Author Topic: At what level are the base classes closest in power to one another?  (Read 2469 times)

Legacy_Gregor Wyrmbane

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At what level are the base classes closest in power to one another?
« Reply #90 on: November 28, 2012, 02:30:15 pm »


               

Gregor Wyrmbane wrote...

OldTimeRadio wrote...

Thank you Gregor, that's just the kind of suggestion/explanation I was looking for.

Is there another level between 12 and 20 where the planets sort of line up like they do at 12?


You're welcome.

I don't think so. Others have differing opinions, obviously.

Once the caster classes get to higher levels they become so overpowering you run in to the situation I've seen on most PW's. The builders/scripters are running around trying to find some way to "balance" the server. They bring out the nerf bat and start toning down spells. They try to come up with medium to high magic equipment for the non-caster classes to even up the playing field. From that point it's just a constant frantic scramble in an effort to find the ever illusive "balance" that's impossible to achieve. Keeps 'em busy, though. ;^)

 





*cough*  I see you folks have been busy the last three weeks.  '<img'> 
               
               

               
            

Legacy_WhiZard

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At what level are the base classes closest in power to one another?
« Reply #91 on: November 28, 2012, 02:38:23 pm »


               

Aelis Eine wrote...

If the intent is to give casters more spells, why not just add Extra Spell Slot items?


I believe I already addressed this..

If you really want to penalize magical crafting, you could also get rid of it.


There should be no need to tear a player to pieces for using a skill that shows right up on his radial.  It would always be easier to simply cause the ability to do nothing, or even take away the GUI.  The exploits of muling, trading, etc. can all be easily blocked so that it is completely controlled by DMs and plot-oriented game scripts, but if there is no perceived need for crafting outside of these venues, then why have it?
               
               

               


                     Modifié par WhiZard, 28 novembre 2012 - 02:41 .
                     
                  


            

Legacy_WhiZard

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At what level are the base classes closest in power to one another?
« Reply #92 on: November 28, 2012, 02:40:30 pm »


               Double post
               
               

               


                     Modifié par WhiZard, 28 novembre 2012 - 02:40 .
                     
                  


            

Legacy_SHOVA

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At what level are the base classes closest in power to one another?
« Reply #93 on: November 28, 2012, 03:32:26 pm »


               I certainly do not wish to remove crafting. I do however think that crafting should require a lot more than kill low end critter, get drop, right click on drop, craft whatever, cast spell on crafted item, and boom- your done. This seems to be the biggest reason for the out of whack feeling standard crafting gives builders. 1 feat taken at low level and now there is a flood of crafted whatever that either limits the need for the class spell it casts, or drives up the magic occurrence in the world. (the Walmart effect) But hey, if that works in your world, great.

I actually hate the term balance in NWN. The reason is simple, when you compare the classes with the other classes they will never ever be balanced. A fighter will always have more hit points than a wizard. A cleric will always have more abilities than a monk. That doesn't mean that the classes can not be comparable with each other, or have general works about the same as this level, provided that A, B, and C, don't get in the way.

When building, the better mod makers tend to build for each class, (or for a specific one) because they understand that each class is different than the others. The really great builders imho, tend to build with the idea that the different classes will group up, work somewhat together, and perhaps make a difference in the world they are in. That is why, on some of the best PWs, you see a general party level rule of around 5 levels of each other. Those builders understand that the classes are not balanced, and that is not the goal of the game, but they are designed to work together, to compliment each other, and to make a group play interesting. But of course, your mileage may very.
               
               

               
            

Legacy_Frimbleglim

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At what level are the base classes closest in power to one another?
« Reply #94 on: November 28, 2012, 05:09:31 pm »


               I'm with Shova on this.  I don't think there is much point in trying to ballance classes.  Not that I don't think it can be done rather just that it shouldn't be done.  Better just to make the game interesting for every class.  

Having said that I believe that an xp system that kept the majority of players at arround 12th level would do a lot for game ballance.  Make em work hard for level 13 (or whatever level you decide) and harder still for the next level.  Then if they die and respawn then it's back to level 11 (or whatever).  

Then encourage risky play by giving huge xp rewards for killing high end monsters and remove all xp cuts for parties (ie if one guy gets 1000 xp for killing a monster on his own then a party killing the monster still gets 1000 xp EACH).  

