies (for the fight at the ruins I used animal empathy and threw the wolf from the other area into the fight too).  In the bigger fights I would thin the enemy ranks for my ursine companion with a sleep spell, and feed him healing potions as necessary. Only had to reload twice (once when I  ran ahead without paying attention and got nailed by a bandit with a bow, and once in the final battle that I was foolishly unprepared for) and even then only because I was playing too quickly and recklessly. I used similar tactics in my first play-through (with a mage), though in that case it was a bit tougher because my pixie familiar was much less likely to survive (though she mostly did well enough with Mage Armor cast on her), but this was compensated for by having that Wand of Sleep that if necessary I could keep using until all enemies collapsed into unconsciousness. Of course I was not able to reach the final fight that time due to a bug, so I have no idea how that would have gone. I suspect badly if I did not get lucky on my first cast of Sleep. In both cases I think I leveled up a bit later than intended as a result of the XP drain from all these associates, but it was worth it.

As a side note, my druid's reward for clearing out the crypt was to be given a Mace +1 he could not actually use. Not a problem l since I was fighting with a sling anyway (to the extent that what I was doing could be described as fighting, rather than "watching my bear snack on bandits'), and I could sell it for a decent amount of otherwise rare gold, but I suspect being given a useless item (except for sale) was not intended.

MagicalMaster wrote...

Heh. Well, maybe I'm at a disadvantage due to knowing something about factions. If the wolves were set as commoners/merchants/defenders and factions were global, attacking them would make the actual people attack me.


Yes, global factions can be the source of all sorts of bugs. I think builders would be well-advised to make setting all factions to not be global one of the first things they do when making a module, unless they have clear and specific reasons for wanting them to be. On the subject of wolves, I encountered some oddities concerning them. On my first run-through I found only one, hostile wolf. On my second, I came across two wolves (maybe the bear being there caused a larger encounter spawn?), who were not hostile to me but who were fighting each other (one eventually got killed). I am guessing you are using some sort of system that causes these animals to become hostile to non-druids? If so you might want to modify it so the wolves do not turn hostile to each other either (not that it was exactly a problem, but it seemed kind of strange).

#102
meaglyn

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rogueknight333 wrote...

I tend to dislike (and not use) a respawn system unless it has been incorporated into the plot somehow so there is a plausible explanation as to why the PC can keep coming back from the dead, while enemies and random victims of violence cannot. And as you say it would not really have been practical to implement something of the sort in this module.


I just disabled the respawn. I think I'll add an autosave when you start across the bridge and maybe right
before the ambush (on leaving the hills area) . That would serve both as a safety for people who forget to
save often and a heads up.

It is certainly true that the D&D rules tend to be pretty brutal to fist level characters, which is why at first level I generally kite and/or keep foes occupied with summoned allies. It is either that or risk dying to the first lucky hit. I imagine this module would indeed be very difficult for a rogue lacking whatever benefits the unimplemented sidequest was supposed to provide. Without traps (or very few traps for rogues who craft the skeleton knuckles from the crypt), and without wands to use through UMD, kiting would be the main trick left to a rogue, and in many cases (especially the final battle), the geography here does not really lend itself to that tactic. I am guessing that as you expand the town you will add a few more stores offering some specialized equipment like that. If not it would be something to consider.



Working on the rogue quest now. There will be a blackmarket-ish store.  That could have traps. I'm not a big fan of  rogues running around dropping traps as a method of combat so I want to come up with some other help for that class. I may just let the rogue have the sleep wand (which btw I've crippled down to 5 charges).

Ideally I'd like a stealthy rogue to be able to pickpocket the letter and avoid having to fight the bandits. Not sure if that's going to work though. You'd still want to get into the chest for the loot too.

Playing as a druid, however, (as I did on this run-through), I found the difficulty quite manageable. For the most part all I had to do was let my Bear companion loose on any enemies (for the fight at the ruins I used animal empathy and threw the wolf from the other area into the fight too).  In the bigger fights I would thin the enemy ranks for my ursine companion with a sleep spell, and feed him healing potions as necessary. Only had to reload twice (once when I  ran ahead without paying attention and got nailed by a bandit with a bow, and once in the final battle that I was foolishly unprepared for) and even then only because I was playing too quickly and recklessly. I used similar tactics in my first play-through (with a mage), though in that case it was a bit tougher because my pixie familiar was much less likely to survive (though she mostly did well enough with Mage Armor cast on her), but this was compensated for by having that Wand of Sleep that if necessary I could keep using until all enemies collapsed into unconsciousness. Of course I was not able to reach the final fight that time due to a bug, so I have no idea how that would have gone. I suspect badly if I did not get lucky on my first cast of Sleep. In both cases I think I leveled up a bit later than intended as a result of the XP drain from all these associates, but it was worth it.


Yes, the extra bodies help a lot. That's why Sir Mandis was originally supposed to be available as a henchman
for the ruins.  How did you get the wolf to stay across the area transition? Everytime I use animal empathy on one of the wolves and change areas it goes away.

Levelling up before the bandits is not as important if you are mage or other person with summoned help...

As a side note, my druid's reward for clearing out the crypt was to be given a Mace +1 he could not actually use. Not a problem l since I was fighting with a sling anyway (to the extent that what I was doing could be described as fighting, rather than "watching my bear snack on bandits'), and I could sell it for a decent amount of otherwise rare gold, but I suspect being given a useless item (except for sale) was not intended.


Every one gets that for that quest. I think I've sold it every time. Paladin and Cleric too. The chance for a real suit
of armor and real sword (for the Paladin anyway) and shield is too much to pass up. I didn't want him just to hand over a pile of gold. I fixed the store too so you can use it at night if you follow the guy home.

MagicalMaster wrote...

Heh. Well, maybe I'm at a disadvantage due to knowing something about factions. If the wolves were set as commoners/merchants/defenders and factions were global, attacking them would make the actual people attack me.


Not in this case. The wolves are in a different faction and it's non-global (although I did forget to turn off global
on all the other factions that would not have bitten you here).  I really did mean don't attack neutral "people".
And that mostly because it can break the plot if you take out the wrong person.

Yes, global factions can be the source of all sorts of bugs. I think builders would be well-advised to make setting all factions to not be global one of the first things they do when making a module, unless they have clear and specific reasons for wanting them to be. On the subject of wolves, I encountered some oddities concerning them. On my first run-through I found only one, hostile wolf. On my second, I came across two wolves (maybe the bear being there caused a larger encounter spawn?), who were not hostile to me but who were fighting each other (one eventually got killed). I am guessing you are using some sort of system that causes these animals to become hostile to non-druids? If so you might want to modify it so the wolves do not turn hostile to each other either (not that it was exactly a problem, but it seemed kind of strange).


I changed the logic in between your playings. They start off neutral to everyone, but will likely turn hostile for a non-ranger/non-druid. And yes, I noticed them fighting each other too. I can clean that up easily enough since they are in their own faction.  

Thanks for the notes!

Modifié par meaglyn, 15 mars 2013 - 01:34 .


#103
MagicalMaster

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Word of warning: was testing some stuff in Siege and discovered two things -

The current "final" boss (encounter with three enemies) is more difficult than intended for wizards/sorcerers and has a bug that can happen very rarely (bug isn't crippling, just annoying). Working on fixing some stuff for sorcerer/wizard specifically to improve that and other things along with fixing the annoying bug.

Should have v1_04 released tonight or tomorrow.

rogueknight333 wrote...

I played the updated version of Rare Vintage so thought I might as well add my notes to Magical Master's. First, the obligatory typo corrections (that I noticed), to get those out of the way:


I noticed quite a few more typos than that but wasn't sure if Meaglyn wanted a listing of every typo yet (since that's probably lower on the priority list).

rogueknight333 wrote...

It is certainly true that the D&D rules tend to be pretty brutal to fist level characters, which is why at first level I generally kite and/or keep foes occupied with summoned allies. It is either that or risk dying to the first lucky hit.


