Author Topic: Setting "automatically fail saves on a roll of one" from "=1" to "=0"  (Read 3226 times)

Legacy_WhiZard

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Setting "automatically fail saves on a roll of one" from "=1" to "=0"
« Reply #15 on: September 11, 2015, 05:31:31 pm »


               

If you look into AI, you can see a function that prevents casters from using same spell over and over. Due to the bug in that function however, this doesn't work and thus sorcerers who doesn't have specified uses of a spell will spam one spell over and over. From this reason they usually cast 5 from 20 spells assigned. I documented this bug back in days I made CPP 1.70.


Okay, but that 8 second timer really was only to stop consecutive spells being the same. Looking at what the drider would cast instead, it would either be time stop or weird, which are both just as devastating. But this is also AI, and a complaint about the AI being too competitive when the usual complaints are the other way around.
               
               

               
            

Legacy_Shadooow

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Setting "automatically fail saves on a roll of one" from "=1" to "=0"
« Reply #16 on: September 11, 2015, 07:13:04 pm »


               


Okay, but that 8 second timer really was only to stop consecutive spells being the same. Looking at what the drider would cast instead, it would either be time stop or weird, which are both just as devastating. But this is also AI, and a complaint about the AI being too competitive when the usual complaints are the other way around.




Eh? What are you trying to discuss here? So its a bug or not? And why do you even try to debate about what would they use if this was fixed if you didn't tried it. You are only speculating here which has no value.


               
               

               
            

Legacy_WhiZard

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Setting "automatically fail saves on a roll of one" from "=1" to "=0"
« Reply #17 on: September 11, 2015, 07:34:03 pm »


               

Eh? What are you trying to discuss here? So its a bug or not? And why do you even try to debate about what would they use if this was fixed if you didn't tried it. You are only speculating here which has no value.

The eight second timer was part of the check. So what is it that I said that was speculation? You are the one complaining that the AI is not working right.
               
               

               
            

Legacy_allen179gmail

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Setting "automatically fail saves on a roll of one" from "=1" to "=0"
« Reply #18 on: September 11, 2015, 09:07:42 pm »


               

Shadooow, What is your point?



               
               

               
            

Legacy_Shadooow

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Setting "automatically fail saves on a roll of one" from "=1" to "=0"
« Reply #19 on: September 11, 2015, 09:32:55 pm »


               


Shadooow, What is your point?




That desing like Whizard mentioned is nonsense that leads into inevitable rolling 1 sooner or later. Default settings of 1 = autofail has a sense only when the modules aren't crowded with instant death ability monsters. Which in most PWs Ive played doesn't apply. And in most of them there are no immunities on items so you are either cleric/mage that can cast immunity and then you can survive or you can't unless this cleric/mage is in your party of course.


               
               

               
            

Legacy_WhiZard

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Setting "automatically fail saves on a roll of one" from "=1" to "=0"
« Reply #20 on: September 11, 2015, 11:42:43 pm »


               

That desing like Whizard mentioned is nonsense that leads into inevitable rolling 1 sooner or later.


So playing through the SoU without disabling auto-fail on one is "nonsense."
               
               

               
            

Legacy_MrZork

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Setting "automatically fail saves on a roll of one" from "=1" to "=0"
« Reply #21 on: September 11, 2015, 11:47:25 pm »


               

First, just some context for my comments: I am primarily concerned with MP environments for this topic. For SP, it's more of an annoyance than anything else because the reload option is there. To someone who saves somewhat frequently, a catastrophic auto-fail on 1 is just a reload with the extra step that it's triggered by a failed save. It's pointless, but it's not a huge problem. On a PW, an auto-failed save can mean a respawn, which can entail significant consequences in terms of XP and gold loss and, often the biggest issue, can cause long delays as the PC has to trudge back from the respawn point to where the rest of the party is waiting. Moreover, as mentioned earlier, even on PWs that are intended for mostly party play, there are players who might be willing to spend some time on solo runs when there aren't enough other players online and those soloing players help the server because then they are at least online when the shout goes out to form a party.