This will encourage team play more than anything else.  
               
               

               


                     Modifié par Frimbleglim, 28 novembre 2012 - 05:10 .
                     
                  


            

Legacy_HipMaestro

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At what level are the base classes closest in power to one another?
« Reply #95 on: November 30, 2012, 08:16:28 pm »


               

MagicalMaster wrote...
Hang on.

So if player A makes a character to craft wands, he can sell the wands to everyone else.  If player B makes a character to craft wands, he can sell the wands to everyone else.  Players A and B can even trade wands (I'll give X character a wand of Y if you give N character a wand of M).

This is all perfectly fine according to you.

But if player A simply gives a character of his own a wand, it's suddenly unbalanced?  Huh?

In short, this isn't an issue of muling, it's a issue of wide-spread wand/scroll trading and usage.  I don't really see how muling factors into this.

RL can interfere with pleasantries, so have been hanging long. Sry, MM.

I never implied any action was fine or not, just seeking how the potential to exploit the use of UMD-users to unbalance an otherwise suitably-balanced environment was viewed by the creative efforts of the community.  The examples were merely examples of what can exploited, intentionally or not, if implented that way.

henesua was kind enough to furnish a perspective on whether this exploit was recognized by admins and addtionally, whether it was and how it was interpreted (wasn't interested in the details, just a general glimpse into how others may have addressed this).  Apparently, this whole issue has been neither recognized nor deemed worth addressing by most other admins or would have gotten more replies.  That actually reflects my own experience.  In general, they don't care.  But exploitation by muling or other means DOES contribute to this whole relative balance issue.

On some servers, where XP is relatively easy to amass, it can become a method of farming on one character on an account, one that the player really gives no hoot about anyway except for the specialized function of crafter.  (whether the wands can be sold or not for gaining gold is secondary as far as this issue is concerned because there are usually adequate means to gain gold.)   Due to the way that XP is related to CR, a toon that remains at a relatively low level can always gain XP easily if they are continually in the cylce of draining it back down as they craft items and then rinse and repeat over and over.  That is one way to implement an eternal crafting specialist.

The conflict, IMO, is providing the crafting material or not providing it.  Sure, the environment can be designed to prevent drops or availability, but that in itself is detrimental to the game because it omits an interesting part of the default game, one that was fully intended to be implemented.  I remember myself how disappointed I was when first playing the game and finding out  that the OC was never designed to allow a player to experience that.  It just makes the game more interesting giving some additonal relevance to casting abilites.  Hang the unbalance from the potential exploitation. If it cannot be controlled in another fashion, I'll pass that environment.

So, if a world can prevent muling powerful, non-intrinsic wands (if itdecides that the action is indeed a class-specific exploitation that needs to be addressed) it will significantly alter the balance of those classes vs. others.  If the muling itself is controlled that still leaves the account-to-account "buddy" system to deal with.

The only suggestion I can provide is to make the crafted wands (and scrolls and potions) non-class-specific.  That would mean, even a fighter who got a hold of say, a crafted wand of magical missile, the fighter could use it. So could a cleric who bought it from him without any UMD class integrated.  Every class could.  That way, UMD would only become valuable for class-specific use only, as it was intended to be in the default game, and neutralize the potential for crafting-related exploitation.  Muling would then cause less impact on the potential to amoss these sorts of items.  I don't think the special crafting needs blueprints on the palette, at least for wands, because total charges can change If/how this could be scripted, dunno.  I have seen TK's crafting system but I don't think it can produce non-clas-specific items, can it?.

Was mainly interested, per the original topic about identifying where the "magical" balance level might occur, if this potential to unbalance an environment was ever considered or addressed.  It can be exploited at VERY low levels.

Related to where the discussion has been gradually trending...

I agree that class balance really isn't all that important because this is still inherently a party-based game.  Multiclassing allows folks to balance their character's relative potential themselves without needing a designer's intervention to do that for them.  Now, if they would like the default effectiveness of a particular class changed enough that the need to multiclass becomes less necessary, THAT is a very subjective difference and goal. 

Most of the imbalance complaints come about by virtue of PvP rather than the ability of one class to venture handily through a module while another struggles.  I consider dueling a product of an easily-bored mind rather than as an intended dynamic that BioWare designed into their game.  For designers that focus on placating the whims and suggestions of duelers, well... you have my sympathy.  The game was never intended to provide that level of equality, now was it?
               