This can be avoided by reducing the damage of enemies while keeping their AB somewhat reasonable.  Meaning if you get hit you have time to react and heal (but if your AC is low you'll get hit a lot and may run out of healing).  I honestly don't think any level 1 enemy should do more than 1-2 damage per hit for physical attacks (since they can also crit, are unlimited, and apply to Attacks of Opportunity).

rogueknight333 wrote...

I imagine this module would indeed be very difficult for a rogue lacking whatever benefits the unimplemented sidequest was supposed to provide. Without traps (or very few traps for rogues who craft the skeleton knuckles from the crypt), and without wands to use through UMD, kiting would be the main trick left to a rogue, and in many cases (especially the final battle), the geography here does not really lend itself to that tactic.


Indeed.  No traps/wands and the fact I had a good chance of being one-shot (even with 14 con and Toughness) meant all I did was kite with a Heavy Crossbow.  Except that doesn't really work in the Bandit's Cave without zoning out and doesn't work at all in the final battle.

rogueknight333 wrote...

Playing as a druid, however, (as I did on this run-through), I found the difficulty quite manageable. For the most part all I had to do was let my Bear companion loose on any enemies (for the fight at the ruins I used animal empathy and threw the wolf from the other area into the fight too).


Were you healing the companion via dialogue constantly, out of curiosity?

meaglyn wrote...

Working on the rogue quest now. There will be a blackmarket-ish store.  That could have traps. I'm not a big fan of  rogues running around dropping traps as a method of combat so I want to come up with some other help for that class. I may just let the rogue have the sleep wand (which btw I've crippled down to 5 charges).


If you do the sleep wand, that still brings up the problem of a rogue not having enough UMD.  According to the Wiki, having 1-4 UMD lets you use items up to 1000 gold, and the Wand of Sleep is valued at 1501.  Meaning you'd need to have 12 charisma AND maxed UMD to be able to use it at level 1.  At level two, you'd just need 10 charisma.  But if you have 9 or less charisma, you'd never be able to use it.

Rogues also run into the issue of not having Weapon Finesse until level 3, meaning they need to use a ranged weapon or have higher base strength.

meaglyn wrote...

Ideally I'd like a stealthy rogue to be able to pickpocket the letter and avoid having to fight the bandits. Not sure if that's going to work though. You'd still want to get into the chest for the loot too.


Not possible unless you give them an item to increase Pickpocketing by 15-20.  DC is 30 for a hostile creature.  A rogue with 18 dex would only have 8 skill at level 1, 9 skill at level 2.  So even on a natural 20, you'd still be 1 short (and it's very likely you'd be spotted by the bandit).

"Stealing the item is a simple skill test against the target's difficulty class. The base DC for a neutral or tolerant creature is 20, and 30 for a hostile creature. This roll is modified by armor check penalties. The targeted creature then makes an opposed Spot check against the character's Pick Pocket check. Hostile creatures have a +10 bonus to their Spot checks in this test."

meaglyn wrote...

Every one gets that for that quest. I think I've sold it every time. Paladin and Cleric too. The chance for a real suit
of armor and real sword (for the Paladin anyway) and shield is too much to pass up. I didn't want him just to hand over a pile of gold.


Still, being given a "useless" item seems less than ideal.  Could let the person take an item of their choosing from a chest that then despawns (see the Ogre Mage quest in Snow Hunt if you want an easy example).

meaglyn wrote...

Not in this case. The wolves are in a different faction and it's non-global (although I did forget to turn off global
on all the other factions that would not have bitten you here).  I really did mean don't attack neutral "people".
And that mostly because it can break the plot if you take out the wrong person.


I'd suggest making that clearer, because I suspect most people will assume that means "neutral = don't attack."

meaglyn wrote...

I changed the logic in between your playings. They start off neutral to everyone, but will likely turn hostile for a non-ranger/non-druid. And yes, I noticed them fighting each other too. I can clean that up easily enough since they are in their own faction.


I assumed they were SUPPOSED to be fighting each other for dominance or something.

Modifié par MagicalMaster, 15 mars 2013 - 09:07 .


#104
rogueknight333

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meaglyn wrote...

...How did you get the wolf to stay across the area transition? Everytime I use animal empathy on one of the wolves and change areas it goes away.


I did not do anything special, and I am not sure why you would have that problem. It is possible the wolf is scripted to move to some waypoint or wander around the area of his initial spawn or something, and so he normally tries to go back there, but in my case this was preempted by the combat AI (we ran into the two treacherous wine-transporters almost immediately upon entering that area, and the wolf charged them). That is just a guess as to what might have happened, I do not really know.

MagicalMaster wrote...

rogueknight333 wrote...

It is certainly true that the D&D rules tend to be pretty brutal to fist level characters, which is why at first level I generally kite and/or keep foes occupied with summoned allies. It is either that or risk dying to the first lucky hit.


This can be avoided by reducing the damage of enemies while keeping their AB somewhat reasonable.  Meaning if you get hit you have time to react and heal (but if your AC is low you'll get hit a lot and may run out of healing).  I honestly don't think any level 1 enemy should do more than 1-2 damage per hit for physical attacks (since they can also crit, are unlimited, and apply to Attacks of Opportunity).


In theory that seems reasonable, but if you make the main challenge for your Level 1 characters fighting rats (a monster who only does 1 damage per hit), you will get complaints about how cliched and boring that is. You can also run into story-logic problems where people wonder why the bandits or goblins or whatever they are fighting are equipped with rusty daggers when there is no apparent reason why they would not have access to better equipment than that. In any case, whether it is a good idea or not, most modules for 1st-level characters seem to be designed in the expectation that one will not be able to survive without a bit of luck, and just assume players will respawn/reload if they do not get that luck (and then when one gets out of that low-level "instant death" zone, they mostly go to the other extreme and make things far too easy, but that is a whole other topic). I do not myself like having to reload, or to respawn unless the respawn system has been incorporated into the plot in a reasonable way (which I try to do in my own modules), since I find these immersion-breaking meta-gaming actions, but I think most players (and builders) just accept the occasional necessity  as an element of the game, and do not worry about them until the frequency starts to seem excessive.

MagicalMaster wrote...

Were you healing the companion via dialogue constantly, out of curiosity?


I am not sure what you mean by "constantly." I would normally top off the bear's hitpoints through dialgoue after a significant episode of fighting was done (or rest if I had taken HP losses too or used spells), and in the final fight I fed him a couple healing potions while the fight was going on (only time that expedient was actually needed).

MagicalMaster wrote...
If you do the sleep wand, that still brings up the problem of a rogue not having enough UMD.  According to the Wiki, having 1-4 UMD lets you use items up to 1000 gold, and the Wand of Sleep is valued at 1501.  Meaning you'd need to have 12 charisma AND maxed UMD to be able to use it at level 1.  At level two, you'd just need 10 charisma.  But if you have 9 or less charisma, you'd never be able to use it.


It is not that simple, since the value of a wand goes down as the number of charges does (if you alter the number of charges in the toolset, you will not see the price visibly change there, but it does), and that value of 1501 just applies to a wand with the full 50.  I do not know off the top of my head what number of charges would constitute the cutoff point, but I know that I have played Level 1 rogues with 8 (and even 6) charisma who were perfectly able to use Wands of Sleep with less than the maximum charge on them. And you are also not taking into account the ability to increase effective UMD by using a Potion of Eagle's Splendor or something of that nature.

#105
meaglyn

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MagicalMaster wrote:

I noticed quite a few more typos than that but wasn't sure if Meaglyn wanted a listing of every typo yet (since that's probably lower on the priority list).


Meaglyn would be fine with a PM with that if you're willing :) I find that I can only really proof read things on paper with a pen in hand. I haven't found a good way to solve that with creature variables, journals entries, conversations and so on...

Not possible unless you give them an item to increase Pickpocketing by 15-20.  DC is 30 for a hostile creature.  A rogue with 18 dex would only have 8 skill at level 1, 9 skill at level 2.  So even on a natural 20, you'd still be 1 short (and it's very likely you'd be spotted by the bandit).

