Changing the -6 Safety Net

Ideas and suggestions for game mechanics and rules.
Zelknolf
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Re: Changing the -6 Safety Net

Post by Zelknolf »

t-ice wrote:As you said yourself some time ago, Zelk, by pnp the effect of -10 hp is death, which needs spectacular magic to overcome (and even still permanent consequences remain). Surely there is a middle ground that won't stop PC stories cold by death, but don't make a joke out of the "inconvenience living" -spell and the "giant great axe of criticals of momentary blackoutness"?
I recall proposing effects that actually exist, in my defense. :P

I also proposed stripping vigor and lesser vigor, as those were the ones that didn't reward group play. They rewarded slamming down a potion before fighting.
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Re: Changing the -6 Safety Net

Post by Swift »

One seriously wonders how anyone in ALFA managed to do anything heroic with their characters before NWN2 and its safety net came along.

Oh wait...

;)
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Re: Changing the -6 Safety Net

Post by Brokenbone »

Babras dives into a chasm in a death-bear-hug with the drow antagonist, falling to a horrible but victorious death! Or, actually wait, he is only at -6 down there, he'll stabilize with that CON score, good fall buddy, had us worried!
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Re: Changing the -6 Safety Net

Post by Zelknolf »

Brokenbone wrote:Babras dives into a chasm in a death-bear-hug with the drow antagonist, falling to a horrible but victorious death! Or, actually wait, he is only at -6 down there, he'll stabilize with that CON score, good fall buddy, had us worried!
His con score won't matter. Your prospects after hitting the safety net, if you have no help around, are:
66% chance that he's dead in less than a minute.
6% chance that he stabilizes at -9, and then bleeds out in an hour.
1% chance that he stabilizes at -9, and then recovers.
7% chance that he stabilizes at -8, and then bleeds out in two hours.
1% chance that he stabilizes at -8, and then recovers.
8% chance that he stabilizes at -7, and then bleeds out in three hours.
1% chance that he stabilizes at -7, and then recovers.
8% chance that he stabilizes at -6, and then bleeds out in four hours.
1% chance that he stabilizes at -6, and then recovers.
(with that remaining 1% tied up in fractions)

The short of it is that you're probably dead if you hit the safety net and help can't reach you in a timely manner.

Obviously, chances improve considerably if you drop into negatives without hitting the safety net, depending on what your hit points are before you start bleeding.
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Re: Changing the -6 Safety Net

Post by Mikayla »

BB:
Babras dives into a chasm in a death-bear-hug with the drow antagonist, falling to a horrible but victorious death! Or, actually wait, he is only at -6 down there, he'll stabilize with that CON score, good fall buddy, had us worried!
It was a river and they drowned actually. The point is not an entirely bad one, except that game mechanics did not come into play. The game would not allow Babras to tackle Kylara, nor would it allow them to fall in the river and drown. We did that whole part with die-rolls PnP style as best we could. In the end, IIRC, I had to DM-kill Babras (no other way to make him "drown").
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Re: Changing the -6 Safety Net

Post by Ronan »

To really see how many people the floor saves you have to compare floor-hits to party-deaths, as it has no effect on solo-deaths beyond the small chance to stabilize.

The -6 floor is pretty damn flawed. It makes it near-impossible for PCs to die to most direct-fire mobs unless the entire party runs away or they don't have enough healing. This usually marks the end of an adventure, so its the last thing a DM wants. Killing a PC now and then when the party screws up or someone does something stupid in combat is typically a much more desirable outcome. Its a nice break from "the PCs always win" pattern of play. DMs want the players to experience loss when they screw up, but not to the point where the plot is lost.

That said, D&D is likely even more flawed for our uses. The power differences between PCs are so absurd that without the floor, we simply couldn't have many cross-level adventures. Lowbies would be getting splattered left and right.

I have a log of all my PC kills (which number around 16). I can check through them, but I can recall only three non-tech deaths where the party wasn't defeated unless I was explicitly targeting bleeding PCs (which I very rarely do). One involved a few mages tossing fireballs (and actually the party may have fled; I can't remember), and two involved a wall of fire and NWN2's poor pathing algorithm. I have undoubtedly bounced more PCs off the safety floor than I've killed, by at least a factor of 5. Most of those were lower levels, often rogues and monks (jmecha especially likes hitting the floor; I can recall 4 times I bounced Korlar off it).

Most of the wack-a-mole combats I can recall were before floor logging was added. They're silly but really aren't a big deal to me. The bigger deal is just how much overwhelming force you need to throw at a party in order to actually threaten them with a PC death.

