Bah. Difficult is good, but difficult because of something that has nothing to do with D&D and is a made up, external meter that affects you constantly? Bah.
What's the appeal of MotB?
#51
Опубликовано 18 Март 2016 - 09:45
#52
Опубликовано 18 Март 2016 - 09:54
I have to defend the use of novel mechanics as justified by the DM prerogative rules that have been in place since the beginning. First and second edition, especially, had modules written by Gygax himself with mechanics that were not based on previously established rules.
#53
Опубликовано 19 Март 2016 - 08:45
At least they didn't make an IWD 2: HoF version of the game for NWN 2 there. Else we got Attack of Level 20... Housecats... Hi hi hi.
#54
Опубликовано 19 Март 2016 - 10:58
Actually, MotB is exactly like that, as every enemy is epic, or close, which doesn't make any sense for many of them. If you had to fight a house cat somewhere, you can bet that cat would have some demigod-like stats.
#55
Опубликовано 19 Март 2016 - 07:36
Not saying it's entirely justified, thing is, it's difficult to make a coherent story for epic level characters especially with so much limitations like Bioware got from the wizards.
Maybe that's why they had Obsidian make it.
#56
Опубликовано 24 Март 2016 - 06:03
I have to defend the use of novel mechanics as justified by the DM prerogative rules that have been in place since the beginning. First and second edition, especially, had modules written by Gygax himself with mechanics that were not based on previously established rules.
Sure, but they were general mechanics, not something specifically geared for the module. Not saying he wouldn't have done it, even GG could make bad decisions, but I don't see that as an excuse for a badly designed "feature".
#57
Опубликовано 24 Март 2016 - 07:36
Sure, but they were general mechanics, not something specifically geared for the module. Not saying he wouldn't have done it, even GG could make bad decisions, but I don't see that as an excuse for a badly designed "feature".
Don't know what you mean here. I'm talking about modules where unique things happened that didn't happen in the base rulesets or in other modules. Is that not geared for the module? He made things up as he needed them, and encouraged others to do the same.
I also don't consider the MotB feature badly designed.
#58
Опубликовано 24 Март 2016 - 10:11
I don't like the feature, but since it is easily worked around with free mods I don't see belaboring it.
#59
Опубликовано 24 Март 2016 - 10:30
I don't like the feature either, but I don't consider it badly designed.
#60
Опубликовано 30 Март 2016 - 11:43
#61
Опубликовано 31 Март 2016 - 04:22
Actually, MotB is exactly like that, as every enemy is epic, or close, which doesn't make any sense for many of them. If you had to fight a house cat somewhere, you can bet that cat would have some demigod-like stats.
True but I think that is a problem with D20 type systems generally. If a MotB character had to fight 1000 lizardmen from the OC you could literally click to start the attack ... and go for pizza. The writer has to figure out ways around that for epic play. Presumably, there are bandits, goblins, and vicious kittens in other parts of Rasheman. For the game we should assume that the Witches have all that under control and since they mistrust the Spirit Eater anyway, it makes a certain amount of sense that the party only stops to draw their weapons when presented with a suitable obstacle. Suspension of disbelief and all that.
#62
Опубликовано 31 Март 2016 - 05:54
But that isn't how MotB works, IMO. Too many enemies, and too many insignificant ones among them. Some fan modules have far less enemies than MotB and they work.
Fighting 1000 whatevers is silly regardless of their level, but if you want to throw hordes at the PC, what's wrong with fighting a few relatively low levels here and there? So I can eat gods, but I have the same level as a generic unnamed goblin? Take some levels off the goblin, or just remove him from the game. Gameplay as a whole shouldn't be affected either way, unless those goblins constitute 90% of the enemies, in which case you may as well refrain from making an epic module in the first place.
#63
Опубликовано 01 Апрель 2016 - 01:57
I liked the SoZ solution where enemies too much below the party's level just run away.
#64
Опубликовано 01 Апрель 2016 - 01:26
Can't say it any better, I agree wholly with this. Even if gameplay wasn't really affected, having too many high level monsters than should logically existed kinda ruin the feel and depth of the story. In other words, it just broke the suspension of disbelief up down left and right.But that isn't how MotB works, IMO. Too many enemies, and too many insignificant ones among them. Some fan modules have far less enemies than MotB and they work.
Fighting 1000 whatevers is silly regardless of their level, but if you want to throw hordes at the PC, what's wrong with fighting a few relatively low levels here and there? So I can eat gods, but I have the same level as a generic unnamed goblin? Take some levels off the goblin, or just remove him from the game. Gameplay as a whole shouldn't be affected either way, unless those goblins constitute 90% of the enemies, in which case you may as well refrain from making an epic module in the first place.
#65
Опубликовано 08 Июнь 2016 - 01:19





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