"Stealing the item is a simple skill test against the target's difficulty class. The base DC for a neutral or tolerant creature is 20, and 30 for a hostile creature. This roll is modified by armor check penalties. The targeted creature then makes an opposed Spot check against the character's Pick Pocket check. Hostile creatures have a +10 bonus to their Spot checks in this test."


Where is this from?  Looks like useful information, and there's probably more where that came from...

Maybe I'll make the neutral until perception... I'l play around with this part. 


I assumed they were SUPPOSED to be fighting each other for dominance or something.


Nah, I was just playing with animal AI.  I had the same thought the first time I saw them fighting. I bit me once because one died before I could kill it and I really wanted the XP...

Thanks again for the notes. I'm in the process of a big update to complete the extra side quests and make the town more interesting. 

Cheers,
Meaglyn

#106
meaglyn

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Erm... self, RTFM :)

#107
MagicalMaster

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rogueknight333 wrote...

In theory that seems reasonable, but if you make the main challenge for your Level 1 characters fighting rats (a monster who only does 1 damage per hit), you will get complaints about how cliched and boring that is. You can also run into story-logic problems where people wonder why the bandits or goblins or whatever they are fighting are equipped with rusty daggers when there is no apparent reason why they would not have access to better equipment than that.


Bandit
Level 1 Fighter

Stats:
STR: 8
DEX: 16
CON: 8
INT: 10
WIS: 10
CHA: 10

4 HP (5 from fighter, -1 from constitution).

Doesn't seem unreasonable (PCs are supposed to have better overall stats, right?).

Wields a standard dagger, so 1-3 damage per hit (1, 1, 2, 3 as possibilities).  AB is 0 (+1 from fighter, -1 from strength).

I mean, basically, if the enemies the PC is fighting have equivalent  levels, equivalent stats, and equivalent gear, the PC should not be winning.  The enemies need to be weaker to make sense story wise.  Which means lower level (not possible in this case), lower stats (possible), worse gear (also possible, but more difficult since everything is mundane), or worse/fewer consumables (which doesn't necessarily make a ton of sense in this case).

Daggers would also seem to be the stereotypical bandit weapon too, no?  Easily concealed for ambushes and such.

rogueknight333 wrote...

In any case, whether it is a good idea or not, most modules for 1st-level characters seem to be designed in the expectation that one will not be able to survive without a bit of luck, and just assume players will respawn/reload if they do not get that luck (and then when one gets out of that low-level "instant death" zone, they mostly go to the other extreme and make things far too easy, but that is a whole other topic). I do not myself like having to reload, or to respawn unless the respawn system has been incorporated into the plot in a reasonable way (which I try to do in my own modules), since I find these immersion-breaking meta-gaming actions, but I think most players (and builders) just accept the occasional necessity as an element of the game, and do not worry about them until the frequency starts to seem excessive.


In other words, you see it as a choice between immersion breaking meta actions or immersion breaking enemies (though I think you overestimate the latter).

rogueknight333 wrote...

I am not sure what you mean by "constantly." I would normally top off the bear's hitpoints through dialgoue after a significant episode of fighting was done (or rest if I had taken HP losses too or used spells), and in the final fight I fed him a couple healing potions while the fight was going on (only time that expedient was actually needed).


Well, at all really, I suppose.  I know many people consider being able to infinitely heal your companion (borderline) exploitative and given that you've mentioned you think strategic resource management is important for you, I figured you'd loathe the option as well (since it nullifies part of the management).

rogueknight333 wrote...

It is not that simple, since the value of a wand goes down as the number of charges does (if you alter the number of charges in the toolset, you will not see the price visibly change there, but it does), and that value of 1501 just applies to a wand with the full 50.


Ah.  Yeah, I knew the value went down with less charges, but I opened his version of the wand specifically to avoid that.  Didn't realize the value was always the same in the toolset.

rogueknight333 wrote...

And you are also not taking into account the ability to increase effective UMD by using a Potion of Eagle's Splendor or something of that nature.


True.  Were those even available?  Didn't check.


meaglyn wrote...

Meaglyn would be fine with a PM with that if you're willing :) I find that I can only really proof read things on paper with a pen in hand. I haven't found a good way to solve that with creature variables, journals entries, conversations and so on...


Just let me know when you have a newer version out and I'll scour it for typos.


meaglyn wrote...

Where is this from?  Looks like useful information, and there's probably more where that came from...

Maybe I'll make the neutral until perception... I'l play around with this part.


NWN wiki.

Even with them neutral, that's still a DC of 20 (which means there's a decent chance the NPC will spot the theft (attempt) and go hostile).

Modifié par MagicalMaster, 18 mars 2013 - 08:09 .


#108
Rolo Kipp

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<beating a...>

Just a thought on a subject I have argued about for thirty years :-P

If you don't want the PC to die from bad rolls at level 1, and you want believable enemies (IMO, bandits would be armed with clubs & staves at least, and probably bows), then simply don't let them die. :-)

Seriously, while developing the death system for Amethyst one of the first precepts is "there will be *no* accidental death for PCs. They are a cut above and favored by the gods and yada yada (who really seems to be a powerful, or at least popular god himself). So, at first level or during minor "flavor" or "training" encounters, have the worst outcome be unconsciousness and perhaps robbery. They come to in some bushes, hidden from marauders and need to work to recover.

But they don't die.

Save that for when they yell "Bonsai!" and charge the ancient red wyrm :-P

<...horse he doesn't think is quite dead>

#109
jackkel dragon

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In addition to Rolo Kipp's idea, there is the option of giving the enemies NPC-only versions of weapons with the "Attack and Damage Penalty" but the same appearance as whatever normal weapons are floating around. Those paying attention to the combat log will see right through to the game mechanics (even if the enemies drop PC-safe versions of the weapons with base stats), but a -1 through -5 range of penalties should be more than enough to keep players alive until level 2.

#110
MagicalMaster

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Jackkel, that was one of the things mentioned by rogueknight in terms of people wondering why successful bandits are using shoddy equipment. I think the problem is that people who don't pay attention to the combat log/game mechanics in general won't notice regardless of the method you use to make them weaker, but those who do will see through it regardless of the method you use to make them weaker.

#111
rogueknight333

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MagicalMaster wrote...
I mean, basically, if the enemies the PC is fighting have equivalent  levels, equivalent stats, and equivalent gear, the PC should not be winning.  The enemies need to be weaker to make sense story wise.  Which means lower level (not possible in this case), lower stats (possible), worse gear (also possible, but more difficult since everything is mundane), or worse/fewer consumables (which doesn't necessarily make a ton of sense in this case).


You have put your finger on a bit of a game design dilemma here, since the game will not be very challenging most of the time unless the PC is being sent up against foes who on paper he should not (and would not if they were also controlled by a human player who knew what he was doing) be able to beat. The biggest advantage of a PC is simply not being controlled by an AI. The advantages this provides can sometimes be quite unrealistic, though one can RP it to a certain extent if one has better INT or WIS than the enemies. That of course is not necessarily the case, though perhaps one can suppose the PC to have an instinctive grasp of combat tactics while being foolish in most other respects. In most cases (ambushes aside) the PC is also the attacker (at a tactical if not necessarily strategic level), and can often be presumed to be taking enemies by surprise, which might help explain them doing a few stupid things, and also things like the enemies having fewer consumables (i.e., they might have potions and such lying about somewhere, but not immediately to hand). I think part of the whole problem we are discussing (survival too luck-dependent at low level, while most modules become too easy at later levels) stems from the fact that many module builders just provide enemies who are of an equivalent level to the PC and built similarly. At first level, for exampe, if we have a PC fighter and an NPC fighter with equivalent stats and equipment going at each other, it is basically just a matter of luck who will win. One crit, for either combatant, and the fight is most likely over. If the PC first drinks potions of Bull's Strength, Endurance and Aid (which the NPC typically either will not have and might not have the sense to use even if he does), the odds will be tilted in the PC's favor, but not so overwhelmingly that really bad luck might not still see him die. A 10th level PC however, would probably wipe the floor with a 10th level NPC with equivalent stats and equipment, and the PCs advantage will get bigger as he goes up in levels, mainly because more levels means more resources of one sort or another that the PC will be able to use intelligently and the enemies will not. To challenge a PC of increasing levels one must send him up against enemies who out-level him by increasingly significant margins (well, not necessarily literally out-level, but with more AB, hit points, etc.).

