Author Topic: Single Player Low Levels, Consumables, Respawn, and More  (Read 1460 times)

Legacy_jackkel dragon

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« Reply #15 on: April 16, 2013, 11:51:03 pm »


               

MagicalMaster wrote...

Out of curiosity, could you describe what you mean by picking subpar things for roleplaying?  I'm honestly curious about your thought process because that's never something I've really understood.


It's not really something I'd recommend for CRPGs... I've had cases where I'll make things way too hard on myself because of "roleplaying" choices sometimes.

Basically, I'll try to come up with a character concept separate from the NWN ruleset (or try to think of an underused variant of whatever class a module wants me to play) and try to recreate that in the game. For instance, I've tried making wizards that only cast non-damage spells, rogues that don't disarm traps, and fighters that fight with only one weapon and no shield.

(Note: I don't usually come up with my character concepts in the terms described above. Sometimes I'll come up with a concept that outright rejects the class template, but most times I'll pick an idea that happens to require skipping the expected skills. For instance, the fighter example was a swashbuckler-like character.)

It's pretty clear right away where some of the problems are (wizards need damage spells in most modules, rogues that can't disarm traps and don't focus on sneak attack aren't useful anywhere, fighters that don't fight fully equipped have lower AC and damage output than usually expected).

Looking at it written out, I suppose I'm essentially making characters that could be interesting in a tabletop game where the DM could tailor encounters to the character's strengths, but focus on abilities that very few NWN modules encourage. I'm not entirely sure *why* I do that... it's pretty clear in most of the modules that I play that RP and game rules only really meet when it comes to the three conversation skills (if those are even used). I suppose I keep clinging to the idea that one day I'll finally be rewarded for my Spot/Bluff/Charm Person wizard...
               
               

               
            

Legacy_MagicalMaster

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« Reply #16 on: April 18, 2013, 10:36:30 pm »


               
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rogueknight333 wrote...

Since you failed to correct us for not mentioning Cloudkill, which does acid damage, I must wonder whether you are actually qualified to determine who should be resigning from the club.


Whoa whoa whoa!  Since this is the most important part of this thread, we need to get this sorted out!

First of all, I did not mention Cloudkill because there is a bug associated with it!  To quote the Wiki:

"Creatures that block the death effect (from immunity to death magic) will not suffer the movement speed decrease nor the initial acid damage.  This is likely an oversight."

I mean, we can clearly include something blocked by (Improved) Evasion, since that's a fairly "standard" mechanic, but I was not comfortable including something that was partially blocked by Death Magic Immunity.  Likewise, Prismatic Spray CAN do acid damage, but saying it's not reliable would be an understatement.

Thus, the reason I didn't include Cloukill was because I was being even MORE pedantic than you!**

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rogueknight333 wrote...

Not much, I was just thinking that a fighter's abilities would not have been degraded by Crit Immunity in the way the Weapon Master's would be, at least not to anything like the same degree, i.e. he would not be doing anything in particular better, he just would not be much worse off than usual against Crit Immune foes.


True.  Just thought it seemed funny to say "Well, Weapon Master does 100 damage per round versus normal foes and a fighter does 50, I think playing a WM would be cool" and then "Damn, a crit immune foe!  Now my WM only does 55 damage per round and my fighter 40, WM is now worthless despite still being better than a fighter!"

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rogueknight333 wrote...

These are advantages of course (aside from higher AC which I am not sure would apply if we are talking about a cleric or mage with Improved Expertise), just not sufficiently big advantages to compensate for the power of a fully rested caster in normal circumstances. To refer to your own example, if a mage opens a battle with a Time Stop followed by a couple of empowered or maximized IGMS spells followed by victory, what difference will it make if his HP or AC is not that great?


Because the fighter can brag about losing more hit points during the fight than the mage even has, duh.

But yes, the default rules are insanely broken in most cases, especially if you design foes that are supposed to follow character building rules.

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rogueknight333 wrote...

That would probably be the case but Siege is not exactly the most typical of environments. I am more curious if a Cleric would compare as well as usual to a Fighter or WPM.


Both a caster cleric and a melee based cleric should do just fine, I imagine.  Caster cleric has the "bugged" firestorm that does 40d6 at max level and melee cleric can still get higher AB than a fighter.  No real advantage to having healing, though.

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rogueknight333 wrote...

So what I put forth as a purely hypothetical example eerily fits the actual facts? That does make Blizzard's approach seem more reasonable than it did out of context, though it still seems to boil down to that being the most cost effective approach in those particular circumstances, rather than the only one, or one that is generally applicable.


If by "cost effective" you mean for monetary/development time reasons, then no.

If by "cost effective" you mean alternative solutions would massively complicate things for the players, force people to learn even more things, widen the already massive skill gap even further, and the only benefit would be that people could see a fireball not hurting a fire elemental, then sure.

What's an alternative solution that makes no difference to anything besides the spells used (meaning rotation complexity has to stay roughly the same, gear has to stay the same, DPS has to stay the same)?

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rogueknight333 wrote...

Well, it would not add very much tactical depth, but it might be a step in that direction, particularly given that one might be facing a variety of monsters, or not know exactly what one will be facing, thus providing some reason to memorize a variety of spells.


And it also means you can easily run out of the right kind of spell unless you're a sorcerer.  Say you prepare 5 acid, 5 cold, 5 fire, and 5 electric spells - but then you run into a foe where you need 8 fire spells  Uh-oh (assuming the foe is immune to cold, resistance to acid/electric, and weak to fire).

This isn't even talking about things like needing to carry about eight longswords with different damage types for different foes, which is ridiculous.

The ideal of elemental rock/paper/scissors works well in Pokemon and Real Time Strategy games, but I'm not convinced it's a good thing in RPGs outside of plot reasons ("Oh, you're going to challenge the lord of fire?  Here, take this ring, it'll offer some protection against his attacks!").  Even then, it means you might need to reshuffle your entire gear set (at least at higher levels, obviously matters less at lower levels).

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rogueknight333 wrote...

And there are a few differences, with Cone of Cold for example positioning oneself before casting to hit the maximum number of enemies and not hurt allies becomes a factor (which in this particular case of course only puts Cold spells at a further disadvantage since one does not have to worry about such things with IGMS or Firebrand, but it does demonstrate one kind of thing that could in theory have been done to make spell selection more interesting).


True, but whether it's a cone versus a sphere versus something else has nothing to do with the elemental type - burning hands is also a cone.

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rogueknight333 wrote...

 partly because ignoring it sets up traps for inexperienced players who might not realize how useless some class they decide to play actually is.


Oh yes, definitely this as well.  Which is honestly one of my major gripes about NWN - so much depends on the many things you have to choose at level 1 and they can't reasonably be fixed without restarting the character.  You can't simply "jump in and play" and learn as you go effectively.

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rogueknight333 wrote...

On the other hand, given the difficulties of adequate balancing, single player perhaps gives one a bit more margin for error. In a single player campaign I suspect most players would not particularly care (or even notice) if class A has 5% less DPS than class B, whereas in a sufficiently competitive multiplayer setting that could constitute an enormous difference.


Definitely true.

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rogueknight333 wrote...

One could encourage the AA to use different types of ammo in different situations easily enough. It is true that even as things stand the rules encourage one to specialize in a particular weapon (and a limited range of the available weapons at that), but without various immunities this tendency would be even stronger.


When a 3 AB bonus is something like a 30-45% damage bonus, then yeah, the rules certainly encourage specializing in a weapon.  To me this screams either "Removing specializing in weapons, period, you're already a fighter/barbarian/rogue/whatever" or "Make 'Weapon Focus' affect all weapons."

