Ad Astra

Members Login
Username 
 
Password 
    Remember Me  
 

Topic: Balancing

Post Info
Veteran Member
Status: Offline
Posts: 58
Date:
Balancing
Permalink   
 

So, I guess it needs to be asked.  Is there any interest in re-balacing any classes at all?  This is one of those threads that can quickly devolve into angry rants, so, my vote up front is No.  Trust me, I have tons of opinion on the subject of class balance, but for the sake of staying sane, I'm going to come down on the side of neutrality.  



__________________
Veteran Member
Status: Offline
Posts: 64
Date:
Permalink   
 
Since the focus of this place is not going to be PvP, it would be pointless. So, no.

Add to the fact that no one at WotC was thinking of balance when a level 20 barbarian can maybe hit a dragon with more than 2 attacks a round, whilst a level 20 wizard can stop time itself and probably f*ck up a star so it goes supernova.

__________________

The Wonders of Ork Technology

Veteran Member
Status: Offline
Posts: 60
Date:
Permalink   
 

I think the only balanced we have to keep in mind is giving equal chances for people to be usefull and shine, despite thier classes, so basicly no multi-task uber mages or clerics.

The other problem would be to balance encounters, so I guess that would be quite a rich idea of focusing more on RP builds and nerf/restrict away some power builds



-- Edited by Hydra on Tuesday 20th of November 2012 03:42:50 AM

__________________
Lord of the Forge
Status: Offline
Posts: 70
Date:
Permalink   
 
I wouldn't put it as "no multi-task mages", as ones build is up to ones user. Making sure people shine without running over anyone else is entirely on the DM. I'd rather not get into too many rules regarding what people are allowed to build.

Now having said that, we certainly could use guidelines that prevent arbitrary power building that doesn't actually have any RP basis at all. Again though, I wouldn't get carried away with it.

Regarding actual stat rebalancing? No, I have never been in favor of such a thing.

__________________

fullthumb.png

Main page

Facebook Page

The Archbuilder
Status: Offline
Posts: 197
Date:
Permalink   
 
I think the classes are only "unbalanced" if you consider them pitted against each other instead of functioning as a unit (and played by people who understand the strengths of their build). They're all variations of the basic core unit of Fighter, Rogue, Cleric, Mage--and if everybody is basically playing their role, and you set some rules for DM quests (if you cast a spell you have to burn the spell slot and not just rp it, you can't rest whenever unless everybody is stopping for 8 hours), then there shouldn't be problems. There isn't really a "shine despite their classes" issue, considering that we are a roleplaying group, and so will be doing more than bashing monsters.

__________________

full_thumb.pngToolset Tips!
 Take Action!Get your Builder Module Today!

Scar Guard
Status: Offline
Posts: 104
Date:
Permalink   
 

As it stands the classes are built they way they are to go against the foes of the land Not against Player Characters. It will need to be stressed that if folks are wanting PVP combat then they should pick a different game or server to play. Nothing is ever balanced when it comes to fighting which is what is getting irritating with all the attempts at 'balancing' in certain games these days. Yet I I do agree on restricting some of the power building. for straight mechanical superiority, though I understand that even in the regular games folks will do power builds. This restriction is something that we need to set down as a 'house rule' for the server. Either way just because the numbers say it works doesn't mean it does. ah.. right .. rambling... sorry!



-- Edited by Emiryn on Friday 23rd of November 2012 12:11:58 AM

__________________
Veteran Member
Status: Offline
Posts: 64
Date:
Permalink   
 
Are you going to forbid the Weapon Master/Frenzied Berserker combo like a certain other server?:p

__________________

The Wonders of Ork Technology

Veteran Member
Status: Offline
Posts: 58
Date:
Permalink   
 
I wouldn't mind seeing a limit of one prestige class and one multi-class. For clarification, that means you could multi-class once with another base class and prestige class into one class. This would actually affect my own character: I'd have to choose between Arcane Scholar and Shadow Dancer. It certainly wouldn't stop all power builds, but, it would definitely reduce the available number of them to a more manageable level.