To be sure, while not always realistic, this state of affairs adds to the drama. Players will appreciate being given the chance to outsmart their foes and beat the odds - just the thing to really make one feel like a hero.

MagicalMaster wrote...
In other words, you see it as a choice between immersion breaking meta actions or immersion breaking enemies (though I think you overestimate the latter).


More or less, though another point I was making was simply that it might not be realistic to expect that most module-builders are going to bother to fine-tune combat balance as precisely as you suggest. I myself at least try to, but I do so to achieve at least two effects which can sometimes be at odds with each other:

1) Tactics should matter, i.e., players should be rewarded (with easier fights, fewers reloads, etc.) if they play intelligently, and punished if they play stupidly. One corollary of this is that, as you say, simple luck should not play too enormous a role.

2) Fights should be dramatic and challenging. When the player sees a mass of undead horrors converging on him, I want his reaction to be closer to "Yikes! I'm in trouble" than to "Ah, an opportunity to gain some XP." To achieve this, the fights need to be challenging enought that there is a real chance of the PC getting killed (and some sort of meaningful consequences to getting killed). That means a fight with a strictly limited margin for error, where bad luck can hurt you (and not just bad luck in the form of the computer's simulated dice rolls - the player accidentally hitting the wrong key or clicking on the wrong thing can matter too).

MagicalMaster wrote...
Well, at all really, I suppose.  I know many people consider being able to infinitely heal your companion (borderline) exploitative and given that you've mentioned you think strategic resource management is important for you, I figured you'd loathe the option as well (since it nullifies part of the management).


I do not like it (though it is not as bad as being able to rest after every encounter, since an animal companion's usefulness, even fully healed, is limited by being controlled by the AI), but I still make use of it when permitted to do so. I tend to assume that modules will be balanced on the assumption that things like that will be used (not necessarily the case, but I cannot know that until I have played through the module), and so I use them. To put it another way, I tend to dislike these kinds of borderline exploitative game features in much the same way an alcoholic trying to reform would dislike people constantly offering him drinks. If they are not disabled I often cannot resist taking advantage of them.

"I'm rogueknight333 and I'm a powergamer..."

MagicalMaster wrote...

rogueknight333 wrote...

And you are also not taking into account the ability to increase effective UMD by using a Potion of Eagle's Splendor or something of that nature.


True.  Were those even available?  Didn't check.


I do not recall, but in the context of what resources hypothetically could be provided to rogues, in a revised version, it is a relevant point regardless.

Rolo Kipp wrote...
...So, at first level or during minor "flavor" or "training" encounters, have the worst outcome be unconsciousness and perhaps robbery. They come to in some bushes, hidden from marauders and need to work to recover...


jackkel dragon wrote...
...there is the option of giving the enemies NPC-only versions of weapons with the "Attack and Damage Penalty" but the same appearance as whatever normal weapons are floating around. Those paying attention to the combat log will see right through to the game mechanics (even if the enemies drop PC-safe versions of the weapons with base stats), but a -1 through -5 range of penalties should be more than enough to keep players alive until level 2.


Neither of these are bad ideas, depending on what type of module one is making and what effects are aimed at, but they do not completely resolve the choice between either giving PCs a chance to respawn, or fine-tuning the combat so they most likely will not need to. What Rolo describes is basically a sophisticated respawn system (he does not say whether it literally involves hitting the respawn button, but it amounts to the same thing even if not - you "die" but come back) with a somewhat plausible in-world explanation for it, and what jackkel dragon describes is simply a way of balancing the combat while disguising from less observant players some of the mechanics of how it is being done, thereby aiding immersion for at least some of them.

#112
henesua

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Rolo Kipp wrote...
...So, at first level or during minor "flavor" or "training" encounters, have the worst outcome be unconsciousness and perhaps robbery. They come to in some bushes, hidden from marauders and need to work to recover...


I made a death system for exactly this situation. When a PC is killed you can customize what happens based on killer or the area in which the PC was killed. I created this because in a single player module that I never released I wanted the PC to have the possibility of meeting the mother spider. The mother spider will mostly likely defeat the PC, and then when that happens, the PC was wrapped up in silk and hung up in the spider's lair. Before they are eaten, and while the spider is gone, the PC is rescued. It was a very fun set of cutscenes. Perhaps I'll release the spider adventure as a stand alone mini-adventure someday. So far I'm the only one that ever played it.

There are many ways to think about what the outcome of a defeat in combat should be, and all you have to do is catch the death event and run special code prior to proceeding with a respawn or any of that.

Modifié par henesua, 19 mars 2013 - 08:08 .


#113
MagicalMaster

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rogueknight333 wrote...

You have put your finger on a bit of a game design dilemma here, since the game will not be very challenging most of the time unless the PC is being sent up against foes who on paper he should not (and would not if they were also controlled by a human player who knew what he was doing) be able to beat. The biggest advantage of a PC is simply not being controlled by an AI.


That's true at times, but even more typical is the PC winning because they have healing potions and their opponent(s) doesn't/don't.

Example: PC fighter goes against enemy fighter who has 2 more AB, 2 more AC, and 30% more HP.  How does the PC usually win?  He has potions and the other guy doesn't.  No difference in tactics or build or anything...just healing.  When you get into more "complex" stuff that the AI can't handle well (like spellcasting) it gets less clear-cut, but usually the PC advantage (assuming equivalent or superior gear, stats, and levels on the enemies) is consumables.

I actually rather liked a module called Gladiatrix because it would put you in fights where you had no resources and you had to play correctly (relatively straightforward for a low level fighter) and have a good character build to win - couldn't simply spam healing potions.

rogueknight333 wrote...

To challenge a PC of increasing levels one must send him up against enemies who out-level him by increasingly significant margins (well, not necessarily literally out-level, but with more AB, hit points, etc.).


Or control the resources the PC has.  In effect, I did that in Siege of the Heavens by providing unlimited healing, weird as that sounds.  It means I, as the builder, can assume you have a certain amount of healing (unlimited in this case) and plan accordingly (make abilities that completely negate unlimited healing if you don't react properly).  I'd actually prefer NOT to provide unlimited healing, but I'd have to do extensive class modifications to make that work (for example, simply saying "no one gets any healing potions" would obviously strongly favor ways to avoid losing any HP at all and clerics who can easily get 20+ full heals by default).

In another project I was working on, I gave every PC exactly ten full heals per day and changed the way Heal/Harm worked (Heal did something like 272 HP max with level 40 cleric and Epic Spell Focus: Conjuration and Domain: Healng), along with practically every other spell (mostly tuning adjustments).  This meant having a cleric let you take extra damage and play more aggressively, but you still had to deal with a finite HP pool (limited by the ten heals and cleric/druid spells).  I like that general concept (needs fine tuning), but again, it requires extensive modifications which I didn't want to do for Siege.

In many modules, however, builders provide effectively unlimited healing but have opponents that don't do anything to not make that an ultimate trump card.  I remember helping beta test the newer version of Aielund (great series, btw) and helped design the final fight - which completely freaked out the builder who thought it was way way way too difficult (primarly too many high level spells on a wizard that really hurt).  From my perspective, I'm thinking "Well, I have hundreds of powerful healing potions, you need lots of high level spells to impose risk of death."  Easy (and boring) to hit a healing potion if you lose 5% of your health per round and that's it - there's no challenge or risk.  Harder when you have to react and be ready to heal quickly at a minimum.

rogueknight333 wrote...

More or less, though another point I was making was simply that it might not be realistic to expect that most module-builders are going to bother to fine-tune combat balance as precisely as you suggest.


Honestly, it's generally only a problem for levels 1 and 2 because you have things like a Greatsword being able to one shot a fighter with 14 constitution on a normal hit simply because weapon dice don't change with level.  Once you get higher level, you have far more margin for error, partially because things in NWN often change by 5-10% minimum (for example, try adding <5% overall damage to a level 1 fighter - you can't, then try to do the same for a level 40 fighter - much easier ).

rogueknight333 wrote...