That said, I tend to agree with the criticism of encounters with low-DC death (or equivalent) spammers like standard basilisks. I would much prefer that some other option is taken than having an wimpy creatures whose only chance of being significant is the PC auto-failing a save. Some straightforward ideas for replacing such encounters might include:


  • Turn auto-fail off and replace the creature or ability with one that has a non-zero (without auto-fail) chance of affecting a level-appropriate PC who doesn't have a good save. In other words, a PC who was designed with a great save in that area has little to worry about unless he's facing a creature with a powerful abiltiy. In contrast, a more typical PC will fail it sometimes, and a PC with a poor save will fail it often. That way, players can roleplay the strengths of their PCs - toons with great saves might take more chances (which is what the build is designed to do) whereas wimpier toons need to rely on spell buffs and gear.

  • With auto-fail on, instead of a low-DC (only failed on auto-fail) ability for these creatures, replace that special ability with one where a failed save isn't a death sentence. Maybe a 4-5 round petrification, or a "death" gaze that is 60% of max HP, etc.

  • With auto-fail on, instead of a low-DC (only failed on auto-fail) ability that takes out a PC 1 in 20 times, replace that special ability with one that reflects a more rare event. Script it to actually have the nasty really effect only 1 in 5 times, so that the actual chance for a toon with good saves is 1 in 100 or something.

  • With auto-fail on, script the abilities of these wimpier creatures to be progressive. E.g. a failed save the first time applies a slow effect. A failed save for a slowed creature results in daze. A failed save for a dazed creature results in paralysis. Etc. (Obviously, steps can be removed from that contrived sequence. In reality, even having a two-stage process greatly reduces the impact of auto-failed saves.)

  • Et cetera.

Anyway, that's my feeling on it. I find it annoying when I am solo on my favorite PW (sometimes just having a little fun until more players show up) and I run across a pile of wimpy spawns where one has a petrification-on-failed-save ability. Here is some bone medusa who could barely make stone with water and a bag of concrete mix, but I have to worry that my tough-as-nails fighter / dwarven defender / champion of torm is going to wake up in the temple because he, in effect, rolled a –12 on his save. '<_<'



               
               

               
            

Legacy_MagicalMaster

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Setting "automatically fail saves on a roll of one" from "=1" to "=0"
« Reply #22 on: September 12, 2015, 12:32:47 pm »


               Hey, I like this topic!

either Desther is some form of neutral alignment, or Protection from Evil does not protect against Hold Person cast by any alignment.


As MrZork mentioned, Desther (oddly) is True Neutral, if you're curious. Glad to hear you've been enjoying the game more, though.

I find it more realistic that there is a small chance of winning against a much higher levelled opponent thanks to some amazing luck. I cannot, however, see any dependable strategy being built around this feature...Of course, I'm assuming the player doesn't practise save scumming.


I wasn't referring to save scumming either. Note that there's a difference between "having a small chance of winning" and "having a small chance to instantly kill the enemy."

And, despite your perception, there are dependable strategies built around it. A level 20+ Sorcerer will easily have 24+ instant death spells, for example, just looking at level 7-9 spells only. That's over a 70% chance to kill the target with once of those cases (0.95 ^ 24). Open it up to a multiplayer environment (or throw in some scrolls) and even with just two people spamming Save or Die (which, at a minimum, includes Clerics/Druids/Sorcerers/Wizards) you're up to over a 90% chance.

I've played on PWs which had bosses where the community strategy was "Bring instant death casters and scrolls and spam until the boss does." It worked. Yes, the level 5 rogue example was extreme but that was the point of said example -- a level 5 rogue and a level 40 wizard both have (barring SR for a moment) a 5% chance to instantly kill the Supreme Ancient Exalted Dragon Guardian of Uberness when using a death spell/scroll.

This isn't even bringing up the problems of Devastating Critical and Vorpal which *have* no "limited uses."