P.S. More WoW stuff!  Rogues and warriors used to be able to specialize in a weapon type (swords/axes/maces/polearms) but it got removed because all that happened is that people would rebuild their character to be specialized in whatever their best weapon was.  And since it was a passive bonus, it didn't add gameplay depth either.

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rogueknight333 wrote...

I did notice. While on the subject, I should qualify my earlier statement about always preferring scimitars and such, since that would not necessarily make sense for low-level characters or a very low-magic environment. Once magical damage bonuses start to become significant though, a weapon's base damage becomes increasingly unimportant and its ability to generate crits much more so.


Ah, sounds like you might not have noticed.

Longsword:
1d8 base damage
1d8 of four different types
5d8 total

Scimitar:
1d6 base damage
1d6 of four different types
5d6 total

The magical damage bonuses were linked to the type of weapon (d4 vs d6 vs d8 vs d12).  I think Scimitars still wound up being slightly better, but they were very close.

Granted, most modules and worlds just give the same bonus damage dice to all weapons regardless of their size or required proficiency, but that's not something hardcoded or anything.

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rogueknight333 wrote...

<stuff responding to Jackkel>


True enough.

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jackkel dragon wrote...

Basically, I'll try to come up with a character concept separate from the NWN ruleset (or try to think of an underused variant of whatever class a module wants me to play) and try to recreate that in the game. For instance, I've tried making wizards that only cast non-damage spells, rogues that don't disarm traps, and fighters that fight with only one weapon and no shield.

(Note: I don't usually come up with my character concepts in the terms described above. Sometimes I'll come up with a concept that outright rejects the class template, but most times I'll pick an idea that happens to require skipping the expected skills. For instance, the fighter example was a swashbuckler-like character.)


Fair enough.  Reminds me of arguments I saw about people trying to replicate Drizzt - "He's supposed to be dexterity based, he's nimble and quick and uses light armor!"  "But he's dual-wielding scimitars, which means his AB would be terrible!"

I thought you meant something different - I've literally seen people make Fighers with things like 14 to Int, Wis, and Cha and get skill foci in Persuade and such.  For "RP purposes."  Then complain when they find combat difficult or impossible.

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jackkel dragon wrote...

Looking at it written out, I suppose I'm essentially making characters that could be interesting in a tabletop game where the DM could tailor encounters to the character's strengths, but focus on abilities that very few NWN modules encourage. I'm not entirely sure *why* I do that... it's pretty clear in most of the modules that I play that RP and game rules only really meet when it comes to the three conversation skills (if those are even used). I suppose I keep clinging to the idea that one day I'll finally be rewarded for my Spot/Bluff/Charm Person wizard...


Definitely true.  It's a lot harder to make a new class or design something around the possibility of someone making a Spot/Bluff/Charm wizard when there's already a bunch of other stuff than it is for a DM to react to it.

Also, for what it's worth, there are modules that feature a Swashbuckling class where you get benefits for having an empty off-hand '<img'>

** I totally just forgot about Cloudkill because it's a terrible spell
               
               

               


                     Modifié par MagicalMaster, 18 avril 2013 - 09:37 .
                     
                  


            

Legacy_rogueknight333

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« Reply #17 on: April 20, 2013, 08:22:55 am »


               

MagicalMaster wrote...
What's an alternative solution that makes no difference to anything besides the spells used (meaning rotation complexity has to stay roughly the same, gear has to stay the same, DPS has to stay the same)?


If you mean to ask what an alternative solution would be for WoW, I have no idea. I do not know enough about that game to have an opinion that is worth anything. If you mean in the abstract, that too is hard to answer since the optimal solution could easily depend heavily on the details of a particular ruleset or the priorities of a particular community of players. Speaking in general (i.e., not saying it would work in any and all circumstances), I do not really see the problem with the kind of thing I suggested for the hypothetical Fire Adept: give him a mix of spells, some based more generally on an ability to control fire in a variety of ways rather than simply fling fire at enemies. That works with the lore without rendering him helpless against fire-immune foes, if there are such, and adds more variety and depth to the game's spell system. Works all around, as far as I can see.

MagicalMaster wrote...
And it also means you can easily run out of the right kind of spell unless you're a sorcerer.  Say you prepare 5 acid, 5 cold, 5 fire, and 5 electric spells - but then you run into a foe where you need 8 fire spells  Uh-oh (assuming the foe is immune to cold, resistance to acid/electric, and weak to fire).


So are you saying we should have a singe one-size-fits-all spell that we cast all the time? In the nature of things, more depth and complexity in the tactical system means more opportunites to mess up one's tactical approach. If you have multiple spells of any kind at all, obviously some are going to be better in some situations than others  (unless the differences are purely cosmetic, or some are always inferior, and thus in either case rather pointless), whether that be because they can better deal with a particular immunity or some other reason, and thus the potential for a problem such as you describe will exist.

MagicalMaster wrote...
The ideal of elemental rock/paper/scissors works well in Pokemon and Real Time Strategy games, but I'm not convinced it's a good thing in RPGs...


If it were a pure rock/paper/scissors system, where not having the right tool (be it a particular spell or type of spell or weapon, etc.) rendered one completely helpless I would be inclined to agree. But with regard to NWN's immunities rock/paper/scissors is not a perfect analogy. Most of the time not being able to inflict the right damage type will just make a fight harder, not impossible. E.g. a warrior fighting with a battleaxe will be at a disadvantage against skeletons (other things being equal) than one fighting with a warhammer, but that need not mean he could not still win.

MagicalMaster wrote...
...outside of plot reasons ("Oh, you're going to challenge the lord of fire?  Here, take this ring, it'll offer some protection against his attacks!")...


One thing to keep in mind though is that in an RPG, particularly, plot reasons are important reasons. The plot is, or at least can be, an important part of the game. While I consider balance important, if a conflict arose between the needs of balance and the needs of the plot or lore, I would not automatically and in every instance come down on the side of balance.

MagicalMaster wrote...
...To me this screams either "Removing specializing in weapons, period, you're already a fighter/barbarian/rogue/whatever" or "Make 'Weapon Focus' affect all weapons."


I think feats like Weapon Focus are partly there for RP reasons, i.e. having a character specialize in a particular weapon is one way to make him distinctive (e.g. Drizzt's iconic scimitars). At least for that reason, I would be sad to see such things removed entirely, though a good case can be made for reducing the importance of choosing a particular weapon.

MagicalMaster wrote...

rogueknight333 wrote...

I did notice. While on the subject, I should qualify my earlier statement about always preferring scimitars and such, since that would not necessarily make sense for low-level characters or a very low-magic environment. Once magical damage bonuses start to become significant though, a weapon's base damage becomes increasingly unimportant and its ability to generate crits much more so.


Ah, sounds like you might not have noticed...


I think you might have misunderstood the 2nd sentence above as referring to Siege in some way. In fact I did see the way you adjusted bonus damage depending on the type of weapon and noted it as an impressive example of the care you were taking to balance various factors in that module. Above I was simply going off on a tangent a bit to correct my earlier hyperbole in declaring that without Crit Immunity I might never want to use a weapon other than a scitmitar/rapier/kurkri. If we were talking about non-magical weapons or low-magic weapons with very modest bonuses than a higher base damage could well be preferable. It is only when one gets weapons with the kind of bonuses typically handed out to mid-to-high level characters that the ability to generate crits becomes all important. Certainly one could in theory (or in practice, in your case) adjust the bonuses on different weapons to compensate for such things, but that is rarely done. To be sure most followers of the true faith - er, I mean pedantic powergamers - could figure out what I meant easily enough, but having been reminded that the occasional heathen - er, non-pedantic person- reads this thread I thought I should set the record straight.
               