2) Fights should be dramatic and challenging. When the player sees a mass of undead horrors converging on him, I want his reaction to be closer to "Yikes! I'm in trouble" than to "Ah, an opportunity to gain some XP." To achieve this, the fights need to be challenging enought that there is a real chance of the PC getting killed (and some sort of meaningful consequences to getting killed).


What do you view as meaningful consequences?  As I've mentioned previously, I'm a heroic raider in WoW.  It took us something like 140 attempts to kill one of the final bosses in a raid - and it probably averaged about 10-15 minutes per wipe (kill took just over 17 minutes), especially when you include running back and rebuffing.  So call it 12 minutes, just so we can fit five nicely into an hour.  That means I spent a minimum of 28 hours of my life (over the course of 3-4 weeks in 4 hour chunks) doing nothing but trying to beat that one boss - and that's not counting strategy discussion or other preparation outside of the actual fight (like gathering consumables and getting better gear)

To me, that's meaningful.  That's a huge chunk of time (though the easier bosses usually "only" take 5-10 hours of time) even though I don't lose experience in the game and don't really lose in-game gold (I technically do, but it's so little as to really be inconsequential).  Even in single player games, reloading often comes down to time - "How much time do I need to spend reloading until I figure out what to do and execute it correctly?"  Note that it's also possible you'll never be able to beat a game/boss/whatever under this model, depending on the difficultly.

rogueknight333 wrote...

"I'm rogueknight333 and I'm a powergamer..."


"Hi rogueknight33..."

rogueknight333 wrote....

I do not recall, but in the context of what resources hypothetically could be provided to rogues, in a revised version, it is a relevant point regardless.


True, true.  Though it also brings up the question of whether rogues should be expected to always take UMD, for example.

P.S. And naturally, the wand is...a consumable.  And traps are...a consumable.  And the potions are...a consumable.

#114
rogueknight333

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MagicalMaster wrote...

...even more typical is the PC winning because they have healing potions and their opponent(s) doesn't/don't...

...usually the PC advantage (assuming equivalent or superior gear, stats, and levels on the enemies) is consumables.


Healing potions and other consumables are certainly a crucially important factor, but there is more to it than that. I remember playing one module in which some of the enemies had lots of healing potions, and all it did was make fights last much longer, it did not noticeably affect the probability of my winning and surviving. One could give enemies the same amount of consumables as a PC, or properties, scripts, etc., that provided equivalent benefits, and they still would often lose because they would not use them as intelligently as a player normally would. For example, drinking a healing potion in a situation where it would provoke a dozen Attacks of Opportunity might not always be the best idea. Trying to give these things to AI-controlled foes might even hurt sometimes since every additional complexity an AI has to worry about gives it additional opportunities to do something spectacularly idiotic.

MagicalMaster wrote...

In many modules, however, builders provide effectively unlimited healing but have opponents that don't do anything to not make that an ultimate trump card...


Yes, exactly one of the features of typical modules that I tend to dislike. Though having discovered from some of the commentary on my own modules that some players are too stingy (or something) to actually use many of the healing potions and other resources provided, I can see why many authors do things that way.

MagicalMaster wrote...

Honestly, it's generally only a problem for levels 1 and 2 because you have things like a Greatsword being able to one shot a fighter with 14 constitution on a normal hit simply because weapon dice don't change with level.  Once you get higher level, you have far more margin for error, partially because things in NWN often change by 5-10% minimum (for example, try adding <5% overall damage to a level 1 fighter - you can't, then try to do the same for a level 40 fighter - much easier ).


A crit from, for example, a Greataxe or Scythe wielded by a high-strength enemy can instantly kill higher level PCs than that, and the problem becomes worse if we are talking about something like low-HP mages rather than fighters, but, yes, the basic way things work is one spends low levels in danger of instant death while higher levels tend to involve battles of attrition. Depending on one's goals neither state of affairs is necessarily a problem, but one needs to take the change into account when designing combats.

MagicalMaster wrote...
What do you view as meaningful consequences? ...


I do not really have any very specific requirements, but basically there should be some reason why dying is actually feared and players will exercise some real care in attempts to avoid it. By preference this would also involve some in-game consequences for the character rather than solely metagaming consequences for me, such as having to waste more time due to needing to reload or reset somehow, but I understand that depending on the type of game it would not always be practical to provide such.

#115
MagicalMaster

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rogueknight333 wrote...

I remember playing one module in which some of the enemies had lots of healing potions, and all it did was make fights last much longer, it did not noticeably affect the probability of my winning and surviving...Trying to give these things to AI-controlled foes might even hurt sometimes since every additional complexity an AI has to worry about gives it additional opportunities to do something spectacularly idiotic.


True, true, I more meant that authors usually expect the player to win because they have healing potions.  As in the thought process of "Hmm...I want to make the boss tougher than the PC so they seem like a legitimate threat...but then the PC would lose...unless I give the PC healing potions!  Problem solved!  I AM A GENIUS!"

And yeah, generally have to stick with very basic tactics for AI because it is easily abused and cannot do things players do almost by instinct (like kiting).

rogueknight333 wrote...

Yes, exactly one of the features of typical modules that I tend to dislike. Though having discovered from some of the commentary on my own modules that some players are too stingy (or something) to actually use many of the healing potions and other resources provided, I can see why many authors do things that way.


In an environment with limited resources, people try to conserve them if at all possible because they don't want to get into a situation later where they need said resources but they were already used.  Particularly a problem when you have no idea what is ahead, so you want to avoid using anything that can't be replenished.

One way to avoid it is to do things like provide items that can cast spells X times per day because people will more likely use those - they know it will replenish on rest.  Of course, that goes against the whole "manage limited resources over time" - but you're basically asking people to guess what resources they are expected to use and when to use them.  People hate that.

One benefit of the effectively unlimited healing is that it doesn't penalize weaker builds as much - meaning a player is less likely to find themselves in a situation where they can't proceed without cheating (by increasing their stats or spawning in more resources) because they used up their resources earlier.

rogueknight333 wrote...

A crit from, for example, a Greataxe or Scythe wielded by a high-strength enemy can instantly kill higher level PCs than that, and the problem becomes worse if we are talking about something like low-HP mages rather than fighters


Crits are a lot rarer (15% best case, usually 5-10%) compared to hits (which could be 50-75% of the time).  But yeah, it's still a problem (and it's why I don't like weapons that crit for a higher multiplier, every enemy in Siege, for example, has a x2 multiplier).  I mentioned fighters specifically because at least you can claim the mage shouldn't be in melee (and should potentially have a summon), but the fighter is DESIGNED to be in melee (assuming he isn't trying to be an archer, I guess).

rogueknight333 wrote...

I do not really have any very specific requirements, but basically there should be some reason why dying is actually feared and players will exercise some real care in attempts to avoid it. By preference this would also involve some in-game consequences for the character rather than solely metagaming consequences for me, such as having to waste more time due to needing to reload or reset somehow, but I understand that depending on the type of game it would not always be practical to provide such.


Given that you can't stop players from reloading, do you honestly think it's possible to use a punative respawn system in an environment with finite resources?

Why would anyone take a penalty and respawn versus reload?

The only semi-plausible answer might be if you can weaken an enemy, die, and then respawn to finish him...butI imagine people would reload to try to win *without* dying in that case.

#116
rogueknight333

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MagicalMaster wrote...

In an environment with limited resources, people try to conserve them if at all possible because they don't want to get into a situation later where they need said resources but they were already used.  Particularly a problem when you have no idea what is ahead, so you want to avoid using anything that can't be replenished.

One way to avoid it is to do things like provide items that can cast spells X times per day because people will more likely use those - they know it will replenish on rest.  Of course, that goes against the whole "manage limited resources over time" - but you're basically asking people to guess what resources they are expected to use and when to use them.  People hate that.


