Difficulty Setting and Area Effect Spells
#1
Posté 04 octobre 2013 - 09:07
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
Posté 04 octobre 2013 - 10:41
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
Posté 04 octobre 2013 - 10:48
#4
Posté 04 octobre 2013 - 10:57
Is there a demo for Dragon Age 3, or are you talking about something else?metatheurgist wrote...
the new DA demo
#5
Posté 04 octobre 2013 - 12:22
-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
Posté 04 octobre 2013 - 03:27
I was referring to the PAX demo videos, not that there was a demo available.Arkalezth wrote...
Is there a demo for Dragon Age 3, or are you talking about something else?
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.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).
Writing fail on my part.
Modifié par metatheurgist, 04 octobre 2013 - 03:28 .
#7
Posté 04 octobre 2013 - 03:43
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
Posté 04 octobre 2013 - 06:40
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
Posté 06 octobre 2013 - 11:58
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
Posté 11 octobre 2013 - 09:36
Then again without tachtical view whatsoever it would have bbeen a pain trying to avoid it
#11
Posté 11 octobre 2013 - 12:12
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.





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