               

               


                     Modifié par rogueknight333, 20 avril 2013 - 07:26 .
                     
                  


            

Legacy_MagicalMaster

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« Reply #18 on: April 22, 2013, 10:07:25 pm »


               

rogueknight333 wrote...

So are you saying we should have a singe one-size-fits-all spell that we cast all the time? In the nature of things, more depth and complexity in the tactical system means more opportunites to mess up one's tactical approach. If you have multiple spells of any kind at all, obviously some are going to be better in some situations than others  (unless the differences are purely cosmetic, or some are always inferior, and thus in either case rather pointless), whether that be because they can better deal with a particular immunity or some other reason, and thus the potential for a problem such as you describe will exist.


Ah, I think I've found part of the problem - you're not used to games that require you to do anything beyond "spam the best spell until you run out of them" for the bulk of gameplay.  Which essentially means all of DnD (except maybe 4th ed from how much people complain about it, never played any DnD so can't really say).

Going to try to explain this so you understand where I am coming from without going into too much detail if I can.

In WoW, my main character is a priest.  Priests have Discipline (shielding and smiting), Holy (pure healing), and Shadow (sort of like negative energy in DnD) as specializations.  I mainly play Shadow - which means every single one of my spells deals Shadow damage (in fact, one of my abilities is called  Shadowform - which gives my shadow spells a bonus and makes me take less damage but I literally cannot cast healing spells while it is active).

As Shadow, my main combat spells are Shadow Word: Pain (deals heavy damage over time, SW:P), Vampiric Touch (deals moderate damage over time and restore my mana, VP), Mind Flay (deals damage and slows the target, MF), Mind Blast (deals heavy damage with a cooldown, generates a Shadow Orb, MB), Shadow Word: Death (deals heavy damage with a cooldown, generates a Shadow Orb, can only be used if enemy is <20% health, SW:D), and Devouring Plague (Consumes up to three Shadow Orbs to do extreme damage over time, DP).  Those six spells are the "core" spells and make up about 80-90% of my casting time.

When I am playing, every second this is the decision tree/priority listing I have to constantly evaluate:

1, do I have three orbs?  If so, DP
2, is MB ready?  If so, use it
3, is SW:D ready and the enemy under 20%?  If so, use it
4, is SW:P on the target?  If it expired, put it back up
5, is VT on the targe?  if it expired, put it back up
6, If none of the above are true, use a Mind Flay

On top of that, I have several other spells used as cooldowns (like increase damage by 25% for 20 seconds, cooldown of 120 seconds or summon a shadow to attack my target).

The ability to use these effectively means that if you tried to play a shadow priest with my exact same level and gear and such, I would probably double or triple your damage.  I (at the risk of sounding arrogant) am probably in something like the top 0.1% of shadow priests in the world.  Even someone who's played a shadow priest for a while is probably going to be doing at least 25% less damage simply because I am better at playing the character.

That's not even getting into things like using defensive abilities or avoiding boss attacks and such.

So right there I've outlined a system that makes this statement false:

"If you have multiple spells of any kind at all, obviously some are going
to be better in some situations than others  (unless the differences
are purely cosmetic, or some are always inferior, and thus in either
case rather pointless)"

I use at least core six spells in all situations and all are important - skipping any one of them would be a drastic performance decrease (like 15% or more lost from not using a spell).  The key is that the six spells are differentiated and each has a specific purpose.  To a some degree, you could say that NWN is about building a character while WoW is about playing a character.  Give a novice a good NWN fighter build and he'll probably do all right.  Give a novice a WoW character and the results would be disastrous.

Which leads us to the following...

rogueknight333 wrote...

I do not really see the problem with the kind of thing I suggested for the hypothetical Fire Adept: give him a mix of spells, some based more generally on an ability to control fire in a variety of ways rather than simply fling fire at enemies. That works with the lore without rendering him helpless against fire-immune foes, if there are such, and adds more variety and depth to the game's spell system. Works all around, as far as I can see.


So let's say there was a Shadow damage immune foe - which would be problematic because all of my spells do Shadow damage.  This means you'd have to create new spells that are only used against shadow immune foes - which widens the skill gap even FURTHER (and it is already huge) and effectively creates two rotations that the player has to know.

You'd effectively be like doubling the learning curve for everyone and it is already massive.  Or you'd be making one spell for a shadow priest to spam versus a shadow immune foe and they'll think "So we went from an engaging and interesting playstyle where I had to juggle six core spells plus another half dozen peripheral ones to spamming one spell against this enemy?  This is stupid."

Now perhaps you're arguging that because the NWN system is so simplistic, making people spam a different spell versus different foes is the only way to make things interesting (to prevent a wizard from never doing anything but spamming IGMS).  While that is still somewhat true, that still brings up problems like having to memorize a set number of each type of spell (unless you're a superior sorcerer) and needing multiple weapons/ammo types for different foes.  Simply saying "Okay, going to use fire arrows instead of cold arrows here" is not exactly a thrilling or deep combat mechanic.  Now if fire arrows left the foe more vulnerable to damage while cold arrows slowed them or something then we might be getting somewhere...

rogueknight333 wrote...

E.g. a warrior fighting with a battleaxe will be at a disadvantage against skeletons (other things being equal) than one fighting with a warhammer, but that need not mean he could not still win.


True, but that's because most combat is stupidly easy and not tuned tightly whatsoever.  For example, let's say you gave a person 5 full heals per day.  Because you're not trying to tune things too tightly, you decide to make a skeleton boss that will require 4 full heals for the warhammer guy.  This means that even if his stats are a bit worse than they should be or he isn't using appropriate consumables or whatever, he'll still be able to win,

...However, the fighter with the battleaxe (since he does 50% damage) is going to need 8 heals.  And he only has 5.

But if we tune the skeleton to be doable with 4 heals with a battleaxe, then the warhammer only needs 2 and it seems really easy and not threatening.

So what if we tune it for 4 heals for the warhammer but assume Mr. Battleaxe will swap to a warhammer?  All right, but he loses 3 AB, and thus loses something like 25-30% damage - which means he'll need more than 5 heals, which means he still can't win.

Houston, we have a problem.

rogueknight333 wrote...

One thing to keep in mind though is that in an RPG, particularly, plot reasons are important reasons.


Oh, absolutely.  My point that was usually it is "Well, we're going to fight fire elementals, so let me buy a ring of fire immunity from the vendor" instead of "You'll never survive against the lord of fire without protection!  Let me give you a bunch of quests to assemble an artifact that will give you some immunity to his fire attacks!"

In other words, it rarely (if ever) has anything to do with the plot and instead is simply a gameplay mechanic.

rogueknight333 wrote...

I think feats like Weapon Focus are partly there for RP reasons, i.e. having a character specialize in a particular weapon is one way to make him distinctive (e.g. Drizzt's iconic scimitars). At least for that reason, I would be sad to see such things removed entirely, though a good case can be made for reducing the importance of choosing a particular weapon.


Well, part of the problem is that Drizzt doesn't run around upgrading his scimitars constantly throughout a campaign '<img'>  Or find an enemy that requires a +5 weapon to beat but he only has +3 scimitars.  You can choose to use a certain style without needing feats to reinforce it  - and if you do include the feats, then in effect you need to constantly provide every single weapon type for every single weapon upgrade.  Or else you might have someone not use the better item because they don't have (Epic) Weapon Focus, Improved Critical, and (Epic) Weapon Specialiation for it.  Laying aside damage reduction, a fighter using a +3 standard Longsword that he has those feats for is better off than a fighter using a +6 Keen Longsword without those feats (he gains +3 AB, +6 damage, and effectively the Keen property).

rogueknight333 wrote...

