Author Topic: Single Player Low Levels, Consumables, Respawn, and More  (Read 1458 times)

Legacy_MagicalMaster

  • Hero Member
  • *****
  • Posts: 2712
  • Karma: +0/-0
Single Player Low Levels, Consumables, Respawn, and More
« on: April 02, 2013, 10:37:40 pm »


               Continuation of a discussion that began in the February Adventure Building challenge roughly here.

rogueknight333 wrote...

Not exactly, or at least not entirely given that I am somewhat conflating the experiences derived from multiple modules. I am talking about situations where I have every piece of equipment I would have any use for (every inventory slot occupied by some over-powered item, with more ready to be switched in for specialized situations where some specific immunity is called for), and more consumables than I can find opportunity to use. Yet I still find more and more loot coming at me.


You're familar with the phrase "vendor fodder?"  And yes, I know one of your points is that you have more gold than you can possibly use anyway so vendoring items makes no difference in that sense, but I think players like finding items, even if they just sell them.  There's sort of a visceral thrill of defeating an opponent and prying loot from its cold, dead hands.  Even if the loot is entirely useless.

It would almost seem kind of weird, I expect, for players to be showered with loot for a while and then suddenly stop finding any.

But since you're still finding loot (which includes potions) and you're used to vendoring most things, you still do it instead of using the consumables (especially since, in these modules, the only useful potions are often healing potions).

I would prefer, like I imagine you would, for loot and gold to remain relevant throughout the whole game - but that's much harder to do, so I expect most authors err on the safe side and have players hry too much rather than t0o little (then you get into the question of Appraise which is another issue).

rogueknight333 wrote...

Let us take as an example a case where a player has a sum of gold he can spend on buying either an item that enchances his AC or a bunch of Potions of Heal. The advantage of the item is that it will reduce the amount of hits and thus damage he takes over the course of a series of encounters. Yet those potions of Heal might well result in even less effective damage (defined as the difference between damage taken and healing received), depending (among other factors) on how many encounters intervene between the opportunity to again upgrade or restock. Of course, a player would not normally possess sufficient information to make such a calculation reliably, even if he were inclined to think of things in these terms.


Completely agree on both points - if an amulet winds up saving you from 200 damage over the course of a module but potions bought for the same amount of money can heal 400 health, the potions would generally be better (laying aside issues like dying before you can use the potion and things like Attacks of Opportunity).  However, I think most people assume they'll always have enough healing potions (or rather, won't need to use many of them) but never have good enough gear, in a sense, so they try to upgrade gear over buying more consumables (and the lack of information compounds the problem - if you're going to replace the amulet soon through a boss drop or something, the potions are definitely better, but if you're using the amulet for the rest of the game, the amulet might actually be far more valuable than it seems at first glance.  Hard to say without more information).

rogueknight333 wrote...

This is perhaps relevant to our earlier discussion about how many low-level modules tend to be excessively hard or luck-dependent, while many high-level ones are too easy.


Indeed.

rogueknight333 wrote...

Not all of those tricks would be applicable to less specialized kinds of combat, and feeling easier is not the same thing as being easier. Though this does make me interested in trying Siege again with a variety of different builds and seeing what happens (not sure when I will find the time for that, alas).


I'm just glad you picked a character who could actually beat the spider in the original version - some builds would be unable to (most could, though).  And yeah, some of them are specialized - though something like "x damage per hit that occurs at most once every six seconds" could be generalized fairly easily.

Well, when I say "not being easier" I mean that the outcome is not in doubt either way, assuming you pay reasonable attention.  For example, a weapon master using a dagger instead of a bastard sword will probably never affect the outcome of a fight - the fight will just take longer.  But the fight is definitely easier with a bastard sword.

Likewise, a fighter who skips Epic Weapon Focus/Weapon Focu/Epic Prowess will take longer to beat an opponent than one who gets them - but again, that's probably never going to make the fight suddenly unwinnable (at least not in nearly all modules).

The fight "feels" easier in that it takes less time and/or has less risk of dying (for example, compare a fighter who takes Armor Skin and Tumble versus one who skips both, 6 AC difference by the end but likely that both characters will be able to make it through a module), but the outcome is never really in doubt.

rogueknight333 wrote...

And the respawn system (if it actually deserves to be dignified by being called a system) for Snow Hunt was produced by asking something like "What kind of respawn procedure can I dash off a script for in the next five minutes?"


Huh.  Suddenly I have a desire to go play Snow Hunt and actually die to see what this respawn system is '<img'>

I'll put Swordflight commentary elsewhere.

simomate2 wrote...

Not really sure if this is relevant to your debate, but the debate was intriguing and I just felt like barging in on it.... simply limit the number of potions the PC is allowed to carry with them.


It's absolutely relevant.

simomate2 wrote...

This is something I'm considering doing in a module I am developing, The PC can only carry a limited number of potions. This isn't a problem outside of dungeons, but when you enter a dungeon the PC cannot leave until they complete it. Therefore, they are forced to recongise the need to preserve their potions or they will ultimately fail.

 As a solution to both issues, limiting the number of potions the PC can carry could prove useful but only if its implanted correctly. I mean, there's absolutely no point if the PC can go back in forth to the potion store and get more potions because then they'll see that as a tedious game play mechanic.


Definitely correct on the tedious part and needing to avoid that - also probably ideal to have a plausible reason for why only a certain number of potions can be carried.

One problem, though - the PC is really walking blind and doesn't know when he's expected to burn a potion or when he's supposed to conserve them.  Especially if he guesses wrong, he gets into a situation where he is out of potions and cannot beat the dungeon, but cannot leave to restock.  So he's just hosed.  Which seems unfair unless you make it very clear when he's "allowed" to use potions or your module expects people to fail at this the first time or two and retry.
               
               

               


                     Modifié par MagicalMaster, 02 avril 2013 - 09:46 .
                     
                  


            

Legacy_rogueknight333

  • Sr. Member
  • ****
  • Posts: 394
  • Karma: +0/-0
Single Player Low Levels, Consumables, Respawn, and More
« Reply #1 on: April 03, 2013, 07:39:43 pm »


               

MagicalMaster wrote...

You're familar with the phrase "vendor fodder?" ...

...I would prefer, like I imagine you would, for loot and gold to remain relevant throughout the whole game - but that's much harder to do...


I grant there are reasons for handing out useless loot that I was not addressing: doing so for the sake of realism or flavor (as with stuff one would logically expect to find on the enemy's corpse, or in the castle's armory, or wherever), or simply as a nominal reward ("You beat the boss so you get this useless item as a trophy." "Yay! I will prominently display it on my virtual mantelpiece."). I do some of that sort of thing myself, and have occasionally been caught on one or other of the horns of the dilemma between story or setting logic and game logic. To clarify things, perhaps I should say that I was more making an appeal to tone down the excesses of useless loot, rather than a demand to do away with it altogether.

MagicalMaster wrote...
...if you're going to replace the amulet soon through a boss drop or something, the potions are definitely better, but if you're using the amulet for the rest of the game, the amulet might actually be far more valuable than it seems at first glance.  Hard to say without more information)...


Of course that lack of information cuts both ways. I do not know that a set of potions will actually be more valuable than an item, but for the same reasons I do not know that they will not be either. And though one does not know it is often possible to make reasonable guesses based on things like RPG conventions, the habits of a particular author (in a module or series one has been playing for a while, anyway) and so forth.

MagicalMaster wrote...

I'm just glad you picked a character who could actually beat the spider in the original version...


If you are curious, I was playing an elven Rogue 29/Shadowdancer 1/COT 10 (DEX based). It might be lucky that I was able to beat the module since I called on a high-level character I already had floating around, rather than making one from scratch, and as a result it was not particularly optimized for your special rules. With every really dangerous enemy having True Seeing, that Shadowdancer level was doing nothing for me, and being a PvE skill monkey was not exactly was what called for in Siege. On the other hand, playing a module in which absolutely no one was immune to Sneak Attack occasionally made my dexer Rogue think he might be fighting in heaven after all.

MagicalMaster wrote...
Well, when I say "not being easier" I mean that the outcome is not in doubt either way, assuming you pay reasonable attention...