I would support reducing the floor's effectiveness with level. I'm not sure about removing it completely as death magic is highly lame, but its primary benefit is to allow low-levels to party with high levels and we should preserve that. Maybe we just need to alter the "loses interest" script so only applies to lower-level party members, or some similar logic. Presumably the bad guys aren't going to stop to off a mook, but if they just felled the party leader they are probably going to be more interested to make sure they're dead. No DM wants to explicitly target downed PCs, but with our current scripts they either need to or let some monsters behave in an OOC fashion.

Another option is one use per rest, RL day, whatever. Better yet, make the refresh time random to prevent meta-gaming. Maybe scale the refresh time inversely with level. Being saved from DEATH once per week/month/whatever is still pretty damn generous, and if your PC is that keen to jump back into the fray quickly you probably need to step back and look at your RP. Or you're playing someone who welcomes death, in which case hey, you should probably find it more quickly than others!

If the floor is made less effective in a single-use scenario we should probably boost XP rewards. I think I prefer the random-refresh time though, as it encourages good RP and punishes abusers (or suicidals). Its also easy to implement.
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Re: Changing the -6 Safety Net

Post by MaskedIllusion »

SwordSaintMusashi wrote:
Mikayla wrote: ALFA doesn't need to remove the -6 safety net - that invention was one of ALFA's best. It encourages and rewards group play. Please don't remove it.

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Re: Changing the -6 Safety Net

Post by Ronan »

In some situations it deals with D&D's faults very well, while in others (e.g., a PC doing something really stupid) it doesn't. All the DMs I know who have put on long-running campaigns with real danger (myself, JLM, Rumple, well I'm not sure about viigas) have gotten pretty frustrated with it at times. The biggest problem with it is that it requires DM intervention to kill a player when they by all rights should die, usually by manually targeting mobs. And really no DM wants to be that guy. I've done it when PCs keep popping back up, but I suspect most DMs wouldn't even do that. I think OGR manually-targeted Maeredhel once, but Sywyn killed the mob before it could finish him off. Then there are all the bugs and tech-rezes (some justified, some not).

So I think "one of ALFA's best" goes a bit too far. We got by just fine without it in NWN1 after all. If I had of still been working on the ACR2 when it was proposed I would have just argued we just increase the starting level or something.

When to kill PCs is the biggest A-game issue in ALFA. The more we can take the subjectiveness away from death and put it into the cold, calculating hands of a computer, the better. The cap effects almost all deaths so its something we should devote a lot of thought too (unlikely CvC, which affects only a tiny fraction of PC deaths).
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Re: Changing the -6 Safety Net

Post by Galadorn »

I hate it. No -6 safety net is better. Not to mention, in any group, even 2 PCs, but far far more with 3+ it promotes PGing unrealistically quite heavily. Since all hands know they can't get CRIT-killed, so they get their trigger fingers on cure potions or whatever, and charge into "too dangerous" territories unrealistically since they know if something goes wrong, they're safer than if they did not know about this OOC safety net.
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Re: Changing the -6 Safety Net

Post by Zelknolf »

Just, y'know, for perspective:
In the last 30 days, we have had 6 deaths and 3 people spared from death by the death floor.
Of the six deaths, 4 were solo.
Of the three spared from death by the death floor, 1 was solo.

So...
9 people near death. 5 solo, 4 in party.
Of the people in parties, 50% died
Of the people flying solo, 80% died

That... looks about right to me? Unless people are giving tech rezzes and not documenting them, and some of these deaths are fake. But... eh... these people have new characters. So I'm pretty sure they died.

// edit-- actually, one of them ragequit. That one doesn't have a new character.
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Re: Changing the -6 Safety Net

Post by kid »

How about changing it to -8?
some sort of middle ground?
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Re: Changing the -6 Safety Net

Post by SwordSaintMusashi »

A change to a core system of ALFA is made when the system is adversely affecting the game itself.

As of the moment, no one has presented an argument that it is broken, just "that they don't like it", which is not enough reason to reverse something like this.

By all accounts, it is working exactly as it was meant to: To encourage people to group together and adventure rather than solo out in the wild.
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Re: Changing the -6 Safety Net

Post by Ronan »

Zelknolf wrote:Just, y'know, for perspective:
In the last 30 days, we have had 6 deaths and 3 people spared from death by the death floor.
Of the six deaths, 4 were solo.
Of the three spared from death by the death floor, 1 was solo.

So...
9 people near death. 5 solo, 4 in party.
Of the people in parties, 50% died
Of the people flying solo, 80% died.
Ander's (party) death last week was tech. Bugged bugs got him before he could bleed, though I'm giving the PC a rest anyways. Assuming you're counting him, that'd be 5 deaths, 1 partied. I'm not sure what help these stats will be unless we establish some percentage of all PC deaths which are ruled tech. This seems to vary a lot depending on DM.