I would understand this attitude if the resources provided were extremely limited, and occasions calling for their use very frequent, but in most situations it seems somewhat irrational. If one's potions are being restocked on a regular basis, either from loot or from being given opportunities to shop, why would one assume that suddenly running out is likely? Judging from the modules I have played, a far more typical scenario is something like the following:

1) Module provides a gazillion healing potions (among other consumables).
2) A fight difficult enought to actually require use of any consumables occurs rarely or never, and since rest is also not restricted there is no need to use them for healing outside of combat.
3) But of course one has to keep most of those consumables on hand, just in case a situation that actually requires them crops up. Who knows what will happen?
4) Thus one ends the module with an inventory cluttered by a gazillion consumables that served no purpose whatever.

I cannot speak for other players, but personally I find this state of affairs something of a nuisance, and am actually glad when I come across something that gives me an excuse to use up some of this junk, rather than having to lug all of it about. It might be more reasonable to just assume no combat will be all that difficult if none so far has been (usually correct, but every now and then a module author slips in a final boss fight that is radically more challenging than what preceded it) and sell it all off. Then I would have a gazillion useless gold coins (since there is nothing I need to buy, having already looted more stuff than I would ever use), but at least that would be easier to carry around.

This attitude also seems to depend on a certain amount of metagaming (which I try to avoid as a player and discourage as a builder). If someone were attacked by dangerous enemies who would most likely kill him if he failed to use a certain resource, I find it far more realisitc that the emergency of the moment would induce him to use it, rather than dispassionately decide that he might need it later and so will risk death now. For example, if someone were attacked by gun-wielding enemies trying to kill him, and possessed a firearm himself, is it at all likely he would fail to shoot back on the grounds that "I might be attacked again tomorrow, so I need to save my ammunition. Therefore I'll fight these guys only with my fists even though that means I'll most likely die." If he dies now that renders what would happen tomorrow totally irrelevant anyway. Dying in a game imposes much less severe penalties, of course, but that still does not make this sort of thing a reasonable decision for the character, even if it might sometimes be for the player.

MagicalMaster wrote...

One benefit of the effectively unlimited healing is that it doesn't penalize weaker builds as much - meaning a player is less likely to find themselves in a situation where they can't proceed without cheating (by increasing their stats or spawning in more resources) because they used up their resources earlier.


This is equivalent to saying that it does not reward stronger builds (or stronger strategies - it is not all about the build) as much, which to my mind seems to undermine one of the main purposes of a game. The whole point of a game qua game is to be a competition where those who play better (whether through skill or luck or a combination, depending on the type of game) are rewarded somehow. An RPG of course brings in a story and other elements that makes it more than a game, pure and simple, but if that aspect were wholly absent, it would no longer be a game, just some kind of animated movie.

MagicalMaster wrote...

Given that you can't stop players from reloading, do you honestly think it's possible to use a punative respawn system in an environment with finite resources?

Why would anyone take a penalty and respawn versus reload?


Well, again, I cannot speak for other players, but if a respawn system had a plausible in-world explanation (and thus was not just as much a meta-gaming device as reloading), imposed penalties that were not too excessive, and occured in a reasonably well-designed and polished module (so that I could have confidence that some thought was given to the balancing consequences of players accepting whatever penalty was imposed) I would probably use it, and be glad to have the option. And of course a reload is not entirely devoid of a punishment, as it does force one to waste time replaying some portion of the game. It is simply that if the player has been saving regularly, the cost/benefit analysis will usually be tilted in favor of reloading. Ideally, I suppose a respawn system ought to encourage its use by providing some "soft" rewards like advancing the story or giving additional role-playing opportunities, even if it still imposes a penalty in the form of XP or gold or such, though naturally it would be a lot of extra work to set something like that up (and if one goes too far with something like that it might actually make people want to get killed).

Of course players cannot be prevented from reloading if they prefer, but by the same token they cannot be prevented from going into Debug Mode to deal with difficult situations, or even from opening the toolset themselves and modifying my module in whatever way suits their fancy. It does not mean one cannot point out that none of these are the intended methods of playing, and that taking advantage of them can detract from the game experience. The main difference between these and reloading is that most games/modules are designed in the expectation that players will reload if they mess up. Thus typically no good alternatives to regular reloading are provided, and players get into the habit of doing so routinely. It is hard to break entrenched habits, but if it is going to be done, one has to start somewhere, no?

#117
MagicalMaster

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rogueknight333 wrote...

I would understand this attitude if the resources provided were extremely limited, and occasions calling for their use very frequent, but in most situations it seems somewhat irrational. If one's potions are being restocked on a regular basis, either from loot or from being given opportunities to shop, why would one assume that suddenly running out is likely?


Just to be clear - are you including Swordflight Chapter 1 as an example of this (potions being restocked on a regular basis and being given opportunities to shop)?

rogueknight333 wrote...

4) Thus one ends the module with an inventory cluttered by a gazillion consumables that served no purpose whatever.


This is true for a powergamer.  Many players never have anything beyond 10-20 healing potions in the first place.  They don't have the 200 potions of each stat type with 100 Greater Restoration scrolls and 10 Lesser Spell
Breach wands...you know, because you just might need them.

rogueknight333 wrote...

I cannot speak for other players, but personally I find this state of affairs something of a nuisance, and am actually glad when I come across something that gives me an excuse to use up some of this junk, rather than having to lug all of it about.


I completely agree...but again, normal people (i.e., not us) don't have that stockpile.  It makes perfect sense to us - we have the gold to spare so stock up on consumables - but it's way beyond most people.  This isn't because they're stupid or lazy - it's because they're not trained to think like that in harsh environments where that stuff is needed.

rogueknight333 wrote...

If someone were attacked by dangerous enemies who would most likely kill him if he failed to use a certain resource, I find it far more realisitc that the emergency of the moment would induce him to use it, rather than dispassionately decide that he might need it later and so will risk death now.


But this also assumes the player *has* the resource to use in the first place.  Many players will sit on the gold rather than spend it on consumables beyond maybe a few healing potions.

rogueknight333 wrote...

This is equivalent to saying that it does not reward stronger builds (or stronger strategies - it is not all about the build) as much, which to my mind seems to undermine one of the main purposes of a game.


Not really.  For example, if you made an Int based fighter in Siege, theoretically it's possible you could beat most bosses if you played well.  It might take you like an hour per boss instead of 2-5 minutes, but for most bosses you could eventually win.

The problem is that either the "reward" for stronger builds is making it easier instead of possible *or* you create situations where anyone NOT using a powergamed build literally cannot do anything but cheat or start over.  I am really adverse to the idea that someone has to cheat or start over in a single player game - particularly in NWN where there is such a large variety of builds.  A situation that a fighter handles easily may be impossible for a sorcerer or rogue (and likewise a rogue could do something that a fighter/sorcerer can't, and so on).

I'm perfectly fine with a Int based fighter not being able to beat Siege (Vrock and Spider would probably be impossible, others would be doable but would take like 60 minutes per boss instead of 5), but I can't accept a situation where a fighter with 2 less strength modifier but 2 more constitution modifier would be unable to win *unless* I specify ahead of that every build has to be completely maximized for power.

rogueknight333 wrote...

And of course a reload is not entirely devoid of a punishment, as it
does force one to waste time replaying some portion of the game.


While true, I think nearly everyone would prefer to sacrifice some time replaying something (which is theoretically infinite unless you get tired of the game) than sacrifice resources that feel finite in a game.  For example, if I have tons of gold and can't seem to spend it, I won't care about a gold penalty on respawn.  Or if I know I'll hit level 40 even with losing XP every now and then, I'll be more willing to lose some XP on respawn.  But if gold or XP seem precious and very finite, then I'd prefer to replay part of the game than part with either/both.

rogueknight333 wrote...

Of course players cannot be prevented from reloading if they prefer, but by the same token they cannot be prevented from going into Debug Mode to deal with difficult situations, or even from opening the toolset themselves and modifying my module in whatever way suits their fancy.


Neither of those options pops up when you die ;)

rogueknight333 wrote...

