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Dustmemphit Profile
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Re: Healing Kits


By the same token:

  Though well thought out finely done none-railroady plots are grand and all, 9/10 times, those that play PnP enjoy a good old fashioned dungeon crawl. Minimum plot (Find the glowy Gem at the end of the maze), lots o' traps and places to go wrong and get yourself/party killed... Mmmm I miss 2.0 and pre-made quests like the Temple of Elemental Evil.


So anyways I'll also post here that I am back in some aspects. (Cheering, booing, and shiteing of your pants are typical reactions to such news. You're call). I just had foot surgery done and as such I can't work as much for the next couple weeks. So return to NWN I have and I look forward to seein you all IG. emoticon Upside down face FTW!
4/1/2008, 4:16 pm Link to this post Send Email to Dustmemphit   Send PM to Dustmemphit
 
Numos Profile
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Re: Healing Kits


As a last note, as an ingame justification for the price. Healer's kits aren't just bandages. Just like hit points aren't just the wounds you can take. It's luck, stamina, will to survive, and ability to push through the pain.

Just as an example. You could be at 10% health and not have a scratch on you; although you might be so exhausted (From ducking, dodging, casting spells, having your armor bashed in) the next blow kills you outright. I'm going a little off-topic but hit points are a pretty abstract concept.

Healer's kits might consist of:
-Bandages
-Potions and salves; possibly magical.
-Various herbal treatments (Aloe, etc.).
-Surgical tools (Expensive)
-Narcotics (Expensive)

Last edited by Numos, 4/1/2008, 8:47 pm


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Characters:
Numos: Shapeshifting wizard
Taevis Bentham: Woodsman
4/1/2008, 8:42 pm Link to this post Send Email to Numos   Send PM to Numos
 
Someonehaha Profile
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Re: Healing Kits


Hp in dnd is pretty much how much you escape death until the final cuting blows. In my view. Heck d20 star wars does the the best concept with wound points which basicly has ya hp but your con as a base. Taking critcals take away from that and pretty much mean bad. But yeah. Allot of people dont get hp concepts. 200 hp does not mean your jsut simply tough. Could also be how lucky you are from just barely ducking a blow and having a little bit of a shave.

Although i find healing kits in nwn period rediculous. In pnp a healing kit just stops you from insanity dieing. It also helps agasint diseases and posions. Depending on the kit that is. Nwn sorta went Bam hp boost massively giving the MMORPG trait for a skill. While pnp gaining hp from a healing kit if any requires a long while of rest. its why everyone loves potions.

But yeah I see mospehs point and I see Numos's about Server balance vs practicaulity. I sorta think there fine how they are would not see why 100 $ pure kit is not bad. Seeing what is listed by numoses discription. But yeah it sorta sucks finishing a quest with almost no gold to spend on other then kits. But hey life sucks. Its a dark age we die life is cheap. But I find too many people have immortal atitutdes of I AM GONA WIN EVERY SINGLE FIGHT that is encounterable. I actually want to see people run you know or at least the young rouge to go Holy hell what is that and run from a balor at least because he/she might at least know its beyond them.

Last edited by Someonehaha, 4/3/2008, 6:27 am


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David Waynn lvl 16 paladin
Celador lvl 15 fighter/weapon master
Aldred Swil lvl 14 Ranger/shadow dancer/rouge
Rick Carrin lvl 12 sorcerer
Tien fung lvl 7 monk
4/3/2008, 6:17 am Link to this post Send Email to Someonehaha   Send PM to Someonehaha
 
Moseph Profile
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Re: Healing Kits


One thing I want to clear up: there seems to be this idea in the replies that I'm taking my 9th-level character straight into the Nine Hells solo, barely coming out alive, and then complaining about it.

That isn't the case. Generally, I only have time to play on Friday/Saturday nights, and usually I'll only stick around longer than 2 hours for a plot. It's just the nature of the beast that if we happen to have a Numos/Kieran Flamebriar/etc. in the party, as is often the case, the random encounters will be tougher and the DMs will generally be more liberal with the damage.

This forces the "lower-tiered" (I still think it's ridiculous to have to call a level 9 character "lower-tiered") characters into a position where they are in immediate danger of being killed. Milo was only hit a total of 4-5 times in last weekend's plot, and with each hit (or 2-3 closely-spaced hits from skeleton things) I still needed to use 2+ kits to get out of the "Injured" status. The demonflesh golem hit me exactly once, and that immediately put me down to "Badly Injured." Even actively staying out of harm's way (which I was trying very much to do), it's not unreasonable to expect to get hit 2-5 times in a plot. Again, this is all fine, since that's just how it has to be with broadly mixed parties. However, it's sort of a one-two punch against lower-levels when they're forced into support roles in combat (eg, healer), and then again forced to spend all their loot on replacing the supplies to play that support role. It makes the game more tedious/frustrating and less fun.

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Faraday Halifax - Rick from the Reef

Milo Mestilsun - Half-Elf Tinker/Courier

Durben - Human Farmer/Artisan <whereabouts unknown>

Giaran Borma - Human Lawyer/Bounty Hunter <deceased>
4/3/2008, 7:31 am Link to this post Send Email to Moseph   Send PM to Moseph
 
Tazon Dae Profile
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Re: Healing Kits


Or making the rogue open locks and check for traps. Why can't they be the straight up toe to toe melee combatants they were designed to be?

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4/3/2008, 4:48 pm Link to this post Send Email to Tazon Dae   Send PM to Tazon Dae
 


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