I think the term "easier" might be somewhat equivocal here. One might mean (at least) two things by saying something is easier. If one is playing some kind of "No Reload" challenge (that people sometimes did in the old Baldur's Gate game for example - and I think some still do) it refers to the chance of being able to get through without having to resort to reloads (and perhaps similar such devices like respawns) - basically, "Can you beat the game?" In other contexts, where perhaps one has no problem with occasionally reloading, it may simply mean how fast and trouble free a run-through might be. In this latter case, a situation where one turns a corner and gets taken out by a lich casting a Finger of Death at you need not be a big deal, one simply reloads and tries again, and little time will be lost if one was saving regularly. In the former case, avoiding that sort of thing is important. Depending on which sort of "easyness" one is going for, different builds or strategies might be called for as well. If getting through quickly is the key thing, and an occasional reload not seen as a problem, maximizing DPS, at the expense of just about everything else, would seem the way to go. But if one wants to beat the module without any reloads, defensive characteristics become much more important. One would like to have AC, HP, and Saves to be as high as possible, and it would be good to have things like Evasion, methods of protecting oneself from death magic, and from Fear and other incapacitating effects that can easily result in death. Sacrificing some DPS to get some of those defensive characteristics might then be quite reasonable.

MagicalMaster wrote...

Huh.  Suddenly I have a desire to go play Snow Hunt and actually die to see what this respawn system is '<img'>


You would need to purchase a Rune of Resurrection. Without one, respawning is disabled, and death just means "Game Over - Reload." If you possess one, the rune will be used up, and then one just respawns in place with a small XP penalty. Not much to it.

simomate2 wrote...

This is something I'm considering doing in a module I am developing, The PC can only carry a limited number of potions. This isn't a problem outside of dungeons, but when you enter a dungeon the PC cannot leave until they complete it. Therefore, they are forced to recongise the need to preserve their potions or they will ultimately fail.

 As a solution to both issues, limiting the number of potions the PC can carry could prove useful but only if its implanted correctly. I mean, there's absolutely no point if the PC can go back in forth to the potion store and get more potions because then they'll see that as a tedious game play mechanic.


I kind of like this general idea. One thought I have is that how you go about implementing could depend a lot on how likely it is that a PC will actually use up his limited potions. Would this be a common danger or only one for those who are using them to a really extravagant degree? In the latter case, allowing them to tediously backtrack to restock might not be that big a problem, since most players would not need to, and for the rest it would be the price they pay for poor resource management.
               
               

               
            

Legacy_MagicalMaster

  • Hero Member
  • *****
  • Posts: 2712
  • Karma: +0/-0
Single Player Low Levels, Consumables, Respawn, and More
« Reply #2 on: April 05, 2013, 05:22:22 am »


               

rogueknight333 wrote...

To clarify things, perhaps I should say that I was more making an appeal to tone down the excesses of useless loot, rather than a demand to do away with it altogether.


I'm a bit confused.  I understand the word loot, it means pure awesome.  And I comprehend the adjective useless, it means bad.  So I'm having a hard time extracting meaning from "bad pure awesome."  Perhaps you meant to say "tone down the surplus of useful loot?"  Because that'd be horrible!

Joking aside, yeah, I agree.  Basically original campaign syndrome (where there were about 39532874 lootable object in each area with nearly entirely junk in them).

rogueknight333 wrote...

Of course that lack of information cuts both ways. I do not know that a set of potions will actually be more valuable than an item, but for the same reasons I do not know that they will not be either. And though one does not know it is often possible to make reasonable guesses based on things like RPG conventions, the habits of a particular author (in a module or series one has been playing for a while, anyway) and so forth.


True.  On the flip side, think of how many modules never expect, let alone require, you to use potions at all.  Maybe 1-2 heal potions in a "tough" fight.  On top of that, the general trend in RPGs has been to move away from consumables - for many of the reasons we've stated in this thread.  It seems you can hardly blame a player to expect an item will be more important than potions (unless, as you've said, they've been given reason to believe otherwise).

rogueknight333 wrote...

If you are curious, I was playing an elven Rogue 29/Shadowdancer 1/COT 10 (DEX based). It might be lucky that I was able to beat the module since I called on a high-level character I already had floating around, rather than making one from scratch, and as a result it was not particularly optimized for your special rules. With every really dangerous enemy having True Seeing, that Shadowdancer level was doing nothing for me, and being a PvE skill monkey was not exactly was what called for in Siege. On the other hand, playing a module in which absolutely no one was immune to Sneak Attack occasionally made my dexer Rogue think he might be fighting in heaven after all.


Yeah, I felt HiPS was just too exploitable so I took a hammer to it for lack of time.

The people who couldn't beat spider original were those who couldn't burst high damage on a vulnerable target (the webbed victims).  So a weapon master, rogue, AA, sorcerer/wizard, cleric, druid, assassin could all handle it...probably a 2H fighter as well.  But a more defensive build (monks, sword and board fighters, dwarven defenders, dedicated shadowdancers, etc) would be unable to prevent the spider from healing to the point where they'd be killed by the Frenzy.

P.S. I hate Crit/Sneak immunity '<img'>

rogueknight333 wrote...

Depending on which sort of "easyness" one is going for, different builds or strategies might be called for as well.


True enough.

rogueknight333 wrote...

Sacrificing some DPS to get some of those defensive characteristics might then be quite reasonable.


I was also just thinking of less optimized builds - a weapon master using a dagger instead of a bastard sword, like I mentioned above.  It's very likely both builds will be able to beat the module, but one will have an "easier" time (which mainly means fights take less time).

rogueknight333 wrote...

You would need to purchase a Rune of Resurrection. Without one, respawning is disabled, and death just means "Game Over - Reload." If you possess one, the rune will be used up, and then one just respawns in place with a small XP penalty. Not much to it.


Gotcha.

rogueknight333 wrote...

I kind of like this general idea. One thought I have is that how you go about implementing could depend a lot on how likely it is that a PC will actually use up his limited potions. Would this be a common danger or only one for those who are using them to a really extravagant degree? In the latter case, allowing them to tediously backtrack to restock might not be that big a problem, since most players would not need to, and for the rest it would be the price they pay for poor resource management.


Yeah, if you're trying to tune it tightly and have them barely make it through the dungeon when using every potion compared to only running out if they're stupid makes a large difference.
               
               

               
            

Legacy_rogueknight333

  • Sr. Member
  • ****
  • Posts: 394
  • Karma: +0/-0
Single Player Low Levels, Consumables, Respawn, and More
« Reply #3 on: April 06, 2013, 01:30:19 am »


               

MagicalMaster wrote...

True.  On the flip side, think of how many modules never expect, let alone require, you to use potions at all.  Maybe 1-2 heal potions in a "tough" fight... .


It makes plenty of intuitive sense to assume that an item would be more valuable (and it doubtless is in at least some cases): you will benefit from the AC or stat boost or whatever it provides in every fight between equipping it and getting an even better item, while potions will only be useful on the typically rare cases one uses them. But thinking about the matter has made me curious how often this initial intuitive impression is actually true.  Let's take as an example a normal difficulty spread (such as one would expect to find in an official campaign) where there might be the occasional very tough boss fight but most encounters are basically just filler. A few potions of Heal could be the difference between victory and defeat in those few fights that actually test the player, while, by contrast, the boss might have such a high AB and damage output that a slight increase to AC or something hardly makes a significant difference (though I have at least sometimes run into fights where fairly modest boosts to a few things did seem to make a noticeable difference).  In the filler encounters it hardly matters what one invested in: they will not pose a problem either way.

MagicalMaster wrote...
Yeah, I felt HiPS was just too exploitable so I took a hammer to it for lack of time.


As someone who makes use of that particular talent quite often, I can assure you it is very exploitable, so I do not blame you.

P.S. I hate Crit/Sneak immunity '<img'>


I can see why. It is a property that can make a dedicated Sneak Attacker or Dev-criting Weapon Master go from being severely over-powered in one encounter to being almost useless in another. Kind of a nightmare for anyone trying to balance a module. On the other hand, I do like the general idea of different monsters having different kinds of immunities: it can make gameplay more interesting when tactics have to be adapted to deal with the strengths and weaknesses of particular foes, and it adds to the depth and lore of a setting when the various monsters are different in ways that actually affect gameplay. That said if I were designing a D&D-type rule system from scratch I think I would be inclined to prefer a property that simply reduced the damage from Sneaks/Crits rather than granting complete immunity.
               