               

               


                     Modifié par HipMaestro, 30 novembre 2012 - 08:27 .
                     
                  


            

Legacy_WhiZard

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At what level are the base classes closest in power to one another?
« Reply #96 on: November 30, 2012, 10:17:49 pm »


               

HipMaestro wrote...

The only suggestion I can provide is to make the crafted wands (and
scrolls and potions) non-class-specific.  That would mean, even a
fighter who got a hold of say, a crafted wand of magical missile, the
fighter could use it. So could a cleric who bought it from him without
any UMD class integrated.  Every class could.  That way, UMD would only
become valuable for class-specific use only, as it was intended to be in
the default game, and neutralize the potential for crafting-related
exploitation.  Muling would then cause less impact on the potential to
amoss these sorts of items.  I don't think the special crafting needs
blueprints on the palette, at least for wands, because total charges can
change If/how this could be scripted, dunno.  I have seen TK's crafting
system but I don't think it can produce non-clas-specific items, can
it?.


Some shifter bullds do have this capability.  If the level one class is not a caster class, then the wands they craft from their shifted forms (magic missile for epic drider, burning hands for azer chieftain, and dispel magic, mestil's acid breath, and ice storm for rakshasa) will all have no class restrictions.
               
               

               
            

Legacy_MagicalMaster

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At what level are the base classes closest in power to one another?
« Reply #97 on: November 30, 2012, 10:32:33 pm »


               

HipMaestro wrote...

Apparently, this whole issue has been neither recognized nor deemed worth addressing by most other admins or would have gotten more replies.  That actually reflects my own experience.  In general, they don't care.  But exploitation by muling or other means DOES contribute to this whole relative balance issue.


I don't think they care because they don't consider it an exploit.  I mean, on HG you have an account bound chest where you can drop stuff for all of your characters to access.

HipMaestro wrote...

Due to the way that XP is related to CR, a toon that remains at a relatively low level can always gain XP easily if they are continually in the cylce of draining it back down as they craft items and then rinse and repeat over and over.  That is one way to implement an eternal crafting specialist.


What does this have to do with muling, though?

I can easily make a character like that and sell the wands to other players and make it so every UMD user on the server has plenty of wands if they want them.  In a decent economy at least one other person would also do the same so I don't have a monopoly, and thus I'd be able to buy my own wands from my competitor.

The only thing I save by muling is whatever the extra time and effort it would take to get the wands due to an imperfect market.
               
               

               
            

Legacy_WebShaman

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At what level are the base classes closest in power to one another?
« Reply #98 on: December 03, 2012, 10:35:28 am »


               

The only thing I save by muling is whatever the extra time and effort it would take to get the wands due to an imperfect market.


I take it you are assuming that such is allowed in the environment?  In some environments, these type of things are not allowed, so muling becomes an issue.

Also, there is, of course, the issue of meeting up with others.  Your characters are always available, of course, but not always others.

And the biggest problem is, DM controlled events.  One of the things I normally did as a DM is to get rid of the crafters!, pronto!  Made dealing with things a bit easier...

Have you even adventured in a DM controlled environment?
               
               

               
            

Legacy_MagicalMaster

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At what level are the base classes closest in power to one another?
« Reply #99 on: December 03, 2012, 05:45:03 pm »


               

WebShaman wrote...

I take it you are assuming that such is allowed in the environment?  In some environments, these type of things are not allowed, so muling becomes an issue.


When you say "that such is allowed in the environment" you're referring to players being allowed to sell crafted wands/scrolls to each other?

If so, and trading crafted wands/scrolls isn't allowed, then muling an item to yourself itself is no different than buying it from someone else, i.e. both are cheating and against the rules.

WebShaman wrote...

Also, there is, of course, the issue of meeting up with others.  Your characters are always available, of course, but not always others.


Of course.  On the flip side, I'd run around with a dozen wands of each major type (or more), so the odds of me running out of charges would be incredibly small.  With a big enough stockpile it's not really an issue.

WebShaman wrote...

And the biggest problem is, DM controlled events.  One of the things I normally did as a DM is to get rid of the crafters!, pronto!  Made dealing with things a bit easier...

Have you even adventured in a DM controlled environment?


