rogueknight333 wrote...
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.
You're familar with the phrase "vendor fodder?" And yes, I know one of your points is that you have more gold than you can possibly use anyway so vendoring items makes no difference in that sense, but I think players like finding items, even if they just sell them. There's sort of a visceral thrill of defeating an opponent and prying loot from its cold, dead hands. Even if the loot is entirely useless.
It would almost seem kind of weird, I expect, for players to be showered with loot for a while and then suddenly stop finding any.
But since you're still finding loot (which includes potions) and you're used to vendoring most things, you still do it instead of using the consumables (especially since, in these modules, the only useful potions are often healing potions).
I would prefer, like I imagine you would, for loot and gold to remain relevant throughout the whole game - but that's much harder to do, so I expect most authors err on the safe side and have players hry too much rather than t0o little (then you get into the question of Appraise which is another issue).
rogueknight333 wrote...
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.
Completely agree on both points - if an amulet winds up saving you from 200 damage over the course of a module but potions bought for the same amount of money can heal 400 health, the potions would generally be better (laying aside issues like dying before you can use the potion and things like Attacks of Opportunity). However, I think most people assume they'll always have enough healing potions (or rather, won't need to use many of them) but never have good enough gear, in a sense, so they try to upgrade gear over buying more consumables (and the lack of information compounds the problem - if you're going to replace the amulet soon through a boss drop or something, the potions are definitely better, but if you're using the amulet for the rest of the game, the amulet might actually be far more valuable than it seems at first glance. Hard to say without more information).
rogueknight333 wrote...
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.
Indeed.
rogueknight333 wrote...
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).
I'm just glad you picked a character who could actually beat the spider in the original version - some builds would be unable to (most could, though). And yeah, some of them are specialized - though something like "x damage per hit that occurs at most once every six seconds" could be generalized fairly easily.
Well, when I say "not being easier" I mean that the outcome is not in doubt either way, assuming you pay reasonable attention. For example, a weapon master using a dagger instead of a bastard sword will probably never affect the outcome of a fight - the fight will just take longer. But the fight is definitely easier with a bastard sword.
Likewise, a fighter who skips Epic Weapon Focus/Weapon Focu/Epic Prowess will take longer to beat an opponent than one who gets them - but again, that's probably never going to make the fight suddenly unwinnable (at least not in nearly all modules).
The fight "feels" easier in that it takes less time and/or has less risk of dying (for example, compare a fighter who takes Armor Skin and Tumble versus one who skips both, 6 AC difference by the end but likely that both characters will be able to make it through a module), but the outcome is never really in doubt.
rogueknight333 wrote...
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?"
Huh. Suddenly I have a desire to go play Snow Hunt and actually die to see what this respawn system is
I'll put Swordflight commentary elsewhere.
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.... simply limit the number of potions the PC is allowed to carry with them.
It's absolutely relevant.
simomate2 wrote...
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.
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.
Definitely correct on the tedious part and needing to avoid that - also probably ideal to have a plausible reason for why only a certain number of potions can be carried.
One problem, though - the PC is really walking blind and doesn't know when he's expected to burn a potion or when he's supposed to conserve them. Especially if he guesses wrong, he gets into a situation where he is out of potions and cannot beat the dungeon, but cannot leave to restock. So he's just hosed. Which seems unfair unless you make it very clear when he's "allowed" to use potions or your module expects people to fail at this the first time or two and retry.
Modifié par MagicalMaster, 02 avril 2013 - 09:46 .





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