I recall Ander getting KOed four times in past sessions (one shark, two orcs, and the bugged bugs), so I'd imagine one of those was a floor hit. Maybe not as it was a lowbie adventure and Rumple is a big softie.

Maerdhel hit the floor 5 times (two Slay Livings, one frost giant crit, one rofl-orc, one ogre barbarian crit) that I can recall, so the real number was probably quite a bit higher. He died once to a now-fixed floor bug, so I suppose that number should be 6+. Unsurprisingly, the ogre and death spells were Rorax's. Maer wasn't too abnormal here; Elenaril definitely hit it more often while we played together.

So its difficult for me to imagine games where the floor doesn't save people a ton more often than they die, to the point where I'd suspect a technical error if the logs say otherwise. It may be that 6 is a poor sample size (which it is of course, though I don't have db access any more), or it may be a difference in party organization. Skilled and familiar players are quick to heal downed mates, and always have healing consumables available. Unskilled or disorganized parties tend to be a lot worse, though I certainly had my share of crappy parties.

On BG, Duncan's crew was very skilled at using the floor, KO-healing and kiting. Probably the 'best' I've seen. SE is very good tactically, thanks largely to BB/Rhaggot and all the practice they got with me throwing 'overpowering' encounters at them. EV is probably as good as a bunch of lunatics can be. Everyone else was pretty much crap, but hey the pause button helps. I try not to kill people because they are slow typists and don't have keyboard macros set up.
kid wrote:How about changing it to -8?
some sort of middle ground?
kid, I don't think anyone is interested in straining people's reaction times (-8 would actually make saving the PC nigh-impossible due to how NWN schedules things). I'm more interested in preventing repeated use and incentivizing more rational risk-taking behavior.
SwordSaintMusashi wrote:A change to a core system of ALFA is made when the system is adversely affecting the game itself.

As of the moment, no one has presented an argument that it is broken, just "that they don't like it", which is not enough reason to reverse something like this.

By all accounts, it is working exactly as it was meant to: To encourage people to group together and adventure rather than solo out in the wild.
There are a multitude of pro-broken arguments strewn throughout the history of this discussion. I'll summarize: Incentivizes unnatural and OOC risk-taking; forces DMs to target downed PCs if they want most fights to be dangerous; makes AoE attackers more lethal; makes direct-damagers much less lethal; makes single, powerful enemy 'bosses' much less lethal; makes parties with lots of healing much more effective; leads to questionable tech-rezes; enables kiting of single, powerful mobs; and makes judging combat difficulty much more difficult for DMs. The first two and the last are the biggest annoyances to me.

That the system accomplishes what it aimed to do is good, but that in itself says nothing about its other effects or their costs. I assert we gain little but perverse incentives by allowing the system to function repeatedly and without limit.
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Re: Changing the -6 Safety Net

Post by SwordSaintMusashi »

Something could be said for putting the -6 cap on a cooldown after it fires once, but I have not seen that presented: If I missed it, I apologize.

However, AoE is always more dangerous than single targeting in dungeons and dragons, and its no different in NWN2: It either softens up a huge array of foes, or finishes off multiple at a time. Its why you don't 'clump up', a practice that even follows into most gaming.

In addition, those are not things that are "broken" about it - people still die, and more frequently than people seem to realize until someone posts the actual numbers showing that is happening. I reiterate that just because one doesn't like a system doesn't mean it needs to change: there are plenty of things I don't like in ALFA, but just because I don't like them isn't reason enough for them to go through an overhaul.

But, in the interest of pure curiosity:

Zelk: Hypothetically, would something like a 5 minute cooldown on the -6 cap after it fires once be possible, or is that a bit far fetched?
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Re: Changing the -6 Safety Net

Post by HEEGZ »

Can we just leave well enough alone please? I'd rather not make it easier for PCs to die to be completely honest. The DM client is buggy enough, and determining combat encounter difficulty is hard enough, that I think our PCs should have the extra protection we already grant them via the safety net. There are some good arguments for changing the system I suppose, but SSM's post (three up) is pretty spot on. It'd be nice to have something a bit better, but at this point in the game, there is not a compelling reason to change. Especially something that will increase PC deaths. I'm probably just an old softy but nothing I've read seems convincing enough to adjust this now.

[edit]
Also, I'd like to think that players are okay with keeping the net as is, and that they are okay with a DM manually making a NPC commit a coup de grace if it has the IC motive to do so.
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