A character's success or failure in that story ought to depend on preparation, planning, good tactics, and story needs, not a random dice throw.

"Automatic success on a 20" is fine for any kind of attack roll, even though the damage from that "critical hit" might be negligible against gods and dragons.
 
"Automatic save failure on a 1" is not fine to me, not in a game with save-or-die spells in it, which is supposed to be a framework for good storytelling.


The first sentence is the main problem with Save or Die (or equivalent) effects. The enemy crits me with a good roll? I need to drink a potion or use a defensive ability or run away and recover or something. If that enemy crit me when I was at low health and I died? I needed to be more cautious and not let my health get that low. I failed a Fireball spell reflex throw? Damn, I took double damage and might be in a bad spot, need to figure out what to do. I failed a Finger of Death spell? Whoops, reload. Note that I have less issues with Save or Die *without* auto-fail -- in that case it's more of a "Keep out unless you have X saving throw or immunity" (though I still am not fond of the mechanic for several reasons) -- but with auto-fail it's ridiculous.

And yes, that's one (of many) ways to explain why auto-success on 20 isn't a gamebreaker like auto-fail on 1. If Finger of Death had the *caster* roll and automatically killed the target on a 20, then that would be a problem.

The real problem is not anything you mention above. It isn't spamming (directly). It's called the law of averages: a statistical principle formulated by Jakob Bernoulli to show a more or less predictable ratio between the number of random trials of an event and its occurrences. Short of altering reality, no one is getting around it.

The core problem is the amount of events occurring within a game environment. In the real world, the number of times one finds themselves in a situation where they are being attacked is low in most cases. In a game world, they occur every few minutes. There's no way around this unless you're up for one boring game. There's also the issue of taking saves quite literally. Making a fortitude save doesn't mean your character was hit and shrugged it off with a laugh and a one liner that would make Roddy Piper or Stallone look impotent before pouncing into action.

I must point out you aren't complaining about automatic success on 20 at all either, so it evidently isn't the rule that bothers you as much as the fact that it affected you. Removing it may give you the sense of a new lease on the game (and I would question the merit of one that would give up on a game over a rare bad roll)


While your first paragraphs are somewhat true, there are in fact many situations in NWN where you *are* spammed *within a single encounter* and the law of averages raises its ugly head.

The difference between auto-success on 20 and auto-fail on 1 is the difference between having a 5% chance of surviving a fatal attack and a 5% chance of delivering a fatal attack -- the odds of your day being ruined because an enemy rolled a 20 (or your day being saved because you rolled a 20) is extremely low. If you got hit with one 95% chance of dying attack, chances are you'll be hit with another (and if you survive both of those then you are 1 out of 400 people). And probably a third or fourth for good measure. Likewise, even if an enemy lucks out and survives one attack he shouldn't, chances are you so outclass said enemy that it doesn't really change anything. Note that I'd be perfectly fine with removing auto-20s (like, y'know, already exists for skill checks).

And regarding giving up on a game -- well, not every situation is one where you can easily laugh off a "bad roll" and reload (PWs or potentially DMed campaigns, as two examples). And some situations, as mentioned, involve getting spammed and thus a bad roll is extremely likely to happen at some point during that encounter.

I agree that the auto-fail-on-1 is pretty dumb system. I don't think any player should feel bad about disabling it. I also think most PWs (certainly any that I have played) would benefit from disabling it. In a party situation, the auto-fail rule is not as catastrophic as it is when soloing. But, anyone running a PW (even a party-focused one) should understand that soloists benefit the server, because then there is someone on to heed the call when someone shouts to see if anyone wants to team up. If no one feels safe soloing because the players know that they will eventually roll that one, then fewer players will be on to form parties.


Preach it, brother!

I especially love worlds that tout "MASSIVE DEATH PENALTIES! SO COOL! JOIN UP!" that have situations like that.

Where are you playing these days, btw?