The main difference between these and reloading is that most games/modules are designed in the expectation that players will reload if they mess up. Thus typically no good alternatives to regular reloading are provided, and players get into the habit of doing so routinely. It is hard to break entrenched habits, but if it is going to be done, one has to start somewhere, no?


True, and that's not limited to NWN either.  Offhand, I can't think of a respawn system in any game that also features saves (and (re)loading saved games).  There are tons of games I haven't played, of course, but like you say I think it's indicative of a larger trend.

#118
rogueknight333

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MagicalMaster wrote...

Just to be clear - are you including Swordflight Chapter 1 as an example of this (potions being restocked on a regular basis and being given opportunities to shop)?


It was not the only example I was thinking of (or the most perfect, since resources are somewhat tighter than usual at certain points in that module), but with a few qualifications I think what I said would apply to it. One does get extra potions and such from loot on a fairly regular basis.

MagicalMaster wrote....

This is true for a powergamer...

...But this also assumes the player *has* the resource to use in the first place.  Many players will sit on the gold rather than spend it on consumables beyond maybe a few healing potions.


I am not sure this applies to the scenario I was describing. I am talking about consumables collected as loot, and only modestly supplemented by additional purchases (well except maybe for Heal potions and Greater Restoration scrolls, of which I would tend to lay in a good supply, and be willing to sacrifice some serious gold to do so), and thus what any player might reasonably be expected to possess. In fact I would think someone who does not follow my powergaming ways would have even more excess loot of this type, since I actively look for opportunities to use consumables (they are not increasing my power just sitting there), which I suspect many players do not. Many modules provide, and apparently many players expect to be provided with, a hundred consumables that seem to serve no purpose, even for non-powergamers, except to act as a security blanket. Is this really necessary?

MagicalMaster wrote...
...This isn't because they're stupid or lazy...


I completely agree, and hope I did not imply otherwise. In most cases playing like a powergamer is completely unnecessary, so most players quite reasonably do not go to the trouble.

MagicalMaster wrote...

Not really...

...The problem is that either the "reward" for stronger builds is making it easier instead of possible...


Yes, that is what I was saying. How do you make things easier for a weaker build without making it easier still for a strong one, perhaps to the point where there is no noticeable advantage in even playing one?

MagicalMaster wrote...

*or* you create situations where anyone NOT using a powergamed build literally cannot do anything but cheat or start over...


Or die and recover from it through a method incorporated into the module's story and thus not a cheat?

MagicalMaster wrote...
...I can't accept a situation where a fighter with 2 less strength modifier but 2 more constitution modifier would be unable to win *unless* I specify ahead of that every build has to be completely maximized for power.


I do not disagree with this, but this is not really the kind of thing I am talking about. I am just saying that ideally playing with stronger builds/strategies should make a noticeable difference in how easy it is to win. If I can win handily with a wizard who never casts spells and acts like a fighter (and there are modules in which I could do that) I think it is fair to say that there is something off with the combat balance. As for what you are describing, it is hardly a common problem. I think it would be hard to fine-tune the balance so precisely that such a slight difference mattered tremendously even if you were specifically trying to make it so. At any rate I would have a hard time coming up with many modules that I would not expect to be able to beat somehow even with a completely broken build (and I think your own Siege of the Heavens would top that short list).

MagicalMaster wrote...

...I think nearly everyone would prefer to sacrifice some time replaying something (which is theoretically infinite unless you get tired of the game) than sacrifice resources that feel finite in a game...


I expect this is a sound enough analysis of the underlying psychology, though since in most modules (at least those that are long and geared towards higher level characters) resources tend to be provided on a rather extravagant scale, it seems a bit unreasonable to be so concerned about their loss.

MagicalMaster wrote...

Neither of those options pops up when you die ;)


A good point. Probably a good reason to have a respawn system where on dying the screen just fades to black (or something) and then the player wakes up in the respawn area without being expected to push any buttons.

#119
MagicalMaster

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rogueknight333 wrote...

It was not the only example I was thinking of (or the most perfect, since resources are somewhat tighter than usual at certain points in that module), but with a few qualifications I think what I said would apply to it. One does get extra potions and such from loot on a fairly regular basis.


Speaking for myself, at least, I tried to avoid buying potions as much as I could in an effort to save money for gear - for example, near the ruins I had about 8000g (mentally I think +1 AC items = 1000g, +1 stat items = 2000g), meaning I was afraid to spend any of it on consumables because I didn't want to miss out on gear later, especially since I'm equipping two people.  Buying two +1 stat items (one for each of us) and four +1 AC items (like two amulets and two rings) would have wiped out my bank account.

Of course, those weren't even available at the time, but I wanted to save the money in case I found a store later (and I sort of did with a rather clueless merchant, that's where I'm currently stopped, roughly, trying to avoid spoilders).  I really wanted to avoid a situation where I said "Damnit, I need 7 more gold for this item...if only I hadn't bought that potion earlier!"

rogueknight333 wrote...

I am talking about consumables collected as loot, and only modestly supplemented by additional purchases (well except maybe for Heal potions and Greater Restoration scrolls, of which I would tend to lay in a good supply, and be willing to sacrifice some serious gold to do so), and thus what any player might reasonably be expected to possess. In fact I would think someone who does not follow my powergaming ways would have even more excess loot of this type, since I actively look for opportunities to use consumables (they are not increasing my power just sitting there), which I suspect many players do not. Many modules provide, and apparently many players expect to be provided with, a hundred consumables that seem to serve no purpose, even for non-powergamers, except to act as a security blanket. Is this really necessary?


Let me reduce this paragraph to the important part.

rogueknight333 wrote...

I am talking about consumables collected as loot,


rogueknight333 wrote...

collected as loot,


rogueknight333 wrote...

loot,


Oh, so we're talking about potions we pick up to sell in order to be able to afford items, right? :)

In a finite resource environment, people will tend to try to sell anything they can to buy permanent items.  Hard to break that habit unless you make the potions unvendorable or something.  If you told a person that the module will take 4 hours to play through and gave them an option of either 5 potions that gave +8 of their best stat for an hour (and persisted through death and such) or a permanent item that gave +4 of their best stat...people will pick the second one.  Because it's permanent (and especially in a module series, they expect to be able to keep using it in the next module).

rogueknight333 wrote...

Yes, that is what I was saying. How do you make things easier for a weaker build without making it easier still for a strong one, perhaps to the point where there is no noticeable advantage in even playing one?


(Effectively) unlimited healing helps - you have to heal far less or fights go by much more quickly with a stronger build while still being doable by a weaker build.  The combat will feel easier for the stronger build even if the outcome is never really in doubt.

There are also some subtle tricks you can do - for example, the spider boss in Siege takes 3000 damage per round on her own.  This means the player's damage on the boss matters less (something like 75 damage per round for a dex monk compared to over 400 for a 2H weapon master), but still gives a slight advantage - the main advantage for the 2H weapon master is being able to break the coccons faster and limiting boss healing.

I tried another method with the succubi - they take 150 damage when damaged, but this cannot happen more often than every 6 seconds.  Which means the monk will do like 225 damage per round compared to 550 for the weapon master.  The ratio is now more like 9:22 (41%ish) instead of 3:16 (19%ish).

Both of these are effectively normalizing mechanics.

rogueknight333 wrote...

Or die and recover from it through a method incorporated into the module's story and thus not a cheat?


True, but that requires the player to view that as valid (I expect most players would see dying multiple times during a tough fight and simply respawning to continue the fight as cheap - they heal, but their enemies don't).

rogueknight333 wrote...

I expect this is a sound enough analysis of the underlying psychology, though since in most modules (at least those that are long and geared towards higher level characters) resources tend to be provided on a rather extravagant scale, it seems a bit unreasonable to be so concerned about their loss.


MY STUFF!  MINE!  MY PRECIOUS RESOURCES!

Yes, it is unreasonable.  Remember the story I told you about WoW and the rested "bonus" versus tired "penalty?"  People are unreasonable and not logical in many things, especially when it comes to using up their (limited) resources.