If we were talking about non-magical weapons or low-magic weapons with very modest bonuses than a higher base damage could well be preferable. It is only when one gets weapons with the kind of bonuses typically handed out to mid-to-high level characters that the ability to generate crits becomes all important.


Somewhat true.  Assuming crit vulnerable foes, a level 1 fighter with 16 strength comparing a scimitar and longsword would get...

Scimitar: 7.48 damage per hit ((3.5 + 3) * 1.15)

Longsword: 8.25 damage per hit ((4.5 + 3) * 1.1)

But let's look at level 8 fighter with +2 weapons, +2 strength from gear/buffs (+2 is guaranteed from a Bull's Strength potion), and Improved Critical/Weapon Specialization...

Scimitar: 16.25 damage per hit ((3.5 + 5 + 2 + 2) * 1.3)

Longsword: 16.2 ((4.5 + 5 + 2 + 2) * 1.2)

So all you need for a scimitar to become better versus crit vulnerable foes is a level 8 fighter with a +2 weapon and +2 strength from a Bull's Strength (guaranteed).
               
               

               
            

Legacy_rogueknight333

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« Reply #19 on: April 24, 2013, 07:01:28 am »


               So to briefly summarize the line of discussion on this topic:

MM: "We should do away with a lot of these immunities because that worked great in WoW."

RK333: "WoW is (I think, don't know much about it) a very different sort of game. It does not follow that because something made sense there it will make as much sense in NWN. At least in an NWN-type game, there are various other methods one might employ to address some of these issues."

MM: "Ah, but you do not know much about WoW. Your proposals for addressing these issues would not work there. Let me explain how it works." *Gives interesting and informative explanation* "As you can see, it is a very different system from NWN."

RK333: "Um, I think that was the point I was trying to make."

Admittedly that is a slightly unfair oversimplification. And I am not saying that there is no case for doing away with this or that immunity or other potentially unbalancing complication, just that there are unavoidable trade-offs involved in doing so, and the cost-benefit analysis behind any given trade-off can vary depending on what one wants to achieve. What WoW apparently did was reduce complexity in one area (monster characteristics and associated lore), so they could have more complexity in another (tactical spell-casting). Was that a reasonable trade-off for that particular game? Sure. Is it a reasonable trade-off for any game? I doubt it. It is certainly true that if you try to provide significant depth and complexity in every aspect of gameplay, the complexity of the game will become unmanageably high. Hence the necessity of trade-offs.

If you were trying to create a situation calling for spell-casting tactics similar to what you describe for NWN (and wanted to do so by some method less drastic than rewriting the entire spell system), you might actually be able to use immunities to your advantage. For example, you might script a boss whose immunities change from moment to moment, requiring one to constantly adjust the spells being used.

MagicalMaster wrote...
...To a some degree, you could say that NWN is about building a character while WoW is about playing a character...  


I would say that whereas the WoW system as described is more tactical (the system presented would certainly be more interesting, at a tactical level, than the typical NWN encounter) a D&D type game is more strategic, with more emphasis on long-term planning, and more opportunities for a PvE rather than pure PvM system. Or at least it is supposed to be that way. When Bioware superimposed on D&D rules a console-gamish system with effectively unlimited rest and healing that does not mesh with that approach at all, what we actually got was more of a confused muddle.

MagicalMaster wrote...
...Now if fire arrows left the foe more vulnerable to damage while cold arrows slowed them or something then we might be getting somewhere...


Something of the kind could in fact be implemented.

MagicalMaster wrote...
...So what if we tune it for 4 heals for the warhammer but assume Mr. Battleaxe will swap to a warhammer?  All right, but he loses 3 AB, and thus loses something like 25-30% damage - which means he'll need more than 5 heals, which means he still can't win...


This of course is why the complexity of NWN character building makes it hard to fine tune anything all that tightly. For the sake of simplicity I set up "Battlexe vs. Warhammer - other factors equal" but in a more realistic scenario they are unlikely to be equal. If for example we assume that the Battlexe wielder can cast Bless Weapon while the Warhammer wielder cannot, our calculations about who has the advantage in the above scenario drastically change. Pretty hard to fine tune such things at a tactical level. Somewhat easier at a strategic level, where one can assume that certain characters will have a harder time in certain encounters, but can use more resources to get through those while economizing in (for them) easier encounters, or in a non-linear game put off the harder nuts to crack until they are more powerful, or  find different types of items depending on class that compensate for certain weaknesses, and so on.

MagicalMaster wrote...
 "You'll never survive against the lord of fire without protection!  Let me give you a bunch of quests to assemble an artifact that will give you some immunity to his fire attacks!"


Perhaps we should submit this as an adventure seed for some future ABC poll?

MagicalMaster wrote...
... You can choose to use a certain style without needing feats to reinforce it ...


One could, but if it does not really make any substantive difference in the game it would seem less meaningful. Similarly one might solve the problem of balancing spells by providing spells that have different VFX associated with them, but essentially do the exact same thing, but to me at least that would seem pretty pointless.

MagicalMaster wrote...
<does math demonstrating that a Level 1 Fighter does better average damage with a longsword than a scimitar, but that the balance tilts rapdily in favor of the scimitar as he levels and gears up>


Yes, pretty much exactly what I said. But you have served the cause well. Now we have mathematical proof to present to any non-pedants who doubt our words! That will show them!
               
               

               


                     Modifié par rogueknight333, 24 avril 2013 - 06:04 .
                     
                  


            

Legacy_MagicalMaster

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« Reply #20 on: April 25, 2013, 07:17:31 am »


               

rogueknight333 wrote...

And I am not saying that there is no case for doing away with this or that immunity or other potentially unbalancing complication, just that there are unavoidable trade-offs involved in doing so, and the cost-benefit analysis behind any given trade-off can vary depending on what one wants to achieve. What WoW apparently did was reduce complexity in one area (monster characteristics and associated lore), so they could have more complexity in another (tactical spell-casting).


While true, part of my complaint is that I don't think NWN added much complexity (and certainly didn't add much depth) by using immunities by "default."  I realize that somewhat got lost in the other discussion, my long "rant" up there was more to illustrate a way to make multiple spells all useful at the same time (since you seemed curious about how that could actually be done) and without making them carbon copies with different spell visuals.

In short, doing the same cost/benefit analysis you mentioned, I think NWN is worse off with elemental immunities.

Pros
- More immersion (debatable for many creatures)
- More tactical spellcasting (quite small in since IGMS or something similar is often just used by default and the "tactical" spellcasting usually involves picking a spell of a different element and spamming it)

Cons
- Renders many of the best spells useless without effective replacements
- Does not adapt well to the DnD Vancian magic system (sorcerers get around this problem, but if a wizard, for example, memorizes five spells of each element and then needs a few more of a certain type during combat, he's screwed)
- Causes many weapons to be worthless and creates situations where physical attackers carry a dozen swords (and/or arrows) with different damage types

I mean, the "complexity" we're talking about is typically "Hey, we're about to fight fire elementals, everyone pull out their ice sword and frost arrows and prep 50 Cones of Cold."  Then you just fight normally (spamming Cone of Cold instead of Firebrand or whatever).  It is all done before even beginning combat, within combat itself things stay exactly the same (yes, strictly speaking Cone of Cold is a cone versus a circular AoE and all that, but that has nothing to do with the elemental type and "friendly fire" (cold?) is often irrelevant).

On top of all that, your summary was "In WoW, less complexity on creatures and more complexity on spellcasting."  Except it would really be more *depth* on spellcasting, NWN's system is more complex but has far less depth.

In NWN, we get situations like the following...

