Extreme Environments

Development of standard ALFA palettes (ABR)

Moderators: ALFA Administrators, Staff - Technical

User avatar
Fionn
Ancient Red Dragon
Posts: 2942
Joined: Sun Jan 04, 2004 7:07 am
Location: Seattle, WA

Post by Fionn »

I'd love to see Rangers given Terrain affinity. Cross the Desert with a Beduine Ranger no issues. Try it with one from Chult and you need ot make a LOT of Fort saves.
PC: Bot (WD)

Code: Select all

     -----          -----          -----          -----
    /     \        /     \        /     \        /     \
   /  RIP  \      /  RIP  \      /  RIP  \      /  RIP  \      /
   |       |      |       |      |       |      |       |      |
  *| *  *  |*    *| *  *  |*    *| *  *  |*    *| *  *  |*    *|
_)/\\_//(/|_)(__)/\\_//(/|_)(__)/\\_//(/|_)(__)/\\_//(/|_)(__)/\\_(
User avatar
Mulu
Mental Welfare Queen
Posts: 2065
Joined: Mon Dec 13, 2004 8:25 am

Post by Mulu »

Barbarians should also have terrain affinity for their climate of origin. Druids should be able to largely ignore any climate and survival issues. Elemental protection spells should protect against climate issues. Clerics should be able to create food and water as a first level spell. Monks should be able to make a discipline check to ignore climate extremes, and even hunger/thirst/fatigue, IMO.
Neverwinter Connections Dungeon Master since 2002! :D
Click for the best roleplaying!

On NWVault by me:
X-INV, X-COM, War of the Worlds, Lantan University.
User avatar
Grand Fromage
Goon Spy
Posts: 1838
Joined: Sat Jan 03, 2004 9:04 am
Location: Chengdu, Sichuan, China

Post by Grand Fromage »

Mulu wrote:Barbarians should also have terrain affinity for their climate of origin. Druids should be able to largely ignore any climate and survival issues. Elemental protection spells should protect against climate issues. Clerics should be able to create food and water as a first level spell. Monks should be able to make a discipline check to ignore climate extremes, and even hunger/thirst/fatigue, IMO.
All of this plus rangers as Fionn said, plz. I wanted druids/rangers/barbarians to lose the bedroll requirement in ALFA for years. Monks being able to purely tough it out through their training is a cool idea too, I like that. NWN2 no longer has discipline, so we'd have to use something else for the check.
User avatar
moss
Kobold Footpad
Posts: 39
Joined: Mon Jan 05, 2004 6:09 am

Post by moss »

Being able to summon food/water is nice, but there are so many things that can kill a person in extreme environments: sinkholes, avalanches, insects, poisonous plants, thin ice, etc. Monks are tougher and get the benefit of their fortitude bonuses - but doesn't mean they know what they're doing. Plus it doesn't necessarily help out the rest of their party. I'm not saying we account for every little thing that can happen - the fort save is a blanket save to avoid *something* bad from happening.

Rangers, barbarians in their native habitat, and druids have a lot more to offer their party as far as chances to survive because of their skills/knowledge/abilities that make them what they are. It's a way of adding their value to an adventuring party, as well as providing RP opportunity for them.

Can you tell I like rangers?
Image
User avatar
Rusty
Retired
Posts: 2847
Joined: Mon Feb 21, 2005 10:36 pm
Location: London
Contact:

Post by Rusty »

Uh, well I'm basing it off the D&D rules... Sandstorm et al, simplified for technical reasons (and to exclude HTF). There will be two new 2da properties, measuring levels of resistance to extremes of cold and heat. The level of resistance a PC has will be compared to the extremity of the environment they are in, etc. Background, equipment, and magic can all play a part in increasing resistance.

The extent to which we simulate some of the extreme environment events (see my original post in this thread) as opposed to the basic environmental conditions may be determined by the actual form NWN2 modules take. I have a ruleset for all of them; the limitations will be technical - or, more likely, temporal.
Locked