But, it's worth pointing out that you didn't fail that save because of the auto-fail rule. Not that that is an argument in favor of the rule (I say dump it if you don't like it), but it's an odd jumping off point for this thread. :-)


Do not discourage the converts.

Do not discourage the converts.

Do not discourage the converts.

Even with a successful DC check or when cast by an actual caster, such spells have only a 1 percent chance on my PW of instant death. I've applied this to AA's death arrows as well.


To be clear, you mean a roll of 1 effectively results in rolling a d5 and if another 1 is rolled *then* the creature dies? I realize the exact method might vary but that's the idea?

For those curious, if you use my earlier numbers (24 instant death casts) that results in a 21.5%ish chance of succeeding versus over 70%. I do wonder why you even keep the chance at that point. If you expect your players to figure out tactics beyond "Pray for an auto-fail on instant death" then why not commit to that idea? If you can't instantly kill it legitimately, then you can't instantly kill it.

Also, am I reading your scroll check correctly? A rogue with 14 Charisma and full UMD would need to be level 19 in order to never fail using a Fireball (caster level 5) scroll?

I heard about the term fairly recently, too (five years maybe?); but I certainly engaged in the "shameful" activity in the first Fallout (and perhaps in older games, too!)


My world has been shattered. I don't know if we can be friends anymore.

Also note that many creatures have low DC abilities that would be rendered ineffective if the auto-fail on 1 were disabled. Should a PC's average saves allow him to rush into a basilisk's nest and go full tilt slaughter? Taking away the auto-fail will often remove intended elements of the game.


Given the default game mechanics, yes. See MrZork's post before mine for alternatives that don't suck.
               
               

               
            

Legacy_MagicalMaster

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Setting "automatically fail saves on a roll of one" from "=1" to "=0"
« Reply #23 on: September 12, 2015, 12:33:01 pm »


               

And thats the most riddiculous setting. This rarely happens in single player modules but Ive seen this so often on PWs. Map with dozens of spawns of basilisk in a packs of 6. Or another one that is full of driders who (due to the bug in AI) spams only wail of banshee till they run out of uses.

No immunity = sure death in less than 2 rounds. What is point of this?


TO MAKE IT DIFFICULT SHADOW! WHAT ARE YOU SOME KIND OF CASUAL TRYING TO RUIN NWN?
 

That desing like Whizard mentioned is nonsense that leads into inevitable rolling 1 sooner or later. Default settings of 1 = autofail has a sense only when the modules aren't crowded with instant death ability monsters. Which in most PWs Ive played doesn't apply. And in most of them there are no immunities on items so you are either cleric/mage that can cast immunity and then you can survive or you can't unless this cleric/mage is in your party of course.


Or in the case of those basilisks there *are* no immunity items/spells by default.
 

That said, I tend to agree with the criticism of encounters with low-DC death (or equivalent) spammers like standard basilisks. I would much prefer that some other option is taken than having an wimpy creatures whose only chance of being significant is the PC auto-failing a save. Some straightforward ideas for replacing such encounters might include:


Indeed. Another idea that other games do is the idea of "stacks" -- something like each stack of petrification reduces AB by 1, AC by 1, and movement speed by 10%. Hit 10 stacks and you're actually petrified. Like you said, dozens (or hundreds) of alternatives that all work much better
               
               

               
            

Legacy_WhiZard

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Setting "automatically fail saves on a roll of one" from "=1" to "=0"
« Reply #24 on: September 12, 2015, 02:06:39 pm »


               I also disagree with the mentality that if a good character is made it automatically *must* easily survive all environments. While I disagree with randomly putting basilisks and bodaks in regularly traversed areas, I very much would support regions with death warnings, such as corpses or statues, to indicate where such creatures would lurk. With gazes there are tricks to avoid them as well as ranged tactics and often immunities (polymorphing or shifting can be quite effective against creatures that petrify). If a server is set up so that you are supposed to farm every area, then that would lead to these high expectations of disabling auto-fail. I also feel that the death system on many servers is too severe and the builders often miss a chance for spirit adventure when they construct their elegant penalties. Nevertheless, I think the expectation that a dwarven defender, or whatever build have you, needing to be immune to a low level medusa is quite far fetched. There is nothing about such a build, besides being a good one, that would warrant it any type of special immunity.
               