Level 9: Empowered Delayed Blast Fireball
Level 8: Maximized Firebrand
Level 7: Empowered Firebrand
Level 6: Maximized Fireball
Level 5: Firebrand
Level 4: Silenced Fireball
Level 3: Fireball

But that spell list spanning seven spell levels, three different spells, and three different meta-magics (plus base spells) typically boils down to "Cast a spell from the highest spell level remaining, repeat until you run out."

rogueknight333 wrote...

If you were trying to create a situation calling for spell-casting tactics similar to what you describe for NWN (and wanted to do so by some method less drastic than rewriting the entire spell system), you might actually be able to use immunities to your advantage. For example, you might script a boss whose immunities change from moment to moment, requiring one to constantly adjust the spells being used.


Would probably cause huge issues for Wizards and would definitely cause massive issues for Clerics/Druids.  Plus then you have archers and fighters swapping their arrows/weapons (assuming they have elemental damage).  That kind of thing just does not play well with the DnD system - if anything, it would make more sense in a mana based system like WoW.

rogueknight333 wrote...

When Bioware superimposed on D&D rules a console-gamish system with effectively unlimited rest and healing that does not mesh with that approach at all, what we actually got was more of a confused muddle.


Well, how many enemies in DnD would require a wizard to throw 60+ fire spells at them to win?  Individual spells are supposed to mean far more in DnD and my understanding is that a ton of them deal with non-combat situations.  If anything, a wizard casting a few spells in combat is supposed to be a big deal and something that turns the tide, right?

rogueknight333 wrote...

Something of the kind could in fact be implemented.


True, true...but they aren't by default.   And I've never seen something like that done in a module or PW.

rogueknight333 wrote...

This of course is why the complexity of NWN character building makes it hard to fine tune anything all that tightly. For the sake of simplicity I set up "Battlexe vs. Warhammer - other factors equal" but in a more realistic scenario they are unlikely to be equal.


How is comparing two fighters, one with a focus in Battleaxe and one with a focus in Warhammer, unrealistic?

Because this is a common problem in PWs and modules - people want to know what the best weapon type(s) is so they can focus in that (which means both what is best against foes and what type of weapons the best ones are).

rogueknight333 wrote...

Perhaps we should submit this as an adventure seed for some future ABC poll?


Here's the final boss battle dialogue:

- Upon Engaging: "Hah!  You stand no chance against my fiery fury!"
- At 75% Health: "Fire rains from the sky!" - Have to dodge fireball impacts which deal 1000 fire damage, which means the player can just ignore them he has 100% fire immunity
- At 50% Health: "The ground beneath you ignites!" - Boss sets portions of the floor on fire, dealing 2000 fire damage to anyone caught on that section, which means the player can just ignore them because he has 100% fire immunity
- At 25% Health: "There will be an APOCALYPSE!" - Boss ignites his full fury and deals 3000 fire damage per second to every enemy in the area, which means the player can just ignore it because he has 100% fire immunity
- At Death: "You...cheated..."  - Boss explodes for 10000 fire damage to every enemy in the area, which means the player can just ignore it because he has 100% fire immunity

Sounds like a fun and engaging fight!

rogueknight333 wrote...

One could, but if it does not really make any substantive difference in the game it would seem less meaningful. Similarly one might solve the problem of balancing spells by providing spells that have different VFX associated with them, but essentially do the exact same thing, but to me at least that would seem pretty pointless.


But I hadn't even written down that seven spell level list above when you wrote this...can you see the future or something?

And yes, it does make weapon choice less meaningful - it means you can pick whatever weapon you think sounds cool without worry about which one is the best.  There's a reason many PWs alter the base stats of weapons to try to balance them out and make them all roughly equal.  So you can pick what you want rather than what is clearly best.

rogueknight333 wrote...

Yes, pretty much exactly what I said. But you have served the cause well. Now we have mathematical proof to present to any non-pedants who doubt our words! That will show them!


I was showing that as low as level 8 with a +2 scimitar (not keen or having any other properties) the scimitar is better.  Perhaps you could clarify what you mean by "bonuses typically handed out to mid-to-high level characters?"  Level 8 is still fairly low level to me and a +2 scimitar plus nothing but a Bull's Strength potion are very low bonuses to me as well.  I mean, there's no bonus damage or keen on the scimitar, the player has zero strength from gear, the player started at 16 strength, the player only got two strength from the potion - to me, that's stacking the deck completely against the player and the scimitar STILL comes out ahead.
               
               

               


                     Modifié par MagicalMaster, 25 avril 2013 - 06:20 .
                     
                  


            

Legacy_rogueknight333

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« Reply #21 on: April 26, 2013, 02:12:33 am »


               
Quote
MagicalMaster wrote...

While true, part of my complaint is that I don't think NWN added much complexity (and certainly didn't add much depth) by using immunities by "default."  I realize that somewhat got lost in the other discussion, my long "rant" up there was more to illustrate a way to make multiple spells all useful at the same time (since you seemed curious about how that could actually be done) and without making them carbon copies with different spell visuals.


The "rant" was actually quite informative in terms of clarifying where you are coming from, albeit it seemed just a bit like dealing with, for example, a player of arcade-style martial arts arcade games (something along the lines of Mortal Kombat or Streetfighter) who starts playing a Monk in NWN and then complains "Hey, in the games I play martial artists have access to a whole slew of different punchs, kicks. blocks and combos, with the one you would want to use changing every second. Here I just click on an enemy and sit back and watch, and maybe try for a knockdown from time to time. This game has no tactical depth at all!" While in a certain sense that criticism would be entirely just, it would also be a dubious apples to oranges comparison. To be more precise my curiosity would be about how one can make multiple spells all be different and simultaneously useful in the same encounter (or at all, for that matter)  in NWN, without taking advantage of immunities, and without reworking the core game mechanics or spells in an extremely radical way.

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MagicalMaster wrote...

Cons


Seem a bit exaggerated.

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MagicalMaster wrote...
- Renders many of the best spells useless without effective replacements


Or it might render an ordinarily useless spell effective. But yes, the spell list not being all that well coordinated with the likely immunities is a potential problem.

Quote
MagicalMaster wrote...
- Does not adapt well to the DnD Vancian magic system (sorcerers get around this problem, but if a wizard, for example, memorizes five spells of each element and then needs a few more of a certain type during combat, he's screwed)


As he still is if he expends all his IGMS spells and the monster is still standing. Or if too wide a variety of spells is called for the Sorcerer might be the one in trouble. These are the kinds of balancing issues that can come up regardless, and in either case it is rarely necessary for mages to use all their spells in one fight (and they might have some backup scrolls or something in case they run out of some crucial spell). The whole point of the Vancian system is that it calls for long-term planning: anticipating or finding out what spells are likely to be most useful and preparing them. If different spells are not called for in different situations, and one can just memorize one or a few one-size-fits-all spells, it defeats the main purpose of that system.

Quote
MagicalMaster wrote...
- Causes many weapons to be worthless and creates situations where physical attackers carry a dozen swords (and/or arrows) with different damage types


As a rule it makes certain weapons be somewhat less effective, not worthless. And being expected to carry a dozen (which at least in my experience is hardly a common requirement) might be a bit ridiculous, but is being expected to use more than one really all that bad?

Quote
MagicalMaster wrote...
I mean, the "complexity" we're talking about is typically "Hey, we're about to fight fire elementals, everyone pull out their ice sword and frost arrows and prep 50 Cones of Cold."  Then you just fight normally...


So instead we do what? We cannot have as much tactical depth as we might like, so we should settle for having even less?

Quote
MagicalMaster wrote...
On top of all that, your summary was "In WoW, less complexity on creatures and more complexity on spellcasting."  Except it would really be more *depth* on spellcasting, NWN's system is more complex but has far less depth.


