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Difficulty Setting and Area Effect Spells


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#1
Jugonshi

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Is there any way to set Difficulty setting on DnD Hardcore or Higher (thus, enemies inflict full or more damages and score critical) yet let area effect spells ignore party members?

I tend to agree with that "Normal" difficulty is actually "Very Easy". But when I set the difficulty harder, many of the area effect spells suddenly lose their effectiveness and that annoys me.

As a player/DM of PnP DnD for 30 years, I say that "Hardcore DnD" setting is not at all like PnP DnD. When playing PnP DnD, I have never, ever, "accidentally" included my party member within the radius of Fireball, even once! (Well, I intentionally catch my party members in Fireball from time to time, but that is another story.)

In PnP, that kind of accident almost never happens as that is a turn-based game and there is no "3 second delay" in spells. As soon as a mage designate the area of a spell, it takes effect. But NWN series are semi-real-time game and party members may accidentally step into the radius of such a spell after the mage designate it, before the spell actually explodes.

As a result, many of the spells which is really popular in PnP became much less useful in NWN (both in 1&2). A game which Sleep and Fireball are not good spells? That is not D&D at all!

#2
-Semper-

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you're really the first one complaining about hurting his own party while throwing around devastating spells. friendly fire introduces another complexity which is indeed welcomed by the majority. shape your brain around the new difficulties and learn to use the right spells in the right moments. magical protection, buffs and micromanaging your party simply become more essential.

regarding your question: afaik it's hardcoded and you can't do anything besides adapting your style of play.

Shin Okada wrote...

As soon as a mage designate the area of a spell, it takes effect.


in pnp there're also spells with a duration of a full round or even longer.

Modifié par -Semper-, 04 octobre 2013 - 11:16 .


#3
metatheurgist

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Don't think so. DnD games have always had friendly fire, they're old school that way. I agree with the targeting being stupid. The target reticule should popup at the end of the spell not at the start, the mage is supposed to have precise control over the target area. This has always been the way it's worked. However in the new DA demo I seem to have seen the targeting popup when the spell goes off, not when you start casting, so there may be hope for the future.

#4
Arkalezth

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metatheurgist wrote...

the new DA demo

Is there a demo for Dragon Age 3, or are you talking about something else?

#5
Jugonshi

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-Semper- wrote...

in pnp there're also spells with a duration of a full round or even longer.


If you are talking about 3.5e, yes, there are such spells. Sleep has, for example, casting time of 1 round in 3.5e.

But, the PHB specifically states that you pertinent decisions about a spell (range, target, area, effect, version, and so forth) when the spell COMES INTO EFFECT, not when you start to cast spells. Thus, you designate the center of the Sleep spell just before the 2nd round, when the spell takes effect. So, you can easily avoid friendly fire.

metatheurgist wrote...

Don't think so. DnD games have always had friendly fire, they're old school that way.


Really? That is totally different from my experience. I have been playing PnP D&D always with miniatures and floor tiles. Thus choosing appropriate point for avoiding friendly fire is always easy. Even in older editions, maps were usually written on squared grids. D&D is not like guess-and-measure Napoleonic wargames or Warhammer which friendly fires are quite-common (though, the really early games were like them).

And, In case of 3.5e or later, the rulesets officially required to use squared battle grids. And the use of area-effect templates has been common. thus friendly fire never happens unless a player is really really careless.

Modifié par Shin Okada, 04 octobre 2013 - 12:26 .


#6
metatheurgist

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Sigh. Really failed to explain what I meant with that post.

Arkalezth wrote...
Is there a demo for Dragon Age 3, or are you talking about something else?

I was referring to the PAX demo videos, not that there was a demo available.

Shin Okada wrote...
Really? That is totally different from my experience. I have been playing PnP D&D always with miniatures and floor tiles. Thus choosing appropriate point for avoiding friendly fire is always easy. Even in older editions, maps were usually written on squared grids. D&D is not like guess-and-measure Napoleonic wargames or Warhammer which friendly fires are quite-common (though, the really early games were like them).

What I meant was that the spells affect everyone in the AoE, Friend or Foe and you could always hit your friends all the way back to the gold box games. Of course you don't have to do that if you aim carefully.

Writing fail on my part.

Modifié par metatheurgist, 04 octobre 2013 - 03:28 .


#7
I_Raps

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You could modify the scripts for the spells and change their targeting to hostile only. You should also change their AI Category in Spells.2da - you wouldn't want the npcs to be inhibited in casting them.

That's a lot of work, but so be it. I personally changed Blade Barrier and Body of Sun because they're good spells - especially BB which is meat and potatoes for a cleric - but your party members just can't avoid them, even when combat is over.

#8
manageri

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The game really isn't all that hard even on the highest difficulty. Any melee character should easily be able to withstand a few fireballs. I bet you could aoe every enemy down 90% of the time before you kill one of your party members. And that's without protecting them with endure elements etc, or healing them at all. Protection from good/evil protects against all mind spells in this game, so you can safely throw sleeps on your own chars too from level 1.

If this really bothers you the only thing you can do, if you don't wanna modify dozens, maybe hundreds of spell scripts, is start playing with puppet mode where your party members will never run around randomly. I actually find playing that way much more fun.

#9
Dann-J

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The older computer games (Baldur's Gate, Icewind Dale, etc) all incorporated friendly-fire into the 'normal' difficulties. You just didn't fling fireballs about unless your party was well clear. Although in those games there were no limits on how many summoned creatures you could have at one time (NWN2 only allows one), so you could always gather enemies around a few sacrificial summons.

Rogues with improved evasion could also be used as monster-bait. I would have them gather enemies around them, and just before they start to get injured I'd cast an AOE spell (and hope like hell the rogue evaded it, and the monsters didn't).

#10
Araedros

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a reason why I hated Dragon Age 2 is because it didn't have friendly fire in the hard mode.
Then again without tachtical view whatsoever it would have bbeen a pain trying to avoid it

#11
manageri

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Araedros wrote...

a reason why I hated Dragon Age 2 is because it didn't have friendly fire in the hard mode.
Then again without tachtical view whatsoever it would have bbeen a pain trying to avoid it


Not really; The camera's far enough back for that. You just don't let your party run around by themselves and you don't have to worry about them eating your fireballs. DA2's spell targeting is actually very good, as it even highlights which units will be hit when you're aiming your spells. An isometric view would have made it better, but it's perfectly enjoyable without it.