               

               
            

Legacy_MagicalMaster

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Setting "automatically fail saves on a roll of one" from "=1" to "=0"
« Reply #25 on: September 12, 2015, 03:11:36 pm »


               

I also disagree with the mentality that if a good character is made it automatically *must* easily survive all environments.


When did anyone say that?

Nothing in this thread has been about easily surviving all environments, solely about instantly dying because you rolled 40 + 1 = 41 vs DC of 16. Deal massive damage for bad rolls or low saves, apply hideous and crippling debuffs, do just about anything you want...except instantly kill you.

I could easily make a server that has zero instant death effects yet was incredibly lethal to *all* characters and you'd need a group of people to survive leaving the safety of town.
               
               

               
            

Legacy_Grani

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Setting "automatically fail saves on a roll of one" from "=1" to "=0"
« Reply #26 on: September 13, 2015, 10:00:12 pm »


               


I wasn't referring to save scumming either. Note that there's a difference between "having a small chance of winning" and "having a small chance to instantly kill the enemy."


And, despite your perception, there are dependable strategies built around it. A level 20+ Sorcerer will easily have 24+ instant death spells, for example, just looking at level 7-9 spells only. That's over a 70% chance to kill the target with once of those cases (0.95 ^ 24). Open it up to a multiplayer environment (or throw in some scrolls) and even with just two people spamming Save or Die (which, at a minimum, includes Clerics/Druids/Sorcerers/Wizards) you're up to over a 90% chance.


I've played on PWs which had bosses where the community strategy was "Bring instant death casters and scrolls and spam until the boss does." It worked. Yes, the level 5 rogue example was extreme but that was the point of said example -- a level 5 rogue and a level 40 wizard both have (barring SR for a moment) a 5% chance to instantly kill the Supreme Ancient Exalted Dragon Guardian of Uberness when using a death spell/scroll.


This isn't even bringing up the problems of Devastating Critical and Vorpal which *have* no "limited uses."




 


"A level 20+ Sorcerer will easily have 24+ instant death spells, for example, just looking at level 7-9 spells only. That's over a 70% chance to kill the target with once of those cases (0.95 ^ 24)."


 


Alright, but if the enemy is much higher in level, then chances are the mage will be killed before he uses up 1/3 of his spell slots.


 


On the other hand, if the enemy is not that high in level, then he can probably achieve the same result by using other spells than "save-or-die" type.


 


But you yourself assumed in this situation the possible kill would be due to rolling a 1. In other words, you assume that the DC of these spells would be too low to affect this enemy otherwise, but if that's the case, turning auto-fail off would render these spells useless. I don't see it as a better solution.


 


So, my point is, if the enemy has saves high enough to make auto-fail matter anyway, turning it off will render the spells useless, which is not exactly what's supposed to happen. But if the enemy has saves low enough to make spells work without auto-fail, then having auto-fail on doesn't change anything.


As such, I think it's not the auto-fail that is a problem, but rather the unrestricted nature of such instant death spells. I think that it would be better to modify such spells to affect only targets, say, 5 levels higher than the caster, while leaving the auto-fail on.



               
               

               
            

Legacy_MrZork

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Setting "automatically fail saves on a roll of one" from "=1" to "=0"
« Reply #27 on: September 14, 2015, 05:58:06 am »


               

I especially love worlds that tout "MASSIVE DEATH PENALTIES! SO COOL! JOIN UP!" that have situations like that.