__________________
Veteran Member
Status: Offline
Posts: 64
Date:
Permalink   
 

That's a stupid PnP rule which nerfs non-casters; no.



-- Edited by Tomekk on Saturday 24th of November 2012 09:04:28 AM

__________________

The Wonders of Ork Technology

The Archbuilder
Status: Offline
Posts: 197
Date:
Permalink   
 

Just thought of something--I suppose drastic option #2 is to skip new classes from the vault altogether, and rehaul all the prestige classes (and create new ones) to be little 3 level things with limited abilities that just tweaks a base class a little bit. They started doing this every so often in 3.5 in some later books. The only example I can think of right off that's online is the racial paragon classes here

The major down side is that most overhauls are fairly major projects, even if the end result could be fun.



-- Edited by MimiFearthegn on Saturday 24th of November 2012 02:32:45 PM

__________________

full_thumb.pngToolset Tips!
 Take Action!Get your Builder Module Today!

Scar Guard
Status: Offline
Posts: 104
Date:
Permalink   
 
I'd have to rebuild Vilanth She is Shadow dancer arcane Trickster.

__________________
Veteran Member
Status: Offline
Posts: 64
Date:
Permalink   
 

Clerics, Wizards, Bards, Warlocks, Sorcerors, Favored Souls can all thrive without PrCs or multi-classing, with clerics and favored souls easily being able to hit 100+ with their crits... take a fighter, swashbuckler or something similar and you quickly notice how lacking their kits are and how they direly need something to make them viable when compared to anyone who can throw a +5 on their weapon and run at the speed of light whilst being immune to roughly 90% of the debuffs in the game. That's what I am talking about it.

I can't count how many times my weapon master/FB elf who hit ~170 (~120 with a tower shield) on each crit died in DM encounters because frankly, without spells, HiPS or Dwarvern Defender, you quickly realize how easy to kill your character is.



-- Edited by Tomekk on Saturday 24th of November 2012 07:28:51 PM

__________________

The Wonders of Ork Technology

The Archbuilder
Status: Offline
Posts: 197
Date:
Permalink   
 
I am fond of multiclassing (to my character's detriment some days), so having only three classes would be sad. If we are very concerned about power builds, wouldn't a "no dipping" rule do the same thing? Something like "you have to take 3+ levels in every one of your classes / prestige classes" (with the possible exception of fighter, since that's one of those useful but not "instant super powers" ones).

__________________

full_thumb.pngToolset Tips!
 Take Action!Get your Builder Module Today!

Lord Reppington of Reptopia
Status: Offline
Posts: 40
Date:
Permalink   
 
Not to defend power-building but I just don't see how the rule affects anything anyhow. I don't see any much CvC happening and if it does, I'd rather have those things RPed. Power builds can ofcourse affect experience of other party members during mechanical combat on events but I don't believe those are going to be the main focus either, atleast not in the current campaign.

__________________
The Archbuilder
Status: Offline
Posts: 197
Date:
Permalink   
 
admin wrote:

Not to defend power-building but I just don't see how the rule affects anything anyhow. I don't see any much CvC happening and if it does, I'd rather have those things RPed. Power builds can ofcourse affect experience of other party members during mechanical combat on events but I don't believe those are going to be the main focus either, atleast not in the current campaign.


 Well, we should have a war at some point! With lots of monsters everywhere! But yeah, its probably easier on everyone not to worry about it.



__________________

full_thumb.pngToolset Tips!
 Take Action!Get your Builder Module Today!

Veteran Member
Status: Offline
Posts: 58
Date:
Permalink   
 
Tomekk wrote:

That's a stupid PnP rule which nerfs non-casters; no.