I was carelessly using "depth" and "comlexity" more or less interchangeably, but if you define them more precisely in this way I suppose the correction is accurate enough.

Quote
MagicalMaster wrote...
Would probably cause huge issues for Wizards and would definitely cause massive issues for Clerics/Druids.  Plus then you have archers and fighters swapping their arrows/weapons (assuming they have elemental damage)...


Depends on the details. Wizards and Druids both have a variety of spells that could benefit or suffer from various immunities (and it would not necessarily have to just be elemental immunities. One might for example make a monster that was immune to Death Magic off and on, so that something like Finger of Death could be useful, but only if timed properly), they would just need to be given reason to anticipate the need to memorize them. I do not see why having fighters and such expected to switch weapons would be that massive a problem - it is one use of a quickbar button to do it. And as a rule anything fighters can do Clerics can do better.

Quote
MagicalMaster wrote...
...That kind of thing just does not play well with the DnD system - if anything, it would make more sense in a mana based system like WoW.


Of course it would, the whole point is to create something relatively closer to that kind of system. Trying to adapt a game to a different style of play than it was desgined for has inherent difficulties, but it seems to be something you are interested in trying to do anyway. So I am throwing out there a few ideas off the top of my head about some ways one might go about it. Perhaps they are no good, but what alternative (aside from playing a completely different game) do you suggest?

Quote
MagicalMaster wrote...
Well, how many enemies in DnD would require a wizard to throw 60+ fire spells at them to win?  Individual spells are supposed to mean far more in DnD and my understanding is that a ton of them deal with non-combat situations.  If anything, a wizard casting a few spells in combat is supposed to be a big deal and something that turns the tide, right?


Right. That is the theory anyway. One of the reasons making the # of spells that can be cast per day effectively per encounter instead makes spellcasters so overpowered.

Quote
MagicalMaster wrote...
How is comparing two fighters, one with a focus in Battleaxe and one with a focus in Warhammer, unrealistic?

Because this is a common problem in PWs and modules - people want to know what the best weapon type(s) is so they can focus in that (which means both what is best against foes and what type of weapons the best ones are).


Just referring again to the balancing problems inherent in the character building complexity. If one picked out two characters people are playing at random based solely on what weapon they were using  the odds would seem to be against them being all that similar. Certainly if the object is specifically to determine which weapon is best than of course we would assume or test with otherwise similar characters.

Quote
MagicalMaster wrote...

Quote
rogueknight333 wrote...

Perhaps we should submit this as an adventure seed for some future ABC poll?


...At Death: "You...cheated..."  - Boss explodes for 10000 fire damage to every enemy in the area, which means the player can just ignore it because he has 100% fire immunity

Sounds like a fun and engaging fight!


In case it was not clear, that question of mine was a bit of a joke. Although if one were to take it seriously as an adventure seed the immunity might be less than 100% (or against something other than fire, or perhaps not even an immunity, just some useful property or power provided by a reconstructed artifact).

Quote
MagicalMaster wrote...
Quote
rogueknight333 wrote...

... spells that have different VFX associated with them, but essentially do the exact same thing[/u]...


But I hadn't even written down that seven spell level list above when you wrote this...can you see the future or something?


I have many strange powers: seeing the future, reading the existing spell descriptions, etc.

Quote
MagicalMaster wrote...
And yes, it does make weapon choice less meaningful - it means you can pick whatever weapon you think sounds cool without worry about which one is the best.  There's a reason many PWs alter the base stats of weapons to try to balance them out and make them all roughly equal.  So you can pick what you want rather than what is clearly best.


Yes, exactly the kind of thing I do not like: cosmetically but not substantively different. I want to be able to pick a weapon that is better (at least in some respect or in some situations) than another. The trick is to make that possible without making one weapon so clearly and universally superior that there is no point in including any other. And actually the NWN weapon list is not as terrible at doing that as it could be. True, without things like Crit Immunity we are reduced to scimitar/rapier/kukri as the three best weapons but between the three we have:

Scimitar - benefits from Keen Edge while the rapier does not. 
Rapier -benefits from Weapon Finesse while the scimitar does not.

 As opposed to the kukri, both do higher base damage and have no need for Exotic Proficiency.

Kukri - can be dual-wielded without special penalties.

So depending on various factors, we could have a meaningful, non-arbitrary choice to make between these three, without any one of them being automatically better. Taking things like Crit or Slashing/Piercing Immunity into account gives one even more interesting choices.

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MagicalMaster wrote...
 ...Level 8 is still fairly low level to me and a +2 scimitar plus nothing but a Bull's Strength potion are very low bonuses to me as well...  


I see I was using vague and ambiguous terminology in a manner unworthy of a pedant. Since in the vast majority of modules one spends all or most of one's time below Level 15, I was thinking of "mid-level" as starting around Lvl  7 or 8 or so. But yes, that might seem a strange classification if one were thinking in terms of Lvl 40 characters.
               
               

               
            

Legacy_MagicalMaster

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« Reply #22 on: May 03, 2013, 05:30:30 am »


               
Quote
rogueknight333 wrote...

The "rant" was actually quite informative in terms of clarifying where you are coming from, albeit it seemed just a bit like dealing with, for example, a player of arcade-style martial arts games (something along the lines of Mortal Kombat or Streetfighter) who starts playing a Monk in NWN and then complains "Hey, in the games I play martial artists have access to a whole slew of different punchs, kicks. blocks and combos, with the one you would want to use changing every second. Here I just click on an enemy and sit back and watch, and maybe try for a knockdown from time to time. This game has no tactical depth at all!"


While I get your drift, and agree with your general point, that's not the issue being discussed here really.  It would be more like the player has access to the following abilities in the arcade game:

Jab: A quick strike that deals damage and sets the opponent up for a Cross
Cross: Only works on opponents hit by Jab, deals more damage and exposes the opponent for a Kick
Kick: A mighty kick which can only be used on opponents exposed by a Cross

Simplistic example, but multiple abilities that interact with each other and are all offensive.  Now he comes to NWN and has the following abilities:

High Punch: deals damage to tall opponents
Middle Punch: deals damage to average opponents
Low Punch: deals damage to short opponents

He asks what the difference is between these beyond the damage to different heights and gets told they're all executed the same way and are effectively used exclusively in place of each other - you ready the punch appropriate for the height of your opponent and otherwise do exactly the same thing (same buttons and everything).  So he says

"Hey, in the games I play martial artists have access to a whole slew of different punchs, kicks. blocks and combos, with the one you would want to use changing every second. Here I just press the same button for a punch I pick ahead of time based on the height of my opponent and literally everything else is the same. This game has no tactical depth at all!"

Quote
rogueknight333 wrote...

While in a certain sense that criticism would be entirely just, it would also be a dubious apples to oranges comparison. To be more precise my curiosity would be about how one can make multiple spells all be different and simultaneously useful in the same encounter (or at all, for that matter)  in NWN, without taking advantage of immunities, and without reworking the core game mechanics or spells in an extremely radical way.


Well, damage-wise, there are a few ways.

First, part of the problem is the lack of distinction between AoE and single target spells.  If you're facing an ancient white dragon, what do you use?  Maximized Firebrand.  If you're facing a bunch of white wyrmlings, what do you use?  Maximized Firebrand.  What if it's two adult white dragons?  Maximized Firebrand.  This is the "problem" of IGMS - it's the only spell that is actually a single target spell.  In fact, the damage it does isn't even really as crazy as people think.