I see those now and then and, though I admit it is a matter of taste, it doesn't appeal to me. I mean, I am not much of a role-player, but I am at least invested enough in my toons that I already don't like it when they die. I don't want them to die (possibly due to auto-fail against some creampuff's low-DC spell) and then also lose mega XP and become impoverished! I suppose that some like the idea of a "higher stakes" death. I am fine with some level of penalty, but I typically play with 50 or 100 XP/level experience penalty and 10% gold loss and it really is plenty of incentive to avoid the "respawn" button.

 



Where are you playing these days, btw?



 


I am still on World of Greyhawk a couple times a week. My play time recently has hit sort of a low ebb, but I still enjoy the old-school feel of WoG. '<img'>

 



Do not discourage the converts.


Do not discourage the converts.


Do not discourage the converts.




LOL! Very true!



               
               

               
            

Legacy_MrZork

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Setting "automatically fail saves on a roll of one" from "=1" to "=0"
« Reply #28 on: September 14, 2015, 06:01:16 am »


               

Grani, MM can clarify for himself, but I would note that he referred to "dependable strategies", which just means that they will tend to work most of the time when employed. I did not read what MM said to necessarily mean that he endorses such tactics as good for the game or as a sign that the auto-fail game mechanic is necessarily worth preserving.


 


Personally, I would rather see auto-fail go away and have the Lilliputians come up with another way of taking down Gulliver. Quite often, there's a question of whether it's appropriate that they be able to do so anyway. If such strategies are used by a party of level 15 characters to take down a tough boss designed for a level 15 party, then that's one thing (and, in addition to the fact that most bosses in that scenario won't only fail with auto-fail enabled, such a party will have also other options for beating that boss). But, if it's used by those level 15s to take down a tough boss designed for a level 35 party, then (for many modules) it's likely to be a bit of an exploit; that lower-level party is using the auto-fail mechanic to take down bosses that weren't intended for them.


 


BTW, I don't really have a problem with instant death spells. What complaint I have on this matter is with auto-fail. There is nothing wrong with a powerful mage being able to take down an enemy instantly. But, if that enemy has a high fortitude relative to the power of the mage's spells, then such techniques should not work against him. It's the addition of auto-fail that leads to poor scenarios with instant death (and some other effects).



               
               

               
            

Legacy_WhiZard

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Setting "automatically fail saves on a roll of one" from "=1" to "=0"
« Reply #29 on: September 14, 2015, 12:47:07 pm »


               

BTW, I don't really have a problem with instant death spells. What complaint I have on this matter is with auto-fail. There is nothing wrong with a powerful mage being able to take down an enemy instantly. But, if that enemy has a high fortitude relative to the power of the mage's spells, then such techniques should not work against him. It's the addition of auto-fail that leads to poor scenarios with instant death (and some other effects).


I disagree. Even if the enemy has a huge fortitude save, there should be some reason to explain why he is immune to death magic, petrification, or the like. I do not support that as a creature or player becomes more powerful it gains more inherent immunities. Plenty of modules have resurrection systems in place for bosses. I realize that servers do not put as much thought into each creature as SP modules, but what is to say that a boss needs to be one creature. Sure death magic can take down a lich, but would a character reasonably gain access to that monster when it is protected by many undead that are death magic immune? There are plenty of ways to keep the autofail on and still give challenges without the characters gaining overpowered kills.

And what if a few get through? - a druid 5/shifter 5 in basilisk form petrifying a prismatic dragon, for instance. There is great risk of dying when pulling off that maneuver. But if the druid pulls it off and then hacks for ages at the high AC petrified structure (why is AC maintained when petrified?), he definitely should get full XP for the kill. If you look at the experience 2da file you will see that there are effectively XP caps when the level difference gets high enough, so that killing a monster 5 levels higher provides the same amount of experience.

But on servers, you do not need one strong boss, you can have myriads of creatures be just as challenging. Many boss fights of the official campaign involved large numbers of creatures. But the official campaigns also used very low DC death magic quite frequently, and if a character knows just a few good tactics, he can avoid most, if not all, circumstances where the death magic would target him. But having a low DC does not necessarily mean that the spell has limited potency. A lot of high level creatures have low DC death effects.