-- Edited by Tomekk on Saturday 24th of November 2012 09:04:28 AM


 Ok, well, it was just a thought. I brought it up because I personally don't want to see what you mentioned before: Frenized Barbarian/Weapon Master.  Or any combination of anything where every other hit is for 100+ damage.  This isn't even a CvC concern for me, as I intentionally play my characters to be bad at CvC.  And as it's been mentioned, CvC should be fairly rare as it is.  I'm more thinking of the poor monsters and NPCs.  

But I guess yes, it's pointless to actually suggest nerfing anything, becuase it ends up offending someone else no matter what the suggestion is.  For instance, nothing about what I suggested was meant to nerf non-casters, but, I guess that's how Tomekk sees it.  

So for that matter, I'll just say that the more content the better.  It's all sure to terribley unbalance one thing or another, but, that already exists as it stands.   Basically, the more classes that are overpowered, the closer to fair we get, because nobody really wants to have their favorite thing nerfed. 

 



__________________
Veteran Member
Status: Offline
Posts: 58
Date:
Permalink   
 
Well, I was on the get rid of immunities train, but, that didn't seem to be very popular. I agree that base warrior classes are awful. But I also think that certain combinations are (mentioned Frenzied B/Weapon M) lean way too far into the offense camp.

If you took away Bigsbys and Isaacs both Wizards and Sorcerers (I mean real wizards and sorcerers, not gish builds) fall rather flat. Their other spells do little damage compared to what melee puts out and typically between immunity and ridiculously scaling saves their other spells other than buffs are not overly useful.

Gishes are powerful for basically the same reason Clerics are - they use their buffs to enhance their melee to rediculous levels. Although, take away the Eldritch Knight and the Gish has a much harder time being gishy. I understand the appeal of the Gish for a couple reasons: 1. The Gish was made popular by Star Wars (Jedi) and Anime, where characters both fight and use magic powers. 2. It turns out that you get the best damage output over time using a buffed melee attack as opposed to a one time damage spell. If you up Spell damage you screw up the CvC balance of spells, big time, since CvC typically only lasts a few rounds in most cases.

Clerics have always been 3rd edition's greatest failing. Although actually, take away Divine Power and Divine Favor and you get something approaching manageable. I'd love to see them be secondary fighters/primary support type characters rather than the lords of buff'n destroy that they are. Same goes for Favored Souls.

Bard isn't something i've played with much in nwn 2. I know in nwn 1 they were amazing, but, a lot of the things that made them so great didn't make it over into nwn 2. Such as Lasting Inspiration. It seems like a solid class, without any real weaknesses.

Warlocks are tough. You see people bitching about them a lot on other server forums, usually about their CvC power. I suck at playing them, but I guess if you know what you're doing, they are brutal. Since I haven't figured out what makes them so powerful, I can't really comment on them yet. My level 17 warlock on Sigil gets badly destroyed in the Abyss over and over. He was nearly level 18 for the last 3 months. I just can't get the last 2,000 xp, it's crazy.

Now, when it comes to non-magic characters, well it really comes down gear. If you have really great gear plus oodles of hitting power, your character can be a monster. If you don't have the gear, then your character is probably pretty weak. Magic based characters don't need the gear the same way non-magics do.




__________________
The Archbuilder
Status: Offline
Posts: 197
Date:
Permalink   
 
I think you can 'balance' some of your magic vs. non-magic classes better with limiting resting. Many mage players hate this, and insist that they cannot play if they cannot rest every other minute, which is sorta understandable if you're talking about pure mages trying to compete with a weapons master in constant damage output. But if you're trying to combat the short term buff spell power level (which a lot of cleric builds seem to rely upon for that extra oomph), limited resting basically solves it. The divine feat progression becomes less attractive when its not instantly rechargeable. Warlocks also "get their due" in such scenarios, as the magic based class that never has to rest (though warlocks seem quite capable of holding their own regardless).

And I supported getting rid of immunities! Just not Protection from Evil for plot reasons.

__________________

full_thumb.pngToolset Tips!
 Take Action!Get your Builder Module Today!

