Consensus be damned!
Actually there's this nifty script that will make start areas much more to PCs liking, and will not strain the aesthetic brain of a builder at all:
Charlie's Item Appearance Changer
http://nwvault.ign.com/View.php?view=NW ... ail&id=125
If we put this in our start areas (removing the cost component), and perhaps inside specialist clothing stores (including the cost component), this will make PCs appear as individual as they like, save builders time and keep store sizes low.
Starting gear / money
PLEASE no bright pink scale mail, electric blue leathers, teal green chain!
Uggh - and the horrible color combos that could be possible
If we could limit the color choices to less vibrant / closer to standard colors then it could work. Otherwise ALFA could become as varied and colorful as a gay pride parade.
Uggh - and the horrible color combos that could be possible
If we could limit the color choices to less vibrant / closer to standard colors then it could work. Otherwise ALFA could become as varied and colorful as a gay pride parade.

Same deal as with character names I'd guess Aelred....if it's obviously meta, or obviously at odds with the spirit of the campaign (and this means individual DM judgement), then it gets changed.
Given it's such a boon to be able to do at all, people must either abide with that spirit, or be deprived of it altogether.
Given it's such a boon to be able to do at all, people must either abide with that spirit, or be deprived of it altogether.

- AcadiusLost
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For time being, I've added code that:
1. Gives each PC, upon entering an ALFA module for the first time, 300 gp.
2. If a PC has 1 xp, and is newly entering, it's armor will be destroyed (clearing the Starting Armor).
Both these are tracked by the global persistent database, so each should occur once and only once.
I'm thinking the start area customizers are more a basemod item than an ACR item, unless we need the customizers customized for ALFA somehow.
Do those vault systems require any haks or overrides?
1. Gives each PC, upon entering an ALFA module for the first time, 300 gp.
2. If a PC has 1 xp, and is newly entering, it's armor will be destroyed (clearing the Starting Armor).
Both these are tracked by the global persistent database, so each should occur once and only once.
I'm thinking the start area customizers are more a basemod item than an ACR item, unless we need the customizers customized for ALFA somehow.
Do those vault systems require any haks or overrides?
- AcadiusLost
- Chosen of Forumamus, God of Forums
- Posts: 5061
- Joined: Tue Oct 19, 2004 8:38 am
- Location: Montara, CA [GMT -8]
- Contact:
Well, shoot. I'll have to dig in and see what it would take to work them into the haks or whatever. Might have to work them into the GUI as well, depending- sounds like another deal that should go into the haks.
Guessing we may have to hold on the customizers until the Basemod release, sometime after the next ACR release, otherwise we'll keep having to push it back for additional work and content.
Guessing we may have to hold on the customizers until the Basemod release, sometime after the next ACR release, otherwise we'll keep having to push it back for additional work and content.
I think it's always been discussed with warriors that they are less survivable in alfa, especially at low levels. Perhaps the starting gold being equal to everyone is a factor in that, compared relatively to other classes who happen to have other abilities than "requiring more critical hits" before dying.
The most obvious classes to show this little issue (i really don't care about it much, just enough to post) are Clerics, Druids and Monks. For clerics and druids, they basically only need gear to be self-sufficient: their abilities already provide healing. For monks, it's all about healing potions...no gear whatsoever is required. The sorceror is forced in the same situation as the monk, for he can't use gear nor can he buy spells.
To a lesser extent, the rogue may get away with less, depending if he plans on using traps (if he does, then he'll be more gold dependant)...still rogues can steal money to buy that stuff.
Everything also depends on the pricing of weapons in the starting merchants. I am against reducing the price of armor because then a whole bunch of classes will get that treat as well (clerics don't need any help). Reducing martial weapon cost initially could help them getting a few more healing potions.
The most obvious classes to show this little issue (i really don't care about it much, just enough to post) are Clerics, Druids and Monks. For clerics and druids, they basically only need gear to be self-sufficient: their abilities already provide healing. For monks, it's all about healing potions...no gear whatsoever is required. The sorceror is forced in the same situation as the monk, for he can't use gear nor can he buy spells.
To a lesser extent, the rogue may get away with less, depending if he plans on using traps (if he does, then he'll be more gold dependant)...still rogues can steal money to buy that stuff.
Everything also depends on the pricing of weapons in the starting merchants. I am against reducing the price of armor because then a whole bunch of classes will get that treat as well (clerics don't need any help). Reducing martial weapon cost initially could help them getting a few more healing potions.
Coming soon in a server near you.