               

               
            

Legacy_ffbj

  • Hero Member
  • *****
  • Posts: 1097
  • Karma: +0/-0
Single Player Low Levels, Consumables, Respawn, and More
« Reply #4 on: April 06, 2013, 05:02:56 pm »


               Yes to that last point as  making it similar to the various immunities 10% 25% etc... immunities.  In my module I disallow Dev Crit. and hips, except (hips) is activatalbe with a cloak where you need to be a ranger, rogue, or assassin to wear it. The extra activation step is added in as with certain potions I made, and it takes up an equipment slot.  I reduced full heal to 100 hp + level * 2d4, in the first heal, and then delayed 10 seconds for around 1/4 more healing. I also have a fatigue system, and nagging wound(s),  which you get if you fall.  Lots of moving parts to address some of the things mentioned above.
For the eventual useleness of loot I have trophy collection and bounty hunting for the higher level PC's.  Various npc's have trophy collections which you can add too and not receive loot but notoriety for you achievments. You receive bonus noteriety for taking bounties. Without a certain level of notoriety you will not be able to access certain aspects of the modules content.
               
               

               
            

Legacy_MagicalMaster

  • Hero Member
  • *****
  • Posts: 2712
  • Karma: +0/-0
Single Player Low Levels, Consumables, Respawn, and More
« Reply #5 on: April 06, 2013, 11:36:11 pm »


               

rogueknight333 wrote...

by contrast, the boss might have such a high AB and damage output that a slight increase to AC or something hardly makes a significant difference (though I have at least sometimes run into fights where fairly modest boosts to a few things did seem to make a noticeable difference).


Just as a point of reference, gaining 1 AC is roughly equivalent to taking 10-15% less damage for most AB ranges.  Not sure what you consider "significant" but to me a few AC is very significant.  Gaining 2 AC is like having 120-130 HP instead of 100 HP.

rogueknight333 wrote...

Let's take as an example a normal difficulty spread (such as one would expect to find in an official campaign) where there might be the occasional very tough boss fight but most encounters are basically just filler. A few potions of Heal could be the difference between victory and defeat in those few fights that actually test the player,

In the filler encounters it hardly matters what one invested in: they will not pose a problem either way.


Entirely possible.  On the flip side, if the filler encounters are difficult enough to make you use more healing potions if you lack the AC boost, then you'll have less potions for the boss (assuming you aren't resting to full health after every fight or something).  I think it's impossible to say without a lot more concrete details, it could very much go either way.

rogueknight333 wrote...

I can see why. It is a property that can make a dedicated Sneak Attacker or Dev-criting Weapon Master go from being severely over-powered in one encounter to being almost useless in another. Kind of a nightmare for anyone trying to balance a module.


Indeed.  Especially when you consider something like a skill focused rogue (meaning pure rogue for maximium skill points) is basically by definition a dedicated Sneak Attacker - taking that away from them robs them of pretty much all of their offensive power  And even for a non-Dev-critting WM, crit immune foes make them do about 55% of normal damage with a longsword.  47% with a scimitar/rapier.  67% with something like a mace or other terrible weapon.

rogueknight333 wrote...

On the other hand, I do like the general idea of different monsters having different kinds of immunities: it can make gameplay more interesting when tactics have to be adapted to deal with the strengths and weaknesses of particular foes, and it adds to the depth and lore of a setting when the various monsters are different in ways that actually affect gameplay. That said if I were designing a D&D-type rule system from scratch I think I would be inclined to prefer a property that simply reduced the damage from Sneaks/Crits rather than granting complete immunity.


Even making the sneak/crit stuff adjustable instead of binary raises issue - because by default, weapon masters and rogues don't HAVE other tactics to adapt.  The WM can't say "Oh, this foe is crit immune, so I'll adjust my tactics by doing X instead."

I've seen guilds torn apart and relationships ruined over monsters having "lore properties" that affected gameplay - I'm very hesitant to deliberately make a character worse against a monster without a very, very good reason.  It really seems like the point of the change should be to add depth - if the change doesn't do anything but say "Weapon Masters are Y% worse against these foes," then it doesn't contribute to the game.

ffbj wrote...

For the eventual useleness of loot I have trophy collection and bounty hunting for the higher level PC's.  Various npc's have trophy collections which you can add too and not receive loot but notoriety for you achievments. You receive bonus noteriety for taking bounties. Without a certain level of notoriety you will not be able to access certain aspects of the modules content.


Interesting idea - just something you don't see in most modules.  Having loot be for something beyond vendoring or sitting on the enemy because you can't be bothered to pick it up would be good.
               
               

               


                     Modifié par MagicalMaster, 06 avril 2013 - 10:39 .
                     
                  


            

Legacy_rogueknight333

  • Sr. Member
  • ****
  • Posts: 394
  • Karma: +0/-0
Single Player Low Levels, Consumables, Respawn, and More
« Reply #6 on: April 08, 2013, 12:58:30 am »


               

MagicalMaster wrote...
Even making the sneak/crit stuff adjustable instead of binary raises issue - because by default, weapon masters and rogues don't HAVE other tactics to adapt.  The WM can't say "Oh, this foe is crit immune, so I'll adjust my tactics by doing X instead."


Not sure I agree about rogues, who have a bunch of other tricks at their disposal: traps, whatever resources UMD opens up, being usually fairly good kiters, and simply outlasting some enemies in a battle of attrition due to superior defense (i.e., it may take a very long time for a dexer rogue to kill a tough crit-immune enemy, but if he has the full defensive panoply of Epic Dodge + Self Concealment + Very High AC he can still win a lot of fights on account of no one being able to do much damage to him either). One can of course hypothesize a scenario in which none of these advantages will help, but any build can be rendered useless if the environmental deck is sufficiently stacked against it. In any case, though 3rd Edition rules rather undermined this, traditionally in D&D Rogues (or Thieves as they once were called) were supposed to be somewhat weaker in combat than many other classes to compensate for their being so much better than anyone else at most non-combat tasks. For Weapon Masters, yes, they have a tendency to be one-trick ponies (if we are talking about a very dedicated WPM. Multi-classing might open up various other options, depending on the specific WPM build) which means crit immunity is a real problem for them, especially considering that they are actually intended to be powerhouses in melee combat. One might argue that this is as much or more because the class is not well-designed than because of a problem with Crit Immunity, but in general I agree that the phenomenon of "Being able to generate Sneaks/Crits is a really, really important game mechanic, until it suddently isn't" can be pretty annoying. This is one reason why I like games in which balance means balancing a whole series of encounters with accumulating attritional consequences, rather than just balancing each encounter as a distinct event. That way one can balance an encounter in which a particular type of character is at a disadvantage (pretty hard to completely avoid) with another one where that same character is at an advantage. The character can then, for example, use more consumables in the harder encounters and economize in the easier ones (among other long-term balancing devices, and assuming consumables are not so plentiful they can be used without limit).

MagicalMaster wrote...
I've seen guilds torn apart and relationships ruined over monsters having "lore properties" that affected gameplay - I'm very hesitant to deliberately make a character worse against a monster without a very, very good reason.  It really seems like the point of the change should be to add depth - if the change doesn't do anything but say "Weapon Masters are Y% worse against these foes," then it doesn't contribute to the game.