Scar Guard
Status: Offline
Posts: 104
Date:
Permalink   
 
here is where folks are forgetting the roles of the classes. Mages and Clerics are support characters. they are best played as such. and reserve their spells for opportune moments. Not a constant source of power. this is something folks need to remember. Melee characters also get tired, though there isn't any stat or mechanic to show this except for when DMs are adhering to keeping time in game. If we need to do this to balance things out then that is the only way I can think of that would not destroy the way the classes were built. a hazard of playing casters is not getting enough rest at a time to be able to restore their spells or time to pray for their spells for clerics.


__________________
Veteran Member
Status: Offline
Posts: 28
Date:
Permalink   
 
There isn't any stat or mechanics for a lot of things that should be in there. Between the casting without tiring and the fighting all day long (provided you don't die) you have to go figure. I have taken base classes and surprised the hell out of people by figuring out potent combos of feats and gear that would make you call it a powerbuild. The only criterion that seems to earn the peg powerbuild is the appearance of being powerful.

Honestly, I have seen people damage the balance of this game far more on prior servers by simply attempting to 'balance' the classes. They were trying to fix one problem and they created a whole new can of worms in the process. It might be easier to just say that we refer back to core rules. Certain things could be tweaked to fit core. One being that clerics do NOT get armor proficiencies. And little things like that. But, I'm not exactly cozy to the notion of completely rewriting the core rules where it doesn't suit someone's tastes of balance.

With regards to the magic vs nonmagic. Shame on the non-magic users for not fighting smarter. I'm not trying to be mean here but its true. I've seen smart people take the straight forward approach against classes that you shouldn't take on head on... Its kinda like when you go to tackle a monster or an encounter. Do you have only one tactic at your disposal when you approach every problem? Nine times out of ten the casters win because their strengths work best when the opposition is relying on only one mode of attack. What happens when you pull something clever though? Suddenly they may not hold the upper hand.

Now I noted above the discussion of support characters and an indirect reference to frontliners. I can personally attest to having played a fighter as a support character in a battle. Sometimes you are not going to be hacking at the frontlines. Sometimes it might be smarter to get up with others. Pull out a bow and start laying down covering fire with the rest of your group. That is all aimed to keep the group alive and soften up the threat. Not all mages and clerics are wholly support just as not all combat classes are frontliners. Its all how they're played I suppose.

The spells were written the way they were written for better or worse. Given the nature of the spell selection in this game I would caution the annihlation of the counters to some very nasty spells. Most of those buffs were made to be counters to the other nasties that casters can sling. Now if we took a look at the bigby line of spells. I could see if someone objected to the versions implemented as they do not follow the pnp rules very well at all. I'm of the mind that some spells should never have been implemented unless they are correctly implemented. Rather than digress into specific cases it is easier to suggest that anyone with the curiousity go looking up the pnp versions of some common spells. In particular the spells that earn the most notoriety. Now I do realize that it appears to be extremely powerful when you have the means to wholly block a certain form of magic or energytype at middle range levels... death ward is 4th tier. Energy immunity is between 6th and 7th depending on class. It feels almost godly at first. Until you think upon some of the counters that are in game. Albeit they require a caster to pull em off. You can debuff em. Also... energy immunity isn't going to save you from a sword swinging powerhouse if they get you in close quarters and spells like premonition won't help much when the person hitting you is something like Vorgazar. "Oh wow I absorbed 30 damage off of his crit... I'm still in a lot of pain right now..." Heh. you get the idea there.

Personally I am in favor of implementing more from core rules. Just as long as it is done sensibly. Some features were intended to counter other features and I want to stress that adding or removing one features without ensuring that their counters are fully functional could lead to moments where everyone in witness would just be like. 'Really?' Did that just happen now?