But that's also assuming people have consumables to use - they'll often vendor the consumables for more gold because they don't view them as needed.  Again, remember the story I mentioned about Aielund - the final boss fight I made was very different when you walked in with 100 potions of Heal versus 10.  Even though Heal potions (which only healed 110 HP in that mod, by the way, but still...) were sometimes thrown at you and you could effectively buy an infinite amount, most people bought what they were "comfortable" with and got rid of any consumables beyond that.

rogueknight333 wrote...

A good point. Probably a good reason to have a respawn system where on dying the screen just fades to black (or something) and then the player wakes up in the respawn area without being expected to push any buttons.


Indeed.  If upon death in Swordflight you were simply teleported to the Air Elemental and never given an option to reload or respawn, I'm confident fewer people would reload.  Having the screen come up feels like you failed - "Haha, loser, you died - do you want to respawn (you wimp) or reload (maybe you won't suck this time)?"  The very fact that it offers reloading as a choice makes people far more likely to do it and sticks out as a very meta-gaming thing.  Makes it feel like death is a failure on the player's part that should have been avoided instead of something that's expected to happen (because again, in most modules/games you do reload on death, there is no "continue" option).

Modifié par MagicalMaster, 31 mars 2013 - 01:54 .


#120
rogueknight333

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MagicalMaster wrote...

Oh, so we're talking about potions we pick up to sell in order to be able to afford items, right? :)


Not exactly, or at least not entirely given that I am somewhat conflating the experiences derived from multiple modules. I am talking about situations where I have every piece of equipment I would have any use for (every inventory slot occupied by some over-powered item, with more ready to be switched in for specialized situations where some specific immunity is called for), and more consumables than I can find opportunity to use. Yet I still find more and more loot coming at me.

MagicalMaster wrote...

In a finite resource environment, people will tend to try to sell anything they can to buy permanent items...


Again, in a typical case, loot is provided with sufficient extravagance that upgrading permanent gear and restocking consumables are not mutually exclusive alternatives. Assuming they were, though, I find it interesting that the behavior you describe might not alway make as much sense as it would intuitively seem to. Let us take as an example a case where a player has a sum of gold he can spend on buying either an item that enchances his AC or a bunch of Potions of Heal. The advantage of the item is that it will reduce the amount of hits and thus damage he takes over the course of a series of encounters. Yet those potions of Heal might well result in even less effective damage (defined as the difference between damage taken and healing received), depending (among other factors) on how many encounters intervene between the opportunity to again upgrade or restock. Of course, a player would not normally possess sufficient information to make such a calculation reliably, even if he were inclined to think of things in these terms.

I should probably qualify that most of what I say above about excessively extravagant loot applies mainly to modules intended for higher level characters. In low-level modules, consumables and other loot are often provided quite sparingly (in Swordflight 1, despite what I say about rationing resources, I actually provide far more such than seems usual for a module aimed at that level range, though of course this is balanced by the combat being much harder). In other words, low-level characters, who most need consumables, have a hard time getting them, while high-level characters, who as a rule do not need them (a  high level cleric in a module without resting restrictions probably does not actually require any potions at all), are given ridiculously large quantities of them. This is perhaps relevant to our earlier discussion about how many low-level modules tend to be excessively hard or luck-dependent, while many high-level ones are too easy.

MagicalMaster wrote...

(Effectively) unlimited healing helps - you have to heal far less or fights go by much more quickly with a stronger build while still being doable by a weaker build.  The combat will feel easier for the stronger build even if the outcome is never really in doubt.

There are also some subtle tricks you can do...


Not all of those tricks would be applicable to less specialized kinds of combat, and feeling easier is not the same thing as being easier. Though this does make me interested in trying Siege again with a variety of different builds and seeing what happens (not sure when I will find the time for that, alas).

MagicalMaster wrote...
Indeed.  If upon death in Swordflight you were simply teleported to the Air Elemental and never given an option to reload or respawn, I'm confident fewer people would reload...


I have actually found this to be quite a productive discussion in terms of giving me ideas about how a proper respwan system should be structured. If I were designing one from scratch today, incorporating some of the food for thought I have been given here, I expect I would do it differently. Of course the respawn system for Swordflight was desgined 8 or more years ago when I hardly knew how to make the NWN toolset do anything right. And the respawn system (if it actually deserves to be dignified by being called a system) for Snow Hunt was produced by asking something like "What kind of respawn procedure can I dash off a script for in the next five minutes?"

If you want to leave more commentary about Swordflight it might be better to do so here or here (or just start a new thread, or send another PM), since it is kind of off-topic here. We are bordering on hijacking this thread for a private debate on general game design philosophies as it is.

Modifié par rogueknight333, 31 mars 2013 - 08:12 .


#121
MagicalMaster

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Point taken - will PM you.

#122
Tarot Redhand

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Before you guys go, how about condensing the "war & peace" (^_^) version of your discussion down to the pocket book one and letting us know your conclusions.

TR

#123
simomate2

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Not really sure if this is relevant to your debate, but the debate was intriguing and I just felt like barging in on it. On the topic of consumables, in particular healing potions: If you wanted to incorporate a system into the game where you wanted your player to preserve their resources and convey a sense of risk, survival game style could could either make them heavier or, as I would prefer, simply limit the number of potions the PC is allowed to carry with them.

This is something I'm considering doing in a module I am developing, The PC can only carry a limited number of potions. This isn't a problem outside of dungeons, but when you enter a dungeon the PC cannot leave until they complete it. Therefore, they are forced to recongise the need to preserve their potions or they will ultimately fail.

How it relates to that debate is kind of this. An issue rogueknight bought up was that low levels are usually given too little consumables when they actually need more and a high-level is given too many potions when they actually need less. As a solution to both issues, limiting the number of potions the PC can carry could prove useful but only if its implanted correctly. I mean, there's absolutely no point if the PC can go back in forth to the potion store and get more potions because then they'll see that as a tedious game play mechanic.

However, if the PC was not allowed to return for more potions in some situations, this implantation may, in fact, prove useful. It would not prove useful in all modules though as again, the tedious side of it, that players will exploit, in going back and forth to get more.

Edit: Oh, and I agree with Tarot. 

Modifié par simomate2, 31 mars 2013 - 10:58 .


#124
MagicalMaster

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simomate2 wrote...

Not really sure if this is relevant to your debate, but the debate was intriguing and I just felt like barging in on it.


Quick note: this wasn't a debate.  Neither of us had a position we were trying to prove and felt like we "lost" if something suggested our original idea was off the mark (as far as I know, at least).  Just a discussion and exchange of ideas (I realize you probably didn't mean it in a negative light, but a lot of people view "debates" as having a "winner" and "loser" with two sides vying against each other, which wasn't the case here).

simomate2 wrote...

<other stuff>


Since it looks like other people are interested in the discussion, a new thread seems more appropriate than PMs, I'll start one later tonight (prepping for WoW raid atm).  But we are kind of hijacking this thread at this point.

Tarot Redhand wrote...

Before you guys go, how about condensing the "war & peace" (^_^)
version of your discussion down to the pocket book one and letting us
know your conclusions.

  • Respawn systems need to be carefully considered - most people will reload by default, either because they don't want to take a penalty for respawning or because they feel they completely failed by dying.
  • Damage at low levels needs to be carefully considered - if you give all of the enemies in your level 1 module greatswords, they'll be able to one-shot basically any PC, meaning survival becomes dependent on luck rather than skill/tactics/build
  • (Consumable) resources need to be carefully considered - simply giving everything lots of healing potions doesn't really add depth and usually just adds tediousness.  Knowing what resources the player has is also important - some PCs will not carry around more than a handful of potions and others will have 50 potions of every type with half a dozen stacks of different scrolls plus several backup wands
I think those were the main three things off the top of my head.  Note the lack of real "conclusions" there because there are a number of workable ways to handle those issues - but there are also definitely several "wrong" ways which are identifiable.

Modifié par MagicalMaster, 31 mars 2013 - 11:52 .


#125
henesua

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I have appreciated the discussion,a nd hope to see many more in these threads. Thanks to you both.