I cannot analyze the scenarios you refer to with guilds being torn apart, etc., without knowing any of the details, but I am guessing this occured in the context of play that was multiplayer, very combat-focused and intensely competitive. That hardly seems to describe the way the majority of players approach a RPG, and I suspect that you might be in some danger of over-generalizing from rather specialized circumstances. However that may be, it is certainly true that the ideal would be for monster properties to make sense from the point of view both of what fits the lore and the world and what contributes to reasonably balanced combat with some tactical depth. The problem with focusing on balance at the expense of everything else is that doing so will move you closer and closer to a game like chess, where everything is perfectly fair but also completely abstract and unrealistic. I have nothing against chess, but chess in not a RPG. A RPG needs a certain amount of lore and atmosphere, and it needs to be somewhat realistic (in the sense of being immersive and internally self-consistent once one takes as a given one is in a fantasy world with magic) or it is not a RPG anymore. For a further contrast, I might mention that, at the opposite extreme from chess, I have also played complex historically based board wargames which sometimes, in the interests of historical accuracy, deliberately set up scenarios that would put certain sides in the game at a serious disadvantage (real history being notoriously unconcerned with fairness). If you were playing one of those sides the object would be to do as well as one could with the deck stacked against you, and gain some historical insight in the process. I would expect a RPG to land somewhere between these two extremes. It does of course make a difference precisely what style of play one is trying to cater for: someone building a server focused on PvP action, for example, would need to approach questions of balance from a very different perspective than someone designing a RP-heavy single-player module. It also makes a difference, at least psychologically, if one goes in knowing that "yes, this scenario was meant to be especially hard for class X, and I will just have to deal with that" and on the other hand finding to one's surprise that class X has been given a raw deal because the designer failed to understand the consequences of his own rules.
               
               

               
            

Legacy_MagicalMaster

  • Hero Member
  • *****
  • Posts: 2712
  • Karma: +0/-0
Single Player Low Levels, Consumables, Respawn, and More
« Reply #7 on: April 08, 2013, 09:43:49 pm »


               

rogueknight333 wrote...

Not sure I agree about rogues, who have a bunch of other tricks at their disposal: traps, whatever resources UMD opens up, being usually fairly good kiters, and simply outlasting some enemies in a battle of attrition due to superior defense (i.e., it may take a very long time for a dexer rogue to kill a tough crit-immune enemy, but if he has the full defensive panoply of Epic Dodge + Self Concealment + Very High AC he can still win a lot of fights on account of no one being able to do much damage to him either).


The rogue has those tricks at their disposal for all enemies, they're not adapted tricks to deal with sneak immune foes.

Non-Sneak Immune Foe
Traps, UMD, Kiting, Outlasting, Sneak Attacks

Non-Sneak Immune Foe
Traps, UMD, Kiting, Outlasting

Now if you're saying that some enemies are designed to be beaten by Sneak Attacks, some need to be dealt with via taps, some need a UMD item to defeat, some should be kited, and still others just need to be outlasted - then that's a different matter.  You're specifically designing enemies to tailor to the various tools in a rogue's arsenal.

But if you just take a standard enemy and slap sneak attack (or crit) immunity on him, you're not doing that.  And that's what usually happens - "Oh, this guy is supposed to be a powerful enemy...so let's give him crit immunity!  BRILLIANT!"

rogueknight333 wrote...

This is one reason why I like games in which balance means balancing a whole series of encounters with accumulating attritional consequences, rather than just balancing each encounter as a distinct event. That way one can balance an encounter in which a particular type of character is at a disadvantage (pretty hard to completely avoid) with another one where that same character is at an advantage. The character can then, for example, use more consumables in the harder encounters and economize in the easier ones (among other long-term balancing devices, and assuming consumables are not so plentiful they can be used without limit).


Fair enough (for single player games, at least).  But surely you'd agree that most (or all) modules don't do this - they make some characters at a disadvantage for some fights and never put them at an advantage (partially because making a rogue, for example, at an advantage for an encounter is trickier than doing something like mage vs fighter).

That's not even getting into the difficulty of appropriately balancing that like you mentioned, which  is an incredibly fine line.  And it means you are also constrained in design - you have to figure out which encounter is going to be easier for what builds, have enough encounters that you can make a roughly equivalent amount for each build (or have one encounter very easy for rogues and two somewhat easy for fighters or something), and handle consumables effectively.  Because what I suspect will usually happen is that, for example, a fighter will basically not care about what which enemy is meant to be easier for what and will just use potions when needed.

rogueknight333 wrote...

I cannot analyze the scenarios you refer to with guilds being torn apart, etc., without knowing any of the details, but I am guessing this occured in the context of play that was multiplayer, very combat-focused and intensely competitive.  That hardly seems to describe the way the majority of players approach a RPG, and I suspect that you might be in some danger of over-generalizing from rather specialized circumstances.


Yes to the multiplayer and combat-focused.  Oddly enough, not really on the competitive (relatively difficult, but not competitive).  It was more just people saying "Bob, we like you and all, but rogues are the worst class on the next fight so we're taking someone else instead, sorry.  We're not going to make the fight harder for us by taking you when we could bring a better class."

And if we had brought Bob, then each time we died people would have been resentful and thought "Why the hell did they bring Bob, he's a liability on this fight and we could have beaten this already if we had someone else."

There's a reason Blizzard changed that situation - this was occuring throughout basically all raiding in WoW at the time.

Now things are far more competitive (both what I'm personally doing and in a general sense) and I can't even imagine how bad things would be if Blizzard hadn't addressed those issus.  Granted, this is basically exclusive to group content in MMOs (not just WoW, but SWTOR, EQ2, Rift, etc) - but if it's good game design for that sort of thing, I think it's worth carefully considering changing that paradigm.

rogueknight333 wrote...

However that may be, it is certainly true that the ideal would be for monster properties to make sense from the point of view both of what fits the lore and the world and what contributes to reasonably balanced combat with some tactical depth.


Except it often doesn't make sense, lore wise.

Why would a human sized water elemental be immune to meteors falling on it - it should evaporate, if anything.

Why is a skeleton immune to critical hits - can't I just smash off its arm or something if we're using critical hits as hitting something "vital?"  And if we're not using that as a critical hit idea (since you don't lose combat effectiveness until dead), then isn't a crit just a particularly solid blow?

Why does a skeleton take 50% damage from slashing?  If you can cut someone's arm clean off with a sword strike (cutting through flesh and bone), then why doesn't the same apply to a skeleton (just bone)?

Etc.

And a lot of these don't contribute to tactical depth, either - what exactly is a fighter or WM going to do differently against a foe who's crit immune?  Nothing changes from their perspective except that they won't crit.

rogueknight333 wrote...

 (real history being notoriously unconcerned with fairness).


In a historical sense, a fair fight means everyone on your side comes home alive, screw the other side '<img'>

rogueknight333 wrote...

It also makes a difference, at least psychologically, if one goes in knowing that "yes, this scenario was meant to be especially hard for class X, and I will just have to deal with that" and on the other hand finding to one's surprise that class X has been given a raw deal because the designer failed to understand the consequences of his own rules.


True enough.
               
               

               
            

Legacy_rogueknight333

  • Sr. Member
  • ****
  • Posts: 394
  • Karma: +0/-0
Single Player Low Levels, Consumables, Respawn, and More
« Reply #8 on: April 09, 2013, 08:00:31 am »


               

MagicalMaster wrote...

The rogue has those tricks at their disposal for all enemies, they're not adapted tricks to deal with sneak immune foes...

...Now if you're saying that some enemies are designed to be beaten by Sneak Attacks, some need to be dealt with via taps, some need a UMD item to defeat, some should be kited, and still others just need to be outlasted - then that's a different matter.  You're specifically designing enemies to tailor to the various tools in a rogue's arsenal.

But if you just take a standard enemy and slap sneak attack (or crit) immunity on him, you're not doing that.  And that's what usually happens - "Oh, this guy is supposed to be a powerful enemy...so let's give him crit immunity!  BRILLIANT!"


If supplies are limited a rogue might not want to use traps or UMD items in every encounter, perhaps saving them for battles against SA-immune foes, thereby effectively creating a situation where different foes call for different tatics, but I do not fundamentally disagree with any of this. The point was simply that rogues are not exactly rendered useless just because SA is taken off the table, and so are not really in quite the same situation as a WPM, who apart from generating more crits cannot do much that some other class cannot do as well or better. WPMs can sometimes get more hits against very high AC enemies, I suppose, if we also assume some reason (limited ammo?) for preferring melee to missle weapons so that we would not be calling on an AA for that purpose. Also I suspect one of the reasons crit immunity is often given to enemies meant to be especially powerful is to keep them from being taken out with embarrassing speed by certain characters (not necessarily the best means of handling that particular issue, but at least slightly more intelligent than you were implying).

MagicalMaster wrote...
Fair enough (for single player games, at least).  But surely you'd agree that most (or all) modules don't do this...


