VoyForums
[ Show ]
Support VoyForums
[ Shrink ]
VoyForums Announcement: Programming and providing support for this service has been a labor of love since 1997. We are one of the few services online who values our users' privacy, and have never sold your information. We have even fought hard to defend your privacy in legal cases; however, we've done it with almost no financial support -- paying out of pocket to continue providing the service. Due to the issues imposed on us by advertisers, we also stopped hosting most ads on the forums many years ago. We hope you appreciate our efforts.

Show your support by donating any amount. (Note: We are still technically a for-profit company, so your contribution is not tax-deductible.) PayPal Acct: Feedback:

Donate to VoyForums (PayPal):

Login ] [ Contact Forum Admin ] [ Main index ] [ Post a new message ] [ Search | Check update time | Archives: 123 ]
Subject: Re: PvP settings


Author:
Balaern
[ Next Thread | Previous Thread | Next Message | Previous Message ]
Date Posted: 14:55:55 05/19/04 Wed
In reply to: Balaern 's message, "PvP settings" on 22:32:05 05/17/04 Mon

The current state of my thinking on this issue, comment as you feel lead . . .

In the end, both options are unsatisfying. I'm not entirely sure you could argue that one was more "realistic" than the other. I'm still trying to decide what would be best for this campaign, so here's the arguments for each as I see them.

For Party PvP:

- we can use the party chat to avoid major breaks in character
- we can avoid the very often annoying OOC attacks on fellow players while still allowing the option of attacking a PC if the situation were appropriate
- it allows spellcasters to use area effect without the fear of screwing up and mis-targeting the spell
- you can more effectively cast healing spells on party members, as you can monitor their health more closely and cast on a portrait not some wigglingly small icon in the middle of battle
- you can see where everyone is on the mini map (I always assumed your character could see a bit farther than the fog would allow)


Against Party PvP:

- we tend to use shouts for OOC stuff anyway; the only difference between using party chat and shouts is the text color
- spellcasters can misuse area effect spells
- normal combat related accidents are eliminated
- allows spells to be effective as they were intended
- you can tell if a party member is currently in combat
- you can see exactly how injured a party member is even if they're in a different area
- thinking through problems and combat situations becomes much less necessary (others players have immediate, actionable information to react to on the fly)
- you can see where everyone is on the mini map (when someone is obviously trying to hide or otherwise be