Let new players know...
Posted: Sun May 17, 2009 4:16 pm
There's a somewhat obscure but critical element to our permadeath experience in ALFA under the current ACR setting. I'm assuming most veteran players know, but from what I've seen in documentation and ingame action, I do not think a lot of newer players are aware of some vital details. I would suggest making the below unquivocally clear in new player documentation and the rules that explain our permadeath policy.
Two things that new players must be aware of regarding death:
1. Bleeding rule and using potions/heal check on a fallen mate to revive. I've seen newer players going into combat with apparently no awareness that they could revive someone in negative HPs. Fortunately I've not had this happen to me, but I'd be a bit irritated if I were a veteran player whose higher lvl pc bit the dust playing meatshield for new guys, and the new guys stood around doing nothing while my pc bled to death (not a good time to type out a detailed set of instructions ooc teaching them how to do this while bleeding).
2. There is no massive dmg death (instant death spells I assume are not effected) currently in alfa. You cannot die instantly from dmg (say a 80 dmg greataxe/scyth crit) if I understand this correctly; there is no fort save required, and the lowest you can drop to is -6 HPs, giving you minimum 3 rounds of chance of survival if you're with companions. This is a very significant factor as far as the permadeath experience; what this effectively means is that the chance of losing your pc is vastly, VASTLY lower if you are in a group vs soloing (barring being in a group with noobs or folks who are handicapped with targetting/using nwn2's interface). We all knew that from alfa1, but with current ACR settings, it's exponentially more so - you could die from a 80 dmg crit in alfa1 even with companions, but that's FAR less likely in alfa2.
New players, especially prospective players who might be fine RPers but are leerly about the thought of losing well thought out PCs, need to have the above drilled into their heads; they need to know that soloing absolutely is the the equivalent of agreeing to play russian roulette, and in contrast that adventuring with a group is exponentially safer even if you hit negative HPs once in a while.
Two things that new players must be aware of regarding death:
1. Bleeding rule and using potions/heal check on a fallen mate to revive. I've seen newer players going into combat with apparently no awareness that they could revive someone in negative HPs. Fortunately I've not had this happen to me, but I'd be a bit irritated if I were a veteran player whose higher lvl pc bit the dust playing meatshield for new guys, and the new guys stood around doing nothing while my pc bled to death (not a good time to type out a detailed set of instructions ooc teaching them how to do this while bleeding).
2. There is no massive dmg death (instant death spells I assume are not effected) currently in alfa. You cannot die instantly from dmg (say a 80 dmg greataxe/scyth crit) if I understand this correctly; there is no fort save required, and the lowest you can drop to is -6 HPs, giving you minimum 3 rounds of chance of survival if you're with companions. This is a very significant factor as far as the permadeath experience; what this effectively means is that the chance of losing your pc is vastly, VASTLY lower if you are in a group vs soloing (barring being in a group with noobs or folks who are handicapped with targetting/using nwn2's interface). We all knew that from alfa1, but with current ACR settings, it's exponentially more so - you could die from a 80 dmg crit in alfa1 even with companions, but that's FAR less likely in alfa2.
New players, especially prospective players who might be fine RPers but are leerly about the thought of losing well thought out PCs, need to have the above drilled into their heads; they need to know that soloing absolutely is the the equivalent of agreeing to play russian roulette, and in contrast that adventuring with a group is exponentially safer even if you hit negative HPs once in a while.