True, most do not (though something like it might occasionally emerge accidentally), but then most modules hardly seem to address problems of balance, at least in any very well thought out way, at all (not always unreasonably, as they may be focused on other aspects of gameplay).

MagicalMaster wrote...
That's not even getting into the difficulty of appropriately balancing that like you mentioned, which  is an incredibly fine line.  And it means you are also constrained in design - you have to figure out which encounter is going to be easier for what builds, have enough encounters that you can make a roughly equivalent amount for each build (or have one encounter very easy for rogues and two somewhat easy for fighters or something), and handle consumables effectively.  Because what I suspect will usually happen is that, for example, a fighter will basically not care about what which enemy is meant to be easier for what and will just use potions when needed.


It is very hard, especially since with 3E we are not balancing so much for Rogue vs. Fighter vs. Mage etc. as for Rogue/Fighter vs. Paladin/Cleric vs. Bard/RDD and who knows what else. I try to do something along the lines I suggested myself, but I make no claims to have succeeded spectacularly well. It does not seem obviously harder, however, than trying to make sure each and every individual encounter has been satisfactorily balanced (unless you just make all of them really easy, which to be sure is a solution many module builders have embraced). Balancing combat so that it is very difficult but still possible by its nature means walking a very fine line, and  in a game of any great complexity, with great heterogeneity among both possible player builds and the types of monsters encountered, balance will be inherently difficult to achieve, however one goes about it.

MagicalMaster wrote...
Yes to the multiplayer and combat-focused.  Oddly enough, not really on the competitive (relatively difficult, but not competitive).  It was more just people saying "Bob, we like you and all, but rogues are the worst class on the next fight so we're taking someone else instead, sorry.  We're not going to make the fight harder for us by taking you when we could bring a better class."

And if we had brought Bob, then each time we died people would have been resentful and thought "Why the hell did they bring Bob, he's a liability on this fight and we could have beaten this already if we had someone else."

There's a reason Blizzard changed that situation - this was occuring throughout basically all raiding in WoW at the time.


I would think there would be more ways to deal with problems like that than simply doing away with a lot of special immunities (if that is in fact what Blizzard did, which is not completely clear from what you say). Things like providing multiple enemies with different powers so that a character weak against one could deal with others (which might even make channeling monsters to the teammate best equipped to deal with them part of the strategy), or giving characters powers that while sometimes weak on their own could synergistically combine with those of other classes to provide additional benefits, or just making more versatile classes with more tricks in their repertoires. Of course, I am not a MMO player, and have no qualifications to give advice on MMO-related matters, so if your response to this amount to "You have absolutely no clue what you are talking about" I shall be inclined to believe you.

MagicalMaster wrote...
Now things are far more competitive (both what I'm personally doing and in a general sense) and I can't even imagine how bad things would be if Blizzard hadn't addressed those issus.  Granted, this is basically exclusive to group content in MMOs (not just WoW, but SWTOR, EQ2, Rift, etc) - but if it's good game design for that sort of thing, I think it's worth carefully considering changing that paradigm.


Perhaps, but I am suspicious of the argument that if it works for MMOs it will work in other contexts. Again, I know almost nothing about MMOs, but in reference to things of which I have at least slightly greater qualifications to speak, I can say that there are things that work in P&P that do not in a computer game (and vice versa), or in a single-player module but not in a PW (or vice versa), so such a claim hardly seems self-evident, or, absent additional reasons, even especially likely.

MagicalMaster wrote...
Except it often doesn't make sense, lore wise.

Why would a human sized water elemental be immune to meteors falling on it - it should evaporate, if anything.

Why is a skeleton immune to critical hits - can't I just smash off its arm or something if we're using critical hits as hitting something "vital?"  And if we're not using that as a critical hit idea (since you don't lose combat effectiveness until dead), then isn't a crit just a particularly solid blow?

Why does a skeleton take 50% damage from slashing?  If you can cut someone's arm clean off with a sword strike (cutting through flesh and bone), then why doesn't the same apply to a skeleton (just bone)?

Etc.

And a lot of these don't contribute to tactical depth, either - what exactly is a fighter or WM going to do differently against a foe who's crit immune?  Nothing changes from their perspective except that they won't crit.


One could defend some of these design decisions (e.g. I think the idea behind undead being immune to crits is that they have far fewer vital points than a living organism, and thus it is much harder to score an immediately crippling blow against them - though one still has to account for how one gets from "much harder" to "completely impossible") but I have plenty of my own issues with much of the NWN ruleset so I grant the general point: from either a balancing or a lore/realism perspective they could use a lot of improvement (like every other game, of course - nothing is perfect). My object is not to defend crit immunity specifically (or any immunity in particluar), but simply to say that there is more to an RPG than balance (important as that is). I would not be entirely happy to play an RPG in which there were no qualitative, more-than-cosmetic differences between the capabilities of different monsters, however helpful that might be for balancing reasons. It would remove some of the atmosphere that makes an RPG an RPG, and not a game of chess with funny looking pieces. Ideally, of course, rulesets and worlds both would be designed with an eye to minimizing the likelihood of gross conflicts between balance and lore.
               
               

               


                     Modifié par rogueknight333, 09 avril 2013 - 07:04 .
                     
                  


            

Legacy_ffbj

  • Hero Member
  • *****
  • Posts: 1097
  • Karma: +0/-0
Single Player Low Levels, Consumables, Respawn, and More
« Reply #9 on: April 11, 2013, 06:30:42 pm »


               I don't make lower level undead immune to critical hits.  They usually have a bonus vrs. piercing but then skeletons have vulnerability to blunt.  To me its all about your vision and how you implement it.
To differentiate classes for instance I use spot/listen mechanism for many monster spawns.  Success means something spawns, being unsuccessful with spot/listen checks could mean an ambush.
Just basic sensible things I do to add verisimilitude to the game.
Interesting thread, though at times leaning towards pendantry.
               
               

               


                     Modifié par ffbj, 11 avril 2013 - 05:31 .
                     
                  


            

Legacy_MagicalMaster

  • Hero Member
  • *****
  • Posts: 2712
  • Karma: +0/-0
Single Player Low Levels, Consumables, Respawn, and More
« Reply #10 on: April 11, 2013, 11:45:50 pm »


               

rogueknight333 wrote...

The point was simply that rogues are not exactly rendered useless just because SA is taken off the table, and so are not really in quite the same situation as a WPM, who apart from generating more crits cannot do much that some other class cannot do as well or better.


Hmm.

While I'd agree that rogues do have some other tricks like UMDing stuff (though this typically gets less and less powerful as levels go up), traps, and (at epic levels) better survivability, I'd argue that WMs suffer less from crit immunity.  Worst case a weapon master loses about 50% of his damage but still has sky high AB - he basically becomes a fighter with more AB and slightly less feats.

A level 40 rogue, on the other hand, loses probably 84 damage per hit.  If we assume he's using a sword short with +5 enhancement and 2d6 bonus damage, that'd be roughly 16ish damage per hit (can quibble about the exact number, not important).  Which means he's going from 100 damage per hit to 16, or doing 16.7% damage.  Even if you upped his base damage per hit to 25, that's still 25/109 = 23% of his former damage.  He's being hit over twice as hard in the damage department as the WM, and the WM will manage just fine if a fighter can manage.

Similar logic holds for all levels, not just 40.

Obviously if supplies AREN'T limited and the rogue has 500 scrolls of IGMS or 200 epic traps he might relatively better off than the WM.  But if they're trying to conserve supplies...

rogueknight333 wrote...

Also I suspect one of the reasons crit immunity is often given to enemies meant to be especially powerful is to keep them from being taken out with embarrassing speed by certain characters (not necessarily the best means of handling that particular issue, but at least slightly more intelligent than you were implying).


Possibly, but who does it so drastically affect besides SA and WM builds?  Said creatures are often taken out with embarrassing speed by casters regardless.

That's more rhetorical to be clear, not claiming you endorse that strategy.

rogueknight333 wrote...

True, most do not (though something like it might occasionally emerge accidentally), but then most modules hardly seem to address problems of balance, at least in any very well thought out way, at all (not always unreasonably, as they may be focused on other aspects of gameplay).


