SwordSaintMusashi wrote:Blindhamsterman wrote:There's been lots of times where lower levels can make all the difference, but I guess it depends on the players....
It is very true. It depends on the the player, the DM, and the type of character (ie a skill monkey with a bunch of social skills will potentially add more to high(er) levels than a front-line fighting type, especially one that is not a solid block of steel hiding behind a picnic table sized shield). Despite any potential benefits, it is still more ideal, both form a player standpoint and a DM standpoint, to have a closely-leveled party of people. I know that it can be frustrating playing a low level and being told to stand in the back despite being a character that fancies itself a swordsman, for instance. I know it makes sense from a mechanical standpoint, but this is so very OoC/meta-y as our characters arent supposed to know their level.
My ideas:
Multiple PCs can and will help. There is nothing wrong with having high-leveled characters in the world, but there is something wrong with a model where there are only high-leveled characters in the world. As we have seen, many DMs do not want to DM these characters, and many potential players are put off by having only well-established, high(er) leveled PCs logged in. Multiple PCs will help the people unwilling to let go of a treasured PC as they can keep that PC in the hopes a DM might come along willing to continue their story while also playing a new PC, hopefully furthering group play through lower levels as new parties spring up.
As others have said, the difficulty level needs to be the inverse of what it is now. While it is true that it is the easiest it has ever been in ALFA for a player to breeze through low levels; it is also the most mind-numbingly boring, consisting of a lot of menial tasks and flower picking to maximize progress. Unfortunately, meaningful and/or fun and exciting progression is extremely high risk at low levels and 'adventuring' becomes completely mundane, for the most part, as one progresses. Which brings me to my next point…
Static content. I would suggest there needs to be more static content. This static content should be intended to be completed by a group rather than solo players. The rewards of said static content should be level range limited based upon their encounter levels and difficulty to encourage PCs within intended level ranges to participate rather than allowing PCs to ‘out-level’ the content before going back to easily solo it in order to claim rewards. This static content should focus on, say, level 1-5s, for the most part. It should pose somewhat of a risk to a
party of its intended target levels, but the challenge should be relatively small when compared to that presented by DMed events. And to accompany this, there needs to be…
More building. NWN2 has come a ways since its release, and we are no longer as limited as to how much can be put into a mod. Let’s face it, the servers are rather stale at this point. There are places to adventure here and there, but they are often a single area surrounded by a sea of ‘safe’ places in the form of towns, forts, cities, inns, etc. New building needs to focus on
generic ‘complexes’ of attached areas spread through the servers…forests, hills, mountains, caves, etc. Locations written about in the fluff are nice to have, but it only makes sense for a canon dungeon with its canon big badie to get cleared out once – it simply is not a good use of effort when compared to things that can be reused. And don’t even get me started on adding even more inns, taverns, towns, holds, forts, or whatever other things can work to split up players as they idle keeping a barstool warm.
Lastly and most importantly, more DMing. This cant be said enough. DMs are going to be what makes the world come alive. Static content will certainly help, but completing static content rarely leads to the sort of real character development that can come about with the help of a good DM.
Heero just pawn in game of life.
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