as for the spawns part of the problem has been the engine. for example you may be able to choose a lvl 1 gnoll a lvl 10 gnoll or a lvl 15 gnoll. I would like to see a system where gnolls are all within the same challange rating range.
my pc gains 10 lvls and the gnolls get 10 lvls stronger = lame
also if spawn ai gets better that is going to make the game harder. one of the biggest advantages players had aganist spawns in alfa 1 is that spawn encounters are predictable.
It should also be noted that pcs don't have the advantage of mounts and some spawns do.
NWN2: Heroic Durability
In NWN2, we plan to remove OE's standard pallet and replace it with creatures and items straight from the DMG and monster manuals. If anyone uses jacked-up level 10 gnolls as common spawns, I'll bash them in the nose with a rolled up newspaper.
Canon spawns will go a very long way to helping lowbie survival, IMO.
Canon spawns will go a very long way to helping lowbie survival, IMO.
- ç i p h é r
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Standard palette = ALFA
Custom palette = Server
*dispels confusion*
Along the same vein, I'd like servers to be able to customize the custom palettes to their own needs. Generic categories like "custom" and "special" really constrain our ability to well organize our palette contents, which makes it harder for a DM to sort through them in-game in a pinch.
Custom palette = Server
*dispels confusion*
Along the same vein, I'd like servers to be able to customize the custom palettes to their own needs. Generic categories like "custom" and "special" really constrain our ability to well organize our palette contents, which makes it harder for a DM to sort through them in-game in a pinch.
Hmm, I think I heard something about NWN2 allowing for this already, a feature built into the toolset. Not sure though.ç i p h é r wrote:Along the same vein, I'd like servers to be able to customize the custom palettes to their own needs. Generic categories like "custom" and "special" really constrain our ability to well organize our palette contents, which makes it harder for a DM to sort through them in-game in a pinch.
I dont see a problem at early levels, after all, a level one character is a totally green person with almost no experience what so ewer, and as some said levels 1-3 are ment for carefull learning and character devolpment, doing "safer" things...
I see the problem arise when stoneskin or other damage reducing effects become available, then the DMs need to balance this with monster doing more damage, so a fight becomes a threat for the PCs... Sadly iwe commented this before, stoneskin and most spells like that, has a wery costly spell component, and just for the reason above, its not ment to be used in every fight... use it as it is in DnD and you will see a big change in how it is used, and there wont be the same need to "uber" up monsters damage wise, wich is cannon wise just plain silly... stick to the base rules, the cost are usually there for a reason
/Yav
I see the problem arise when stoneskin or other damage reducing effects become available, then the DMs need to balance this with monster doing more damage, so a fight becomes a threat for the PCs... Sadly iwe commented this before, stoneskin and most spells like that, has a wery costly spell component, and just for the reason above, its not ment to be used in every fight... use it as it is in DnD and you will see a big change in how it is used, and there wont be the same need to "uber" up monsters damage wise, wich is cannon wise just plain silly... stick to the base rules, the cost are usually there for a reason

/Yav