True enough.  A story heavy mod solely focused on dialogue and such might not care about combat (just like Siege is not exactly concerned with gut-wrenching moral quandaries or a plot that's impacted by the decisions players made).

rogueknight333 wrote...

It does not seem obviously harder, however, than trying to make sure each and every individual encounter has been satisfactorily balanced (unless you just make all of them really easy, which to be sure is a solution many module builders have embraced).


Perhaps, though if you can figure out a rough "template" it can be applied to encounters in general with tweaks depending on the situation.  Making individual encounters balanced also becomes easier with some mechanic modifications since the default ruleset is not even remotely balanced for single player stuff (though to be fair, it wasn't meant to be).

I think a large part of the problem is the sheer deviation available.  For example, to be very simplistic, let's imagine we have a fighter who does 20 damage per hit and 200 HP.  We can balance combat based around this and make something challenging and engaging.

Now image we throw in two more fighter builds that have 10 damage/400 HP and 40 damage/100 HP respectively.  Suddenly coming up with something that's about the same challenge for each is very hard.  On the other hand, imagine that the two new fighter builds had 18 damage/220 HP and 22 damage/180 HP.  You can use the original encounter and still have something reasonable for all three.

I don't think everything should be the same, but I think a game that has players with ABs and ACs with a deviation of over 20 on a d20 system is somewhat messed up.

rogueknight333 wrote...

I would think there would be more ways to deal with problems like that than simply doing away with a lot of special immunities (if that is in fact what Blizzard did, which is not completely clear from what you say).


They stopped making monsters immune to a specific type of damage and made all monsters vulnerable to bleed/poison effects.  That was basically it.

rogueknight333 wrote...

Things like providing multiple enemies with different powers so that a character weak against one could deal with others (which might even make channeling monsters to the teammate best equipped to deal with them part of the strategy), or giving characters powers that while sometimes weak on their own could synergistically combine with those of other classes to provide additional benefits, or just making more versatile classes with more tricks in their repertoires.


You can do this without making monsters immune to a specific type of damage, though.  Blizzard's often done things like make some mobs immune to physical damage and others immune to spells or created situations where certain classes can do slightly better.

Always having to do this kind of thing also severely limits encounter design, especially since Blizzard doesn't want to force every group to have X class to do Y content.  classes have different tricks that let them "break the rules" in an encounter - but in a way that makes it slightly easier, not in a way that trivializes it.

rogueknight333 wrote...

Perhaps, but I am suspicious of the argument that if it works for MMOs it will work in other contexts


Not what I'm saying.  For example, the idea of re-running a dungeon a bunch of times for boss drops makes little to no sense in a single player game.  Or the idea of the game not really beginning until max level.

However, if an MMO decides to remove a "staple" of RPGs (fire elementals being immune to fire) because it horribly messes up balance and causes severe problems - it's probably worth considering whether having fire elementals be immune to fire is worth doing in your game.  If it adds some tactical depth and players can adapt, feel free.

But if you look at NWN, there are mainly just two cold spells - Ice Storm at level 4 and Cone of Cold at level 5.  Unless you take meta-magic, you have no other way to deliver cold damage - contrast that to Combust, Fireball, Firebrand, Delayed Blast Fireball, Incendiary Cloud, and Meteor Swarm.

It's even worse if you consider a foe weak to acid - Mestil's Acid Breath (level 3) and Acid Fog (level 6).  I realize that DnD has far more spells than NWN, but my point is that if you want to want to force players to adapt to immunities and expect them to exploit vulnerabilities, you need to make sure they have the means to actually do so.

On another note, players tend to want the easiest path (within reason).  If you have two fighters, where one uses a sword and the other uses an axe, and the only difference is that the sword-using fighter does twice the damage - how many people do you think would pick the axe-wielder?  There might be a few who go with the inferior option because they think it looks cooler or they want the challenge - but that would be very, very few people.

The Mass Effect series has an interesting example of this.  By default, the general "roles" are combat, techonolgy, and biotics (space magic).  There are six classes: soldier (pure combat), vangard (combat/biotics), infiltrator (combat/tech), adept (pure biotics), engineer (pure tech), and sentinel (biotics/tech).  In Mass Effect 1, biotics were incredibly strong.  In Mass Effect 2, Bioware tried to tone them down but overshot the mark, resulting is basically no one playing the adept class.  The class practically might as well have not existed for most people because it was so weak (still playable, but much weaker).  When the playerbase pretty universally ignores a class because you made it weaker than the others, you have an issue.  Even in a single player game.

Edit: forget the chess thing, I think I get what you're saying and delving too much into the analogy doesn't really do much.
               
               

               


                     Modifié par MagicalMaster, 12 avril 2013 - 04:36 .
                     
                  


            

Legacy_rogueknight333

  • Sr. Member
  • ****
  • Posts: 394
  • Karma: +0/-0
Single Player Low Levels, Consumables, Respawn, and More
« Reply #11 on: April 13, 2013, 03:20:08 am »


               

MagicalMaster wrote...

 ...I'd argue that WMs suffer less from crit immunity.  Worst case a weapon master loses about 50% of his damage but still has sky high AB - he basically becomes a fighter with more AB and slightly less feats...


Sure, he would basically not be much worse (at worst) than a straight fighter in that scenario, and quite possibly a bit better if the extra AB proved crucial. I was not thinking so much about the DPS math, but on the fact that if I knew that in a given module 90% of the monsters were Crit immune, I would not exactly be inspired to play through it with a Weapon Master. Not because that class would necessarily be especially weak, but because in that situation it could not do much of anything fun and interesting that some other class could not do as well or better. Whereas I might (depending on a lot of other details of course) still be interested in playing that module with a Rogue.

MagicalMaster wrote...
Possibly, but who does it so drastically affect besides SA and WM builds?


Any high strength build with access to Dev. Crit.

Said creatures are often taken out with embarrassing speed by casters regardless.


Yes, if they are not also doing something about IGMS and Harm and Implosion it is a very poorly thought out way of addressing the problem. But then, as I have said, the approach taken to such balancing questions often is very poorly thought out. Lots of builders are not powergamers and thus do not really understand what they would need to do to balance encounters for those who are, even assuming they were all that interested in doing so.

MagicalMaster wrote...
Perhaps, though if you can figure out a rough "template" it can be applied to encounters in general with tweaks depending on the situation...

 

"If" perhaps being an important word here, since you are also quite right to point out that

MagicalMaster wrote...
...a large part of the problem is the sheer deviation available...


and thus it would require quite a lot of tweaking to account for all the possibilities. Another problem is that a lot of the built-in balancing features of the rules (to the extent there are any) also assume a kind of balance that takes more than one encounter into account. The chief advantage of a fighter-type build is that it is a lot less dependent than a caster on the need to rest. A situation where we have no rest restrictions and thus where a caster has no reason not to unload his entire repertoire of spells in a single encounter, is one where I have a hard time seeing why one would ever prefer to play a dedicated warrior class over a caster (at least if one is looking at things purely from a power perspective). Unless (maybe) the caster is very low-level, or there are some other unusual environmental factors nerfing him (like, for example, a monster immune to everything except physical damage - but I expect you would not like that particular idea), he will always be the stronger class if we are thinking of each encounter as a discrete event.

I don't think everything should be the same, but I think a game that has players with ABs and ACs with a deviation of over 20 on a d20 system is somewhat messed up.


Oh yes, there is plenty of messed up stuff in the 3E rules, though I am not sure they were that bad until the feature bloat where they started adding in all sorts of Prestige classes and ECL races and such with (apparently) little or no thought to their effect on game balance. Plenty of things in the ruleset I could start ranting about, if I felt so inclined. Though to be fair I am unaware of any RPG ruleset I would consider perfect.

My own approach as a builder has nevertheless been for the most part to try and make lemonade out of the rule-lemons, rather than instituting a lot of alterations. Aside from simple laziness, this is partly because with some of the other seemingly disconcerting things I do I am not sure I want to present players with the additional difficulty of having to learn a whole new ruleset (that kind of thing tends to be a lot more appropriate in a PW where players are expected to spend a lot of time, and thus can acclimate themselves to rule changes). Another reason is that without a great deal of thought and play-testing, and perhaps even with it, I might create as many new balancing problems as I fix. This way I can just blame some of the issues on Bioware.

MagicalMaster wrote...