I'm gonna close this up by saying that I'd be in favor of cleaning up any inconsistencies betweent he classes in nwn2 and how they are on the pnp sheet. There are a few glaring differences that do make a huge impact on how you would experience or build your character. Clerics being one with the whole no armor proficiencies in pnp. ( You may not think that would make a huge difference at first but try playing a cleric with that). Well, balancing takes time, foresight, and lots of lots of readjustments when you realize things didn't work out the way you hoped.







__________________
The Archbuilder
Status: Offline
Posts: 197
Date:
Permalink   
 
I'm pretty sure that clerics get armor proficiency in the core rulesbooks of 3.5. But certainly tweaks, either in the rules or just in how the DM's run things, should have a big impact on the "power builds." I'm not sure that we want to go 100% as close to PnP as possible, though, because some things just don't translate well.

It's worth noting that the characters that have been given the most "love" (i.e. time, which equals better gear and resources), and who line up with the play style their player is best at, will inevitably come off as the most powerful. Some people play fighters really well, and can't pull off a spellcaster effectively (at least not at first), and vice versa. Which brings me back to the contention that a large part of imbalance is actually just people's perception, at least as concerns the core classes. . .

__________________

full_thumb.pngToolset Tips!
 Take Action!Get your Builder Module Today!

Scar Guard
Status: Offline
Posts: 104
Date:
Permalink   
 
3.5 Did introduce clerics being able to wear all kinds of armor. as I think they were going for more of a battle cleric in some respects. I did not mean to say that support roles could not be taken up by other classes, nor that melee classes are always on the front lines. I was stating my point of view on how I saw the classes and Did not mean to offend anyone with my statements.

Now I do agree that there are tweaks that are needed to tidy up the game.

__________________
Veteran Member
Status: Offline
Posts: 60
Date:
Permalink   
 

Personally powerbuilt characters have the tendency to bring me in quite a bad mood because they're mainly focused on doing damages which is quite gamey and they basicly kill everything in combat encounters without letting others have some fun. Powerbuilds have also the tendency to make DMs heavy handed in case of encounters, wich is a vicious circle. I quite agree with Light that "balancing" classes doesn't make things better, I've seen servers where mages could sleep every 2 RL hours, they where pretty unable to grind and so on... the best way to balance things up comes first with actual items, I do think it'll be good if hide-in-plain sight (that 90% of the characters here uses, including mine) is countered by decent spot/listen checks for mobs and foes we may encounter.

Also for the non-magic Vs magic classes debates, I'm quite in favour of Roleplay balance mesures, if you want to be all powerfull with magic, it should come with a price. I'm also in favour of giving some little magic powers or equivalencies to non-casters.




-- Edited by Hydra on Monday 26th of November 2012 09:01:27 PM

__________________
Veteran Member
Status: Offline
Posts: 28
Date:
Permalink   
 
The thing is. These different classes do come with their tradeoffs. Class tweaks and or class based feat tweaks can be brought to bear as needed. I don't expect to perfectly emulate pnp in this game. There are just too many things that couldn't be reasonably scripted out to work on the fly. That doesn't mean we can't have a few tweaks here and there to bring the experience closer to the rulebooks.

If there are any glaring discrepancies between the nwn2 version of the rules and core we could always start noting them for future fixes.

__________________
Lord of the Forge
Status: Offline
Posts: 70
Date:
Permalink   
 

I'm sorry, but I really don't get the whole "next to magic users everyone will feel useless" thing. I was playing a non magic user for about six years in Beldin (most of the time with my ranger, but I also rolled a pure fighter as my "main secondary", who also did fine till I killed him off MYSELF for plot reasons). and never felt outmatched by the mages or clerics. Even IF we did enable resting every few seconds (which by the way, I do not support at all...more on that in a moment), mages are still far from the most capable things in my play experiance, Bigbies or no. The trick to all classes feeling like they are useful lies with no one except the players themselves. YOU have to think of how to be useful to your group, and I promise everyone, there's way more ways to be useful than just letting the mage think of something. Even if the end result is a magical solution, it doesn't bar the non magic users from having a say or part in the big plan.

