http://nwvault.ign.c....Detail&id=3730
Usually the way it works you make something and tweak, tweak.
It's cool I like it.
I put stuff on cmbtrdend as do many others. I wonder how it would work in that slot.
Modifié par ffbj, 18 mars 2013 - 02:05 .
Modifié par ffbj, 18 mars 2013 - 02:05 .
Nissa_Red wrote...
Just saying that my players (well their characters) will probably die out of old age before being able to kill a 100 000 hp boss ^.^
Nissa_Red wrote...
My module is really meant to be rather low-key in levels and quality of equipment, focusing on story and survival instead. Being able to manage locational damage, and/or potentially other secondary systems, is therefore the *true* value of your system to me, at least in a first time. Also, the fact that players can't see their "true" current hp is another plus to me. Not excluding anything though, who knows what other good things it could inspire me in a second time.
Nissa_Red wrote...
My real concern was mostly on the side of the extra scripting load this system would apply to a module, and you have adressed it. I am now eager to get it up and running, so that I can test it and use it.
I would like to thank you again for sharing, documenting and supporting this system as you do.
Modifié par MagicalMaster, 18 mars 2013 - 07:03 .
Im revisiting my first opinion about this.ShaDoOoW wrote...
Again the concept is brilliant, but the method of doing that less so. Also for very massive hit points, 10k hp base is not enought to make proper illusion of the default HP percentage so for a more than 100k hp editing the creature's base hitpoint via the method I suggested would be preferred anyway.
My point is that this isnt any big breakthrough since need for massive hitpoints over this 30k is rare circumstance even in extremely high magic really. In cases builder wants more than 30k hp without need to alter constitution/levels from any reason, this would be ideal method though.