...However, if an MMO decides to remove a "staple" of RPGs (fire elementals being immune to fire) because it horribly messes up balance and causes severe problems - it's probably worth considering whether having fire elementals be immune to fire is worth doing in your game.  If it adds some tactical depth and players can adapt, feel free...


Personally I would find removing that particular immunity pretty immersion breaking. More generally, I can certainly see how immunities of various sorts tend to create balancing problems. What I have a hard time seeing is how simply removing them altogether would be the only way to address those problems. Maybe what Blizzard did was the most cost-effective solultion given the specific circumstances they were dealing with, I do not know enough to say. But in the case of NWN, the problem you raise with that particular immunity is that there are a lot of fire-based spells, and not so many based on other elements. True enough (one of my own little pet peeves is that if you are going to have spells like Flame Weapon and Darkfire, it would make sense to have some equivalents for other elements), but the obvious solution would seem to be a better designed spell list, not doing away with fire immunity. In fact a situation where casters had access to a lot of spells emphasizing different elements, and a reason to use them, would seem to increase tactical depth - mages would then have a motivation to do something besides cast IGMS all the time, which does not exactly stirke me as something I would hate seeing. If you had a game where one of the classes was a Fire Adept or something who could do nothing but cast fire-based spells, I could see how it would be a bigger problem. Even then I think one could just give the Fire Adept a spell that does something like allowing him to absorb fire from elementals (sort of like a Necromancer-type caster draining life) or perhaps able to dominate them, and thus make him useful in fights against them in a way that fits in with the lore.

MagicalMaster wrote...
...On another note, players tend to want the easiest path (within reason).  If you have two fighters, where one uses a sword and the other uses an axe, and the only difference is that the sword-using fighter does twice the damage - how many people do you think would pick the axe-wielder?  There might be a few who go with the inferior option because they think it looks cooler or they want the challenge - but that would be very, very few people.


Not sure I quite understand the larger point being made here, becuase to me this sounds like an argument in favor of having special immunities: it is a way to make different types of weapon all be useful in particular situations, and thus provide a reason why everyone will not always use the same type. I mean, in NWN, the only reason one would use most of the bashing weapons (from a power perspective anyway) is because a significant number of enemies have some degree of immunity to non-bashing damage. Likewise if it were not for crit immunity I am not sure I would ever want to use any weapon other than a rapier, scimitar or kukri.

ffbj wrote...

...Interesting thread, though at times leaning towards pendantry.


Glad you find it interesting, but what do you mean we are leaning towards being pedantic? All we are doing is splitting hairs over the definition of "easier" and doing math to see who suffers most from Crit Immunity, and...oh, wait, I guess you have a point.

MagicalMaster wrote...
But if you look at NWN, there are mainly just two cold spells - Ice Storm at level 4 and Cone of Cold at level 5.  Unless you take meta-magic, you have no other way to deliver cold damage - contrast that to Combust, Fireball, Firebrand, Delayed Blast Fireball, Incendiary Cloud, and Meteor Swarm.

It's even worse if you consider a foe weak to acid - Mestil's Acid Breath (level 3) and Acid Fog (level 6)...


Hey! You left out Ice Dagger and Flame Arrow and Melf's Acid Arrow! How are we supposed to maintain our reputation for pedantry with lacunae like that?
               
               

               
            

Legacy_jackkel dragon

  • Full Member
  • ***
  • Posts: 178
  • Karma: +0/-0
Single Player Low Levels, Consumables, Respawn, and More
« Reply #12 on: April 13, 2013, 04:31:38 am »


               *Fake Cough* There's also Ray of Frost and Acid Splash, but those spells are pretty much useless after level 3 since they don't scale at the same rate of other damage spells.

Um... I don't actually have anything productive to say. It's very clear this is all way out of my league, as I usually intentionally pick subpar skills/feats/spells either for "roleplaying" (which never ends up happening because they all end up being useless in the module in question 90% of the time) or because I couldn't make a decent combat build past level 3 if I tried.

This is an interesting thread, though... I've been caught between two apparently incompatible design philosophies when working with NWN lately: 1) Allow the player to import any character made with standard NWN rules (with all the imbalance that implies) and 2) make every encounter be equally challenging to any class/skillset (on encounter basis, not all encounters at same difficulty). Of course, seeing as more experienced builders still have to work to make NWN more balanced, I might have to end up making restrictions to class/skillset in my modules to help balance them or give up on such strict balance issues...
               
               

               


                     Modifié par jackkel dragon, 13 avril 2013 - 03:32 .
                     
                  


            

Legacy_MagicalMaster

  • Hero Member
  • *****
  • Posts: 2712
  • Karma: +0/-0
Single Player Low Levels, Consumables, Respawn, and More
« Reply #13 on: April 15, 2013, 12:55:12 am »


               
Quote
rogueknight333 wrote...

Not because that class would necessarily be especially weak, but because in that situation it could not do much of anything fun and interesting that some other class could not do as well or better. Whereas I might (depending on a lot of other details of course) still be interested in playing that module with a Rogue.


What could a fighter do better (within the realm of this discussion - obviously a fighter could pick up, say, more Extra Toughness feats or Epic Damage Reduction feats, but that's true regardless of the crit immunity or lack thereof)?

I do understand your point about the rogue, though, more slightly amused at the poor Fighter.

Quote
rogueknight333 wrote...

Any high strength build with access to Dev. Crit.


...I am so used to  Devastating Critical being removed, reworked, having foes immune to it via Immortality, or characters being level 20 or below that I did not even consider that.

Quote
rogueknight333 wrote...

Lots of builders are not powergamers and thus do not really understand what they would need to do to balance encounters for those who are, even assuming they were all that interested in doing so.


True.

Quote
rogueknight333 wrote...

The chief advantage of a fighter-type build is that it is a lot less dependent than a caster on the need to rest.


Not vulnerable to interruption?  Higher HP?  Higher AC?

Quote
rogueknight333 wrote...

A situation where we have no rest restrictions and thus where a caster has no reason not to unload his entire repertoire of spells in a single encounter, is one where I have a hard time seeing why one would ever prefer to play a dedicated warrior class over a caster (at least if one is looking at things purely from a power perspective).


I would be very curious whether you find it easier to play Siege as a 2H weapon master or a mage.  Though I suspect that's largely because the HP pools of bosses are tuned ASSUMING that you'll unload your entire repertoire of spells (or at least have access to it) during the fight.   I honestly suspect you'll find it slightly easier with the weapon master (definitely simpler to play).

Though in most situations, yes - if the enemy has 480 HP and the mage can Time Stop and then double Maximized IGMS - that's game.  Without any risk.

Quote
rogueknight333 wrote...

Aside from simple laziness, this is partly because with some of the other seemingly disconcerting things I do I am not sure I want to present players with the additional difficulty of having to learn a whole new ruleset (that kind of thing tends to be a lot more appropriate in a PW where players are expected to spend a lot of time, and thus can acclimate themselves to rule changes). Another reason is that without a great deal of thought and play-testing, and perhaps even with it, I might create as many new balancing problems as I fix. This way I can just blame some of the issues on Bioware.


Blame-shifter!

But yes, I completely agree on the avoid making players re-learn everything - which is why I changed so little in Siege (if you think I changed a lot there, you should see what I did in a mod that was a testng ground for a PW...).

Quote
rogueknight333 wrote...

Personally I would find removing that particular immunity pretty immersion breaking. More generally, I can certainly see how immunities of various sorts tend to create balancing problems. What I have a hard time seeing is how simply removing them altogether would be the only way to address those problems. Maybe what Blizzard did was the most cost-effective solultion given the specific circumstances they were dealing with, I do not know enough to say.

If you had a game where one of the classes was a Fire Adept or something who could do nothing but cast fire-based spells, I could see how it would be a bigger problem. Even then I think one could just give the Fire Adept a spell that does something like allowing him to absorb fire from elementals (sort of like a Necromancer-type caster draining life) or perhaps able to dominate them, and thus make him useful in fights against them in a way that fits in with the lore.