I also feel like its important to point out that the answer to "making the classes feel useful" also does not include outright punishing or limiting what magic users can do. I mention this more for sessions. Yes I know no one has said they needed to do anything to them in regards to this, but it needs to be said.

No I do not support giving non magic users magic or paranormal abilities they do not already have and would not logically get anyway. Like I said early on, I dont want us to hack up the base game more than is absolutely required. Again, the balance is simply not as ruined as its being made out to be. Its prefectly playable and rounded off enough in PVE cases, and as we have all agreed many times over, we are not making a  PVP arena. 

About resting; yes, I agree, instant rest is dumb, it always was. I'd ask that we only allow resting on the main ship/ at select inns and NOT mid session unless the DM specifically says "yes, the PARTY may rest here.". Now that right there will solve a lot of the mages issues.



-- Edited by Taurus Daggerknight on Tuesday 27th of November 2012 06:32:32 AM

__________________

fullthumb.png

Main page

Facebook Page

The Archbuilder
Status: Offline
Posts: 197
Date:
Permalink   
 
I'm still confused about the concern over magic users vs. non-magic users from a roleplay stand point. What exactly is the problem people are worried we'll have? And why does it possibly entail giving pseudo-magic abilities to non-casters?

__________________

full_thumb.pngToolset Tips!
 Take Action!Get your Builder Module Today!

Scar Guard
Status: Offline
Posts: 104
Date:
Permalink   
 
From a role play stand point I don't have an issue with magic users vs non magic users;however, there is sometimes an issue of players feeling that their character are not useful due to magic users being able to rest to gain their spells back and nuke stuff. Which can put some players off.. If taken from a role play perspective. Resting for a few seconds and being back up to full spell power and blasting away again.. melee characters could see themselves as useless.. until the caster runs out of spells again and has to rest. But then of course this all comes down to whom is supporting whom. I grew up with a family that held regular D&D sessions with friends. I guess my perspective on what classes are supportive was influenced by what I saw in those sessions. Ummn.. forgot where I was going with this so I'll end it here.

__________________
The Archbuilder
Status: Offline
Posts: 197
Date:
Permalink   
 
Taurus Daggerknight wrote:

About resting; yes, I agree, instant rest is dumb, it always was. I'd ask that we only allow resting on the main ship/ at select inns and NOT mid session unless the DM specifically says "yes, the PARTY may rest here.". Now that right there will solve a lot of the mages issues.



-- Edited by Taurus Daggerknight on Tuesday 27th of November 2012 06:32:32 AM


 *waits with gleeful anticipation to turn off the rest button so she can spam save character commands from it whenever she wants*



__________________

full_thumb.pngToolset Tips!
 Take Action!Get your Builder Module Today!

Veteran Member
Status: Offline
Posts: 60
Date:
Permalink   
 
- I don't think we need to care much about balancing, but mostly as most characters builds make sense. That mean you have to take classes that you properly role-play or justify in some way, up to everyone creativeness but should be justified in your RP.

- Also 1 level of something just for the sake of powerbuilding is total BS and should be forbidden with a minimum 2 levels for PRCs and 3 for base classes.

- I do agree with the rest thing, that should makes casters less uber overall and they should be played more carefully.

- We should remove race and alignment for most classes as references to the forgotten realms.




__________________
The Archbuilder
Status: Offline
Posts: 197
Date:
Permalink   
 
I'm all for removing race and alignment requirements on classes, though I would point out that this contradicts most ideas of what "roleplaying a class" is about. The emphasis is then definitely on the class' abilities and not on what the class is "supposed" to be.

__________________

full_thumb.pngToolset Tips!
 Take Action!Get your Builder Module Today!

Veteran Member
Status: Offline
Posts: 60
Date:
Permalink   
 
I mean at some point if you take a cleric class, you have to play something that is related to divine power whatever it is. If you play a shadow dancer you've something to do with the shadows at some point, more than an assassin or a ranger would be etc...

