ALFA VS CANON

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t-ice
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Re: AFLA VS CANON

Post by t-ice »

kid wrote: A paladin donating most of his gold or a thief stealing loot before his party mates get to it would have low and high wealth most likely.
In my opinion it is also not a good thing if these two would be forced to have the same gold. No matter how much you work to lose your wealth, the world WILL magically keep you on the meta-curve, is not a very IC hardcore RP thing. (Vice versa it is somewhat easier as IC money-grubbing being restricted to in-game adventure utility items is also not a IC hardcore RP thing to do.)
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kid
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Re: AFLA VS CANON

Post by kid »

I was not clear?

yes... they will most defently have very different wealth levels.
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Re: AFLA VS CANON

Post by Stormseeker »

Bringer is playing a thief lol.
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Re: ALFA VS CANON

Post by Stormbring3r »

Veilan wrote:You don't worry about your gear or your wealth or "competing". You let the DMs and builders do the worrying and just enjoy the game and play ;).

Oz works better without looking at the wizard behind the curtain too closely, trust me.

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lol.. Its not about what everyone else has I could care less if twinkle toes has a kit with al +10 items.. for me its survivability. Thats why I am asking questions... How to better outfit my toon so she survives..
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Re: ALFA VS CANON

Post by AcadiusLost »

I'm not aware of any static or encounter systems in ALFA presently that scale difficulty based on your XP or level, so it shouldn't be a case of survival problems vs. static content because of an XP/wealth mismatch. There is potential for DM overestimation, but that's why the wealth tools are available to help them get an idea of where your PC is on the curve. High wealth also doesn't necessarily mean optimized kit, either... just a higher likelyhood of additional defenses/options/firepower.

As has been said before, being low for level wealth-wise means that DMs are more likely/encouraged to reward well in that area when possible, as they'll know that they are helping balance things out.
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Re: ALFA VS CANON

Post by Curmudgeon »

AcadiusLost wrote:I'm not aware of any static or encounter systems in ALFA presently that scale difficulty based on your XP or level, so it shouldn't be a case of survival problems vs. static content because of an XP/wealth mismatch. There is potential for DM overestimation, but that's why the wealth tools are available to help them get an idea of where your PC is on the curve. High wealth also doesn't necessarily mean optimized kit, either... just a higher likelyhood of additional defenses/options/firepower.

As has been said before, being low for level wealth-wise means that DMs are more likely/encouraged to reward well in that area when possible, as they'll know that they are helping balance things out.
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Re: ALFA VS CANON

Post by Veilan »

AcadiusLost wrote:High wealth also doesn't necessarily mean optimized kit, either...
Thanks to PC crafting, this mostly is wishful thinking only.
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Re: ALFA VS CANON

Post by Zelknolf »

We do indeed make it highly visible to DMs what sort of wealth players have when they're in game. I have a serious case of "at work" right now so my screenshots are from when it was being designed, but when DMs mash "P," they get a different view than players, which includes wealth/ class/ level/ alignment/ patron deity-- helps them get a sense of how hard to explode the poor bastards.
Spoiler:
Image
Spoiler:
Image
(the stack of coins can be an outturned pocket, a tiny stack of coins, a big stack of coins, a fat pile of loot, or a solid gold money bag with a dollar sign on the front of it to roughly indicate how much stuff a given character has-- and the money v. target comparison is always unambiguous)



That said, it's not entirely true that CR doesn't play into static content-- I'm not aware of any instances of things changing what spawns based on the level of the player, but I can point to instances of static content that ceases to be available if you're too high level, thus putting pressure on characters to participate in the remaining, more-dangerous, content. It's a much weaker sort of force than the immersion-destroying "You're level 12, therefore you're attacked by a red dragon on the road" sort of scripts and are much less likely to kill you, but being higher level without the ability to handle at least marginally-stronger challenges will limit options to some degree.
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Re: ALFA VS CANON

Post by Stormseeker »

One of the problems i see with alfa prices being higher than cannon is when cr is used to determine what and individual or party can handle. Since a encounter is based on using 25% of party's resources the problem accurs when a party uses 50-75% of their resources to take down the encounter because they are under powered due to the increase in alfa's items. Now add in increasing the hp's/power of a low lvl creature and it throws everything out of wack.
Remember in a complicated and sometimes "doesnt make since" world of dnd, change one thing and it throws everything out of balance. I am all for letting the dm's balance things out but when hdm's and dms change...and their opinions of "what is balance" differ from server to server or from one time to the next.....well if you played any length of time its easy to see.
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Re: ALFA VS CANON

Post by Zelknolf »

The adjustments to total wealth levels are about how much of an adjustment is needed to get the same statistical effects on our much-more-limited set of equipment slots.

The adjusted hit points, though, are an acknowledged problem with NWN2. Unfortunately, there's very little we can do about that.
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Re: ALFA VS CANON

Post by Castano »

Game's been working fine for years on current wealth tables. Pally's tend to get useful equipment as a reward to reduce the must donate all my stuff concept.
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Re: ALFA VS CANON

Post by Stormseeker »

Oh its not broken just running rough like a v8 with one fouled sparkplug. Every once in a while this will cause a back fire.
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