The bottom paragraph is reasonably accurate.  classes can pick one of three (four for druids) specializations, and can then gain abilities focused in that.  For example, warriors can pick Protection (sword and shield, tanking), Arms (2H weapon, big powerful strikes), or Fury (dual-wielding berserker).  For mages, this is Arcane (mana management), Frost (slowing/freezing enemies), or Fire (burning over time, lots of critical hits).  And monsters immune to Fire meant Fire mages had to swap to another specialization with different gear needs and a different playstyle.  In addition to that, Warlocks use Shadow and Fire spells - so a monster immune to Fire generally hurt them across the board.  On top of THAT, Shaman use a spell called Flame Shock - being unable to use that would also hurt them.

Blizzard would have to come up with so many new abilities that basically do the same thing but of another damage type (in which case it doesn't add any depth) or new abilities with new functions (which means players have to learn effectively two specializations instead of one - and the difference between a bad Fire mage, a good Fire mage, and a great Fire mage is already huge).

Quote
rogueknight333 wrote...

In fact a situation where casters had access to a lot of spells emphasizing different elements, and a reason to use them, would seem to increase tactical depth - mages would then have a motivation to do something besides cast IGMS all the time, which does not exactly stirke me as something I would hate seeing.


I was mainly pointing that out as a general failing - the point that if you want to try to use a Rock/Paper/Scissors system, you need the tools for every category.

However, what I consider more important is I still don't think that adds tactical depth.

"Okay, the monsters up ahead are standard - I'll memorize 24 IGMS."

"Okay, the monsters up ahead are Fire elementals - I'll memorize 24 Cones of Cold."

"Okay, the monsters up ahead are White Dragons - I'll memorize 24 Firebrands."

All that changes is you spam a different spell at them.  The monsters don't actually ACT differently or have weaknesses that make you PLAY differently - you just pick a spell effective against them and spam it.

This is especially true for a Sorcerer, who simply redoes a portion of his action bar where he keeps meta-magic spells.

Quote
rogueknight333 wrote...

Not sure I quite understand the larger point being made here


I was pointing out that balance in single player games is still important - if you make something obviously stronger, then people will ignore the weaker stuff.  Saying "single player game, balance irrelevant" doesn't work if you actually want people to play different classes.

Quote
rogueknight333 wrote...

becuase to me this sounds like an argument in favor of having special immunities: it is a way to make different types of weapon all be useful in particular situations, and thus provide a reason why everyone will not always use the same type.


That doesn't mesh well with (Epic) Weapon Focus and similar things, though - for example, are you going to make an Arcane Archer use a sling for bludgeoning damage?

Quote
rogueknight333 wrote...

I mean, in NWN, the only reason one would use most of the bashing weapons (from a power perspective anyway) is because a significant number of enemies have some degree of immunity to non-bashing damage. Likewise if it were not for crit immunity I am not sure I would ever want to use any weapon other than a rapier, scimitar or kukri.


I think that's because most bludgeoning weapons are too weak (either deliberately, because they are simple weapons, or accidently because who knows why?) and the rapier/scimitar/kukri generally too strong.  Not sure if you noticed, but in Siege a longsword had d8 on weapon damage bonuses (as a medium weapon) while the rapier/scimitar only had d6 (despite also being medium weapons) to somewhat address this.

Quote
jackkel dragon wrote...

Um... I don't actually have anything productive to say. It's very clear this is all way out of my league, as I usually intentionally pick subpar skills/feats/spells either for "roleplaying" (which never ends up happening because they all end up being useless in the module in question 90% of the time) or because I couldn't make a decent combat build past level 3 if I tried.


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.

Quote
jackkel dragon wrote...

This is an interesting thread, though... I've been caught between two apparently incompatible design philosophies when working with NWN lately: 1) Allow the player to import any character made with standard NWN rules (with all the imbalance that implies) and 2) make every encounter be equally challenging to any class/skillset (on encounter basis, not all encounters at same difficulty). Of course, seeing as more experienced builders still have to work to make NWN more balanced, I might have to end up making restrictions to class/skillset in my modules to help balance them or give up on such strict balance issues...


If you want to see a module which I think reasonably addresses both concerns, look at Siege of the Heavens.  It's not perfectly equal, but I think it does a very good job while allowing anything to be imported (meaning no hak or server side changes).

However, it is extremely difficult and time consuming to try to do, yes (especially at lower levels).

Quote
rogueknight333 wrote...

Hey! You left out Ice Dagger and Flame Arrow and Melf's Acid Arrow! How are we supposed to maintain our reputation for pedantry with lacunae like that?


Quote
jackkel dragon wrote...

*Fake Cough* There's also Ray of Frost and Acid Splash, but those spells are pretty much useless after level 3 since they don't scale at the same rate of other damage spells.


Gentlemen...I am ashamed.

I deliberately left out some spells as to help improve our club's reputation - meaning the Pendantric Club, of course - as being willing to talk shop with heathens, I mean, non-pendantric people.

But I am not upset about your attempt to correct me - indeed, the attempt heartens me as a demonstration of your commitment to our principles.  No, my disappointment and subsequent fury comes from the fact that, in your haste to correct me, you both completely overlooked a key spell: Burning Hands.

I'll accept your letters of resignation from the Pendantric Club at your convenience.  Thank you.
               
               

               


                     Modifié par MagicalMaster, 14 avril 2013 - 11:55 .
                     
                  


            

Legacy_rogueknight333

  • Sr. Member
  • ****
  • Posts: 394
  • Karma: +0/-0
Single Player Low Levels, Consumables, Respawn, and More
« Reply #14 on: April 16, 2013, 07:08:58 pm »


               

MagicalMaster wrote...

What could a fighter do better...


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.

MagicalMaster wrote...
Not vulnerable to interruption?  Higher HP?  Higher AC?


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?

MagicalMaster wrote...
I would be very curious whether you find it easier to play Siege as a 2H weapon master or a mage... I honestly suspect you'll find it slightly easier with the weapon master (definitely simpler to play).


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.

MagicalMaster wrote...
The bottom paragraph is reasonably accurate...


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.

MagicalMaster wrote...
All that changes is you spam a different spell at them.  The monsters don't actually ACT differently or have weaknesses that make you PLAY differently - you just pick a spell effective against them and spam it.


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 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).

MagicalMaster wrote...
I was pointing out that balance in single player games is still important - if you make something obviously stronger, then people will ignore the weaker stuff.  Saying "single player game, balance irrelevant" doesn't work if you actually want people to play different classes.


I see. I certainly agree that balance is important even in single player games, partly for the reason you say (why waste game resources on some class that should not be used?) and partly because ignoring it sets up traps for inexperienced players who might not realize how useless some class they decide to play actually is. 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.

MagicalMaster wrote...
That doesn't mesh well with (Epic) Weapon Focus and similar things, though - for example, are you going to make an Arcane Archer use a sling for bludgeoning damage?


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.

MagicalMaster wrote...
 Not sure if you noticed, but in Siege a longsword had d8 on weapon damage bonuses (as a medium weapon) while the rapier/scimitar only had d6 (despite also being medium weapons) to somewhat address this.


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.

jackkel dragon wrote...

This is an interesting thread, though... I've been caught between two apparently incompatible design philosophies when working with NWN lately: 1) Allow the player to import any character made with standard NWN rules (with all the imbalance that implies) and 2) make every encounter be equally challenging to any class/skillset (on encounter basis, not all encounters at same difficulty). Of course, seeing as more experienced builders still have to work to make NWN more balanced, I might have to end up making restrictions to class/skillset in my modules to help balance them or give up on such strict balance issues...


One of the main things one needs to do in fine-tuning balance is a lot of play-testing with different types of characters (it is easy to overlook potential issues when everything is theoretical), which unfortunately can get quite time-consuming. Also, while I certainly want to encourage builders to pay more attention to getting a reasonable combat balance than many apparently do, if you are agonizing over how to do so it might be worth pointing out that one can overthink such issues to. In many cases unbalancing the combat will just mean certain characters will take longer to win or need to reload/respawn a bit more often than others - not necessarily unaccepatable disasters (or if you err on the side of making things easier, it means powergamers will find your module quite easy, and that will probably not be the first time they have had that experience). 

MagicalMaster wrote...

...my disappointment and subsequent fury comes from the fact that, in your haste to correct me, you both completely overlooked a key spell: Burning Hands.

I'll accept your letters of resignation...


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.