I've played on a PW with DM run questlines that I participated in, was named high priest of a god as a result, in fact (on a sorcerer no less, on that PW all magic came from the gods).
               
               

               
            

Legacy_WebShaman

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At what level are the base classes closest in power to one another?
« Reply #100 on: December 05, 2012, 05:57:07 pm »


               Good, then you know that normally, Mord's Dis should have a chance to permanently destroy wands, scrolls, potions, etc (according to the PnP version).

What including a DM does to the game *sigh*
               
               

               
            

Legacy_MrZork

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At what level are the base classes closest in power to one another?
« Reply #101 on: December 05, 2012, 07:59:30 pm »


               But, there are all sorts of things that work differently in PnP than in NWN, and the game often benefits from it. I am glad my casters don't have to carry around sacks full of powered gemstones and bat dung for their spells. I don't know exactly where each edition of PnP rules left off on this, but there were versions where being hasted would age a character 10 years, where forging many items cost a permanent point of constitution (and this was back when there weren't regular ability increases available every four levels or as feats), and so on. I mean, as it is, there is wailing and gnashing of teeth when a module includes rust monsters. Can you imagine the outcry if every Mord's (which common NPC caster AIs spam at the start of every encounter) destroyed players' items? The horror! ;-)

Obviously, DMs add a dimension to gameplay that allows great flexibility in dealing with all sorts of activity defined to be "exploits" for that server. But, the OP has clarified that part of the goal of the discussion is to have things be more automated and not reliant on a DM policing all of the PCs' behavior.

BTW, regarding muling, as noted earlier, if the rule on the server is that PCs aren't allowed to trade crafted wands, then enforcing that requires only a simple scripting change to set a flag on the crafted item to make it untradable.
               
               

               
            

Legacy_MagicalMaster

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At what level are the base classes closest in power to one another?
« Reply #102 on: December 05, 2012, 11:04:24 pm »


               That also bring up the very real concern of destroying people's items.  In a campaign, that's often hated but it's assumed the author has balanced the mod assuming the stuff is destroyed.

In a PW, losing all your gear in a DM event would set you back months of item hunting, more in some places.
               
               

               
            

Legacy_WebShaman

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At what level are the base classes closest in power to one another?
« Reply #103 on: December 06, 2012, 07:00:19 am »


               

In a PW, losing all your gear in a DM event would set you back months of item hunting, more in some places.


This really depends on the environment - in a closed PnP style NWN session (re: campaign) the effects are hardly so harsh.

However, on PWs that stress items, yeah, no doubt about it!

I still hold that allowing for the chance of item destruction is a valid device, one that should be applied with deliberation and care, but applied all the same.  The only reason that there are "cries" against it, is that it has a very real effect, one that cannot be "rezed" away - or erased by respawning, etc.  When "losing" has a real penalty, online peeps turn into whiners fast.

I rate item destruction up there with perma-death - nothing gets peeps whining faster! '<img'>
               
               

               
            

Legacy_MagicalMaster

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At what level are the base classes closest in power to one another?
« Reply #104 on: December 06, 2012, 11:53:12 pm »


               

WebShaman wrote...

This really depends on the environment - in a closed PnP style NWN session (re: campaign) the effects are hardly so harsh.


I do believe I said

"In a campaign, that's often hated but it's assumed the author has balanced the mod assuming the stuff is destroyed."

Right above that '<img'>

WebShaman wrote...

I still hold that allowing for the chance of item destruction is a valid device, one that should be applied with deliberation and care, but applied all the same.  The only reason that there are "cries" against it, is that it has a very real effect, one that cannot be "rezed" away - or erased by respawning, etc.  When "losing" has a real penalty, online peeps turn into whiners fast.


On the flip side, many PWs *assume* you will die a lot.  They build the content so that you basically have zero chance of winning on the first go.  Which is acceptable when the penalty is a little time (aka, get back up and try again).  But if every death dropped your character five levels, I imagine you'd see plenty of "whining" too.  And I'd agree with the "whiners."

*UNLESS* your server is specifically touted as a place that's supposed to be incredibly harsh and where you're only supposed to die if you do something incredibly stupid.

Furthermore, harsh death penalties discourage exploration.  If going after a boss has a 5% chance of you getting a better item and a 20% chance of having you lose an extremely hard to replace item (due to dying multiple times), then how many people do you think would try the boss?