__________________
Veteran Member
Status: Offline
Posts: 58
Date:
Permalink   
 
As a player of a wizard, as you likely know, the rest thing is uh...well important. Here's the deal: if there is going to be a lot of action, then frequent resting has to exist. Or, melee classes have to be limited in some way. I'm not ok with classes having "infinite action potential" or IAP(TM) unless all of them do.

For me this is a deal breaker. I'll understand if you want to go through with the rest limitation, but, I will respectfully back out of the project if you do. This isn't a threat, it's just a bottom line for me. I simple despise some people having huge downtime and others not.


__________________
Veteran Member
Status: Offline
Posts: 58
Date:
Permalink   
 
My thoughts on roleplaying a class: I coldn't care less. I hate the class system. It's outdated and should have been trashed two decades ago. You roleplay a character, not a class. Or at least I hope you do. One thing I point out is, most popular fiction is strongly based on characters that are playing against type in some way.

__________________
Veteran Member
Status: Offline
Posts: 60
Date:
Permalink   
 
Well melee classes, have to rest due to their hit points, and since they take most of the hits I think it's pretty much balanced regarding to the rest. Wizard have wands and other items (blast staff you can find on sigil) to make sure they keep having things to do while they're out of spells.

As for hide in plain sight, what about restricting its use to the PnP rule : You cannot hide in plain sight if you're not at 10ft of any shadow, that not counting others peoples shadows of course unless you're something like a bad ass level 10 shadow dancer. Finding shadow isn't actually so difficult, its just to make sure people won't abuse it by hiding in plain daylight in the middle of the desert.





__________________
Veteran Member
Status: Offline
Posts: 58
Date:
Permalink   
 
Everyone has hit points, that's not really a unique thing to any class, so I guess by that logic everyone has to rest eventually.

The wands and other consumable magic items option might be a bit more compelling, if ti weren't for the fact that just about everyone has Use Magic Device and can use them as well. Or has a few levels in casting class. Nearly everyone will be able to use those things as well, on top of their endless supply of melee power.

A Staff of blasting that does 2d6 damage. The same damage as a Great Sword minus any modifiers, only once per round. Right. I guess thats fine for the first 6 levels or so.

We are on completely opposite ends of the spectrum on this issue Hydra.


__________________
The Archbuilder
Status: Offline
Posts: 197
Date:
Permalink   
 
Well it should be made clear that at launch we will have basic default game balance (Light's Kaedrin additions aside). I'm not going to disable rest until everyone agrees upon it, or anything like that (though I do think "r" makes a far handier save character button :p ).

BUT, I do think that DM's not letting people randomly rest mid-session is an important policy, and I would definitely be implementing it in any session I happened to run. It really is a matter of being fair to everyone. We are stuck with the class system, its a hallmark of DnD, and all the spellcasting classes are balanced around being forced to rest at some point (or not, in the case of the warlock). As it is, said resting requirements are really really lenient in NWN2. All that said, we aren't going to have a leveling system, we are going to all be starting out at max level, and no resting restriction suggested is going to put more stress on somebody than running through the Abyss in Sigil.

__________________

full_thumb.pngToolset Tips!
 Take Action!Get your Builder Module Today!

Veteran Member
Status: Offline
Posts: 60
Date:
Permalink   
 
The restriction will be only during events if the DM decides so. Basicly a good rest after a few encounters seems quite in order and reasonable. I don't think you've to worry about begin unable to keep begin in the action most of the time, plus 2d6 damages from blast wands are mostly made for the mage to not wast his precious spells against weak encounters instead of throwing isaac magic missiles at one kobold, that's at bit exaggerated but I've seen mages doing that.


__________________
 
Page 1 of 1  sorted by
Quick Reply

Please log in to post quick replies.



Create your own FREE Forum
Report Abuse
Powered by ActiveBoard