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Lanthar Profile
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Re: Game balancing vs. incentive for RP


What i meant is, make it easier for low lvl characters to gain decent items, instead of forcing them to use potions of example bulls str to handle a dungeon.
Remove the potions and make items that will make the characters stronger. a larger variety of items to better their chances.
The wizard hat was just an examble.

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10/2/2013, 5:37 am Link to this post Send Email to Lanthar   Send PM to Lanthar
 
Numos Profile
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Re: Game balancing vs. incentive for RP


I can see about adding BASIC +2 items to Avendel for those who don't like managing consumables. The important thing is that consumables are -optimal-, but perhaps not essential.

Next patch I'll do it. I'd rather not go up to +3's, however.

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10/3/2013, 6:25 pm Link to this post Send Email to Numos   Send PM to Numos
 
Eowomyrill Profile
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Re: Game balancing vs. incentive for RP


Allow me to retort that +3 equipment is exactly the kind of equipment that would make the standard defensive potions non-required (Armoring, Shielding and Barkskin, they each provide +4, +4 and +3, respectively).

With +2 defensive equipment, players would still be gaining +5 AC (supposing they do not stack at all with equipment bonuses), which is decidedly a game-changer. It is like the difference between facing battle in studded leather or full plate.

At +3 equipment, players could chug the two +4 potions (Armoring and Shielding) for +2, which is a conciderable bonus if the odds are close to even. Note that this is the equivalent of the difference between a banded mail and full plate, which is obviously kind of a big deal, judging by the amount of people who prefer full plate over banded mail.

I can understand not going for +3 items in many other cases (attribute boosts, weapon enchantments, so on), but the defensive side of potion-chugging is so dominant it might bear some closer scrutiny.

Last edited by Eowomyrill, 10/9/2013, 6:15 am


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Re: Game balancing vs. incentive for RP


Making them unneeded is not desirable. They should be optimal, and required for more challenging content. Probably not for the Stripmine or Reef, though.

Last edited by Numos, 10/9/2013, 9:19 pm


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10/9/2013, 9:15 pm Link to this post Send Email to Numos   Send PM to Numos
 
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Re: Game balancing vs. incentive for RP


I'm level 14 and the three basic AC potions are definitely a requirement for me to stay alive reliably in the stripmines. The two longest-running AC potions bring me to AC 30, and that allows archers and footpads to crit and sneak attack me to within an inch of my life if I am not careful, and after a couple of encounters I am bound to get unlucky and die (or chug either Shielding or Blur potions). Being able to get +2 AC will still be a considerable bonus, but not a total game-changer like it is now.

I am currently unable to do a single reef encounter, so I have no idea how that works out.

Then again, it seems that AC stacking works strange on the server, I don't remember Deflection bonuses (cloak & shielding potion) stacking with each other? That would definitely work against my argument for +3 equipment.

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ASlapForJoffrey Profile
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Re: Game balancing vs. incentive for RP


Re: The stripmine. Enmiria doesn't use a shield. This might make things a little more brutal for her. I find too that things like knockdown and a high spot/listen can help somewhat.

As ever NWN does not like PCs who are penalised for being flatfooted (relying on dex for AC for instance) so that too could be part of it as well.

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Re: Game balancing vs. incentive for RP


Due to rogue levels she is never considered flat-footed and due to Tumble skill levels she has +3 AC, matching a non-magical tower shield.

She is not the most powerful build in the world, but she is not lost behind the curve, AC-wise. emoticon

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10/10/2013, 9:36 am Link to this post Send Email to Eowomyrill   Send PM to Eowomyrill MSN
 
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Re: Game balancing vs. incentive for RP


Shielding Potions give +4 shield AC, to move characters who don't use a shield a little less disadvantaged in tough fights.

I will concede that medium armor / no shield PCs are probably going to have the toughest time hunting alone. Dodge/Tumble AC also does not apply when you're not engaged in combat or moving ("flat-footed" by NWN's definition). Uncanny dodge doesn't effect this. It is a tough situation. Dual-wielding longswords is really stylish and elfy, but I've no doubt a shield will probably give you more survivability and efficiency when you don't have a buddy.

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10/11/2013, 1:55 am Link to this post Send Email to Numos   Send PM to Numos
 
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Re: Game balancing vs. incentive for RP


Didn't know about the tumble and dodge not working when not engaging an enemy. I will keep this in mind, I will!

Dual wielding longswords is a terrible choice, power-wise, but I doubt even a highly optimized build would manage well without a large stack of potions (unless it is a mage of course).

Regardless, I would like to argue from another point not tied to my character's power level: That whoever you are, you will probably start on this server with chugging 1-2 potions to deal with encounters, which is fine. But as the levels progress, new potions become finiancially viable while old potions never lose their relevance. In the end one could concievably drink 10 or so medium-to-long duration potions in order to make the most of a fight. (Armoring, Shielding, Barkskin, Blur, Divine Inspiration, Stoneskin, Displacement, Aid, Insulation, Bull's Strength, Endurance)

If players could buy equipment that does not stack with low-level potions (for example, the basic AC buffs), the importance of these potions would slowly degrade with higher levels. Probably not completely, but at least enough that they do not represent a night-and-day difference, whether you are powerful yourself to begin with or not.

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Lanthar Profile
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Re: Game balancing vs. incentive for RP


I thnk people will still build their characters so they depend on the potions.

Instead of using that awsome +4 armor they just found they will be using a +1 +4 heal +2 wis armor and still drink that potion

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