A common figure I see for AoE spells is 40%.  In other words, it's only a gain for 3+ targets but a definite gain at that point.  The funny thing is that if we compare an Empowered IGMS (level 8 spell, 210 damage) to a Maximized Firebrand (level 8 spell, 90 damage) we see that Firebrand is 43%ish of IGMS's damage - actually slightly above that 40% mark.  Even if we look at Maximized IGMS (level 9 spell, 240 damage) the percentage only drops to 37.5% for the extra spell level.

The main problem of IGMS is the lack of saving throw (and, you could argue, the relative lack of damage immunity to magic damage).

Second, keep in mind we have defensive spells - and not just long term buffs.  Things like Elemental Shield, Spell Mantle, Divine Power.  That's a larger variety in combat.

On top of that we have utility spells - things like Dispels, Breaches, stuns, immobilizes - these can all potentially be made useful.

If we look solely at "Damaging spells that are all AoE spells" then you can see why it becomes difficult to encourage a variety of spell use!

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rogueknight333 wrote...

Or it might render an ordinarily useless spell effective. But yes, the spell list not being all that well coordinated with the likely immunities is a potential problem.


Are we considering "The enemy is immune to everything but Sonic damage, so Horizikaul's boom is one of the only spells that work" as "rendering it effective?"

Quote
rogueknight333 wrote...

As he still is if he expends all his IGMS spells and the monster is still standing. Or if too wide a variety of spells is called for the Sorcerer might be the one in trouble.


If he expends all his IGMS then at least he doesn't have spell slots level 6 and above that are just sitting there and being worthless.

Quote
rogueknight333 wrote...

The whole point of the Vancian system is that it calls for long-term planning: anticipating or finding out what spells are likely to be most useful and preparing them. If different spells are not called for in different situations, and one can just memorize one or a few one-size-fits-all spells, it defeats the main purpose of that system.

Right. That is the theory anyway. One of the reasons making the # of spells that can be cast per day effectively per encounter instead makes spellcasters so overpowered.


Smashing together two quotes since they're related.

To me, it sounds like the idea of Vancian magic system is to have a large variety of spells available in your arsenal and then you pick the ones applicable to your situation.  And the funny thing is that you can see this in the default Bioware creatures - the casters tend to have just one of each spell memorized.

A player, on the other hand, will memorize nothing but fire spells for seven spell levels like that list earlier.  In effect, players defeat the whole purpose of the Vancian magic system.  Instead of having a limited number of fire spells in a wider arsenal that need to be used appropriately they convert the entire thing fire spells and spam them.

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rogueknight333 wrote...

As a rule it makes certain weapons be somewhat less effective, not worthless. And being expected to carry a dozen (which at least in my experience is hardly a common requirement) might be a bit ridiculous, but is being expected to use more than one really all that bad?


By worthless in regards to elemental damage I don't mean the weapon does zero damage, simply that it becomes no better than a generic weapon of the same enhancement, rendering the bonus damage worthless and wasting part of the item level.  A greatsword +2 with 2d6 fire damage becomes just a greatsword +2 versus a fire elemental -- the fire damage is worthless.

And a dozen might be a slight exaggeration, but not by much.  You have a sword with cold damage, a sword with fire damage, a sword with electric damage, potentially more...and then you need bludgeoning and/or piercing weapons with varying damage types as well.  On some worlds, such as Higher Ground, some mobs HEAL from taking damage of a specific type -- even from a weapon.  So that greatsword with fire damage is actually making it more difficult than a greatsword without any bonus damage.  People literally do walk around with a weapon for every damage immunity (or close to it) for all of these reasons.

Quote
rogueknight333 wrote...

So instead we do what? We cannot have as much tactical depth as we might like, so we should settle for having even less?


I would say we need to make sure the cure isn't worse than the disease.  That we don't force players into situations that aren't fun in an effort to try to get an idea to fit NWN, which is radically different from PnP or novels.  That we use other methods to add tactical depth instead of simply making casters redo their spellbook and reconfigure their bars for the sake of doing so.

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rogueknight333 wrote...

I was carelessly using "depth" and "comlexity" more or less interchangeably, but if you define them more precisely in this way I suppose the correction is accurate enough.


They're extremely different, though, and that's part of my point.  Adding complexity without depth isn't good design.  More choices does not inherently make something better.  Case in point (to use another WoW example) - WoW used to have a "talent tree" system (like feats in NWN) that you could fill out which had 71 points at one point (most of the boxes below can be filled with five points if it is not clear):

'Posted

Here's what it looks like now:

'Posted

Gone from spending 71 points to 6.  Why?  Because everyone spent their 71 points in *exactly the same way.*  Maybe a handful of points were different in something that made effectively zero difference and no one cared about them.  Plenty of complexity, no actual depth.

Now, though, each of those 6 points have valid options.  You can put them in different places without actually being inferior because there are separate but equal actual choices.  That's not to say the new talent trees are perfect, but there's far more depth in spending those 6 points compared to the complexity of spending 71 points.

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rogueknight333 wrote...

I do not see why having fighters and such expected to switch weapons would be that massive a problem - it is one use of a quickbar button to do it. And as a rule anything fighters can do Clerics can do better.


The question is more along the lines of why SHOULD the fighter be expected to switch weapons like that?  What benefit does it give?  Is the benefit worth the cost of having to collect multiple weapons and swapping between them (especially once you factor in foci)?

And regarding clerics, I meant a caster cleric who basically can only do Fire and Divine damage consistently.  With absolutely zero way to deal Cold damage outside of domain spells.

Quote
rogueknight333 wrote...

So I am throwing out there a few ideas off the top of my head about some ways one might go about it. Perhaps they are no good, but what alternative (aside from playing a completely different game) do you suggest?


Well, the obvious one to me would be to say "Pick what type of damage you think is cool (or use individual spells you think are cool)."  Hauling around 500 of a bunch of different types of arrows is not exactly compelling gameplay.  Nor is redoing your spellbook/action bar with the net result of simply swapping fire spells for cold spells or whatever.

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rogueknight333 wrote...

In case it was not clear, that question of mine was a bit of a joke. Although if one were to take it seriously as an adventure seed the immunity might be less than 100% (or against something other than fire, or perhaps not even an immunity, just some useful property or power provided by a reconstructed artifact).


Oh, I know -- I was being tongue in cheek.  I've actually encountered several amusing scenarios like this in Swordflight 2, though - mainly packs of acid/fire beetles.  I shift to black/red wyrmling and literally take 0 damage.  They spam acid arrow, acid bolt, combust, fire bolt...and they all do absolutely nothing to me.  I actually laughed at how much this trivialized those packs.

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rogueknight333 wrote...

Yes, exactly the kind of thing I do not like: cosmetically but not substantively different. I want to be able to pick a weapon that is better (at least in some respect or in some situations) than another.


Why?  That's an entirely serious question.  Why do you think some weapons should be better in some situations than others?  Laying aside the fact it doesn't even make sense in many cases (a light hammer is more effective at killing a skeleton than a greatsword/greataxe?).

On your point about RP, how many times did Aragorn swap to a battlehammer because his foe was slashing resistant?  Remember when Legolas used a slight for an enemy weak to bludgeoning?  And that was cool when the hobbits used a mace instead of Sting.

Can you name a single story where the damage type of the weapon was "relevant?"  The closest thing I can think of is some Drizzt story where he used the curve of his scimitars to his advantage over a longsword user and that's a matter of fighting style, not damage type (especially since both damage types are the same anyway and it had nothing to do with "crits," mainly had to deal with Drizzt being a better fighter and being able to adjust his swings to compensate for something his foe was doing).

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rogueknight333 wrote...

Scimitar - benefits from Keen Edge while the rapier does not.
Rapier -benefits from Weapon Finesse while the scimitar does not.

As opposed to the kukri, both do higher base damage and have no need for Exotic Proficiency.

Kukri - can be dual-wielded without special penalties.

So depending on various factors, we could have a meaningful, non-arbitrary choice to make between these three, without any one of them being automatically better. Taking things like Crit or Slashing/Piercing Immunity into account gives one even more interesting choices.


Why do you find that choice to be interesting?  Especially since it's made at level 1 and then never changes.

Quote
rogueknight333 wrote...

I see I was using vague and ambiguous terminology in a manner unworthy of a pedant. Since in the vast majority of modules one spends all or most of one's time below Level 15, I was thinking of "mid-level" as starting around Lvl  7 or 8 or so. But yes, that might seem a strange classification if one were thinking in terms of Lvl 40 characters.


Ah.  Well, the main point is that it really doesn't take much at all for the Scimitar to pull ahead and even when it's behind it is barely behind.
               
               

               


                     Modifié par MagicalMaster, 03 mai 2013 - 04:32 .
                     
                  


            

Legacy_rogueknight333

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« Reply #23 on: May 06, 2013, 12:38:02 pm »


               Not certain I have time ATM to respond to every point in any great detail, but the pivot around which most of this discussion turns is the question of what constitutes a choice for players that is actually interesting. To some extent this cannot be answered in the abstract, since different players will be interested in different things, and different game genres will present different types of choices, but in general I think it fair to say that the best choices are those that are both meaningful, having some concrete impact on gameplay, and real, i.e. there is not one obviously correct choice that makes all others irrelevant. To take your example, it is better to have 6 points and be confronted with an actual decision about how to spend them, than to have 71 points that are always going to be spent the same way once one has figured out the game mechanics. I have no disagreement about that. Likewise I do not disagree that it is easy for game designers who do not think things through to fall into the trap of just adding pointless complications that do not really contribute anything to making the player's decisions more interesting. However, there are a lot of different ways one can go about presenting interesting choices, and what is a pointless complication in the context of one game or module might be a useful way to add depth in another. For better or worse, one of the main things that distinguishes one offensive NWN spell from another, and makes the choice of one rather than another at all interesting, is the immunities that it can or cannot overcome. This is also a factor in distinguishing one weapon from another, thereby making a choice about which weapon to use an interesting one. Therefore, other things being equal, removing damage or other immunities would reduce the number of meaningful choices players must make, and bring less rather than more depth to the game. Intelligent and thoughtful use of immunities (which, granted, is rare) might add yet more depth. Now if one is adding depth in some other way, then indeed one might want to simplify and streamline aspects of gameplay irrelevant to one's purposes to prevent things from becoming unmanageably complex. That is the normal and inevitable kind of trade-off that game desgin involves, and I have no problem with it. But different trade-offs will be more or less appealing, depeding on a designer's particular priorities.

MagicalMaster wrote...

First, part of the problem is the lack of distinction between AoE and single target spells...

Second, keep in mind we have defensive spells - and not just long term buffs.  Things like Elemental Shield, Spell Mantle, Divine Power.  That's a larger variety in combat...

On top of that we have utility spells - things like Dispels, Breaches, stuns, immobilizes - these can all potentially be made useful...


Good ideas in principle, although since you criticized my idea of shifting immunities for being unbalanced one thought that occurs to me is that making these kinds of spells more useful sounds great for Wizards, but less so for most other classes, who will tend not to have access to a great many of the more specialized spells.

MagicalMaster wrote...
Are we considering "The enemy is immune to everything but Sonic damage, so Horizikaul's boom is one of the only spells that work" as "rendering it effective?"


I do not recall that I was thinking of any spell in particular, but If I were to do that I am not sure Horizikaul's Boom would be the best example, since its deafening effect makes it arguably of limited use as an anti-mage weapon even if the type of damage it is doing is irrelevant. A better example would be something like Scintillating Sphere, which aside from doing a different type of damage does nothing Fireball does not, and thus, absent immunities or resistances, would be wholly superfluous.

MagicalMaster wrote...

...In effect, players defeat the whole purpose of the Vancian magic system.  Instead of having a limited number of fire spells in a wider arsenal that need to be used appropriately they convert the entire thing fire spells and spam them.


Right, the spell list is poorly designed given the purpose of the system, with a small handful of spells that are clearly better than the alternatives in all but rare contingencies. Actually, now that I think about it, it occurs to me that most of the worst offenders (like IGMS and Firebrand) were added in the Expansion Packs. Kind of makes me wonder if Bioware at that stage was not deliberately dumbing down the game to make it easier for players who did not like having to think and read lots of documentation.

MagicalMaster wrote...
The question is more along the lines of why SHOULD the fighter be expected to switch weapons like that?  What benefit does it give?  Is the benefit worth the cost of having to collect multiple weapons and swapping between them (especially once you factor in foci)?


At best, choosing different weapons for different contingencies would add a bit more depth to playing a fighter. In an FPS-type game, for example, choice of weapons and ammunition can be a major feature. Assuming a warrior-type character has access to different weapons providing somewhat different capabilities could also in some cases make it easier to balance encounters for them, given that as a rule spellcasters tend to be stronger and more versatile classes. At worst, at least assuming the number of weapons is not ridiculously large, it would be a minor nuisance (i.e., the cost is trivial, so it would seem to require very little benefit to make it a reasonable thing to do).

MagicalMaster wrote...
...I've actually encountered several amusing scenarios like this in Swordflight 2, though - mainly packs of acid/fire beetles.  I shift to black/red wyrmling and literally take 0 damage.  They spam acid arrow, acid bolt, combust, fire bolt...and they all do absolutely nothing to me.  I actually laughed at how much this trivialized those packs.


A Shifter has a big advantage in those particular encounters, certainly. Though this comment provokes a couple of questions: if there were no immunities involved and those creatures inflicted some type of damage against which there was no special defense, do you think that would add to or subtract from the depth of the module? If one could not make those encounters significantly easier by finding/bothering to use some method of giving oneself immunity or resistance to a particular element (and without such protection some of them can be brutally difficult) do you think I would have more or fewer players complaining about how insanely hard the module is?

MagicalMaster wrote...
Why?  That's an entirely serious question.  Why do you think some weapons should be better in some situations than others?


So that the choice between weapons is meaningful and real, rather than purely cosmetic. The same reason (I think) you would rather have 6 points to spend on real choices rather than 71 on pseudo-choices. Now if a game was just going to do away with all the different weapon types and give everyone a generic "Sword," so that there could be more focus on some other aspect of gameplay, that would be one thing. But if there are going to be a whole bunch of different weapon types included in the game in the first place, there should be some reason for the variety.

MagicalMaster wrote...
On your point about RP, how many times did Aragorn swap to a battlehammer because his foe was slashing resistant?...

Can you name a single story where the damage type of the weapon was "relevant?"


For that matter, in stories, how often are the effects of a wizard's spells defined in terms of how much DPS they inflict? AFAIK, never, but in a game that would be a very important consideration. Obviously a story is not going to refer to gamey things like "Damage Type" and "Critical Hit" and the like, it would not fit the medium. But fantasy heroes who favor a particular type of weapon or particular fighting style are common. Things like a "Weapon Focus" feat are attempts to translate that aspect of a character into a game in a way that makes it actually meaningful within the context of that medium.

MagicalMaster wrote...
Why do you find that choice to be interesting?  Especially since it's made at level 1 and then never changes.


As opposed to having no choice (or none that matters) at all? It is one aspect (not the only or most important of course, but it would add nothing to remove such choices without putting something in their place) of coming up with an interesting and distinctive character. The opportunity to do that is one of the reasons I like playing RPGs, as opposed to pure strategy games, in the first place.
               
               

               


                     Modifié par rogueknight333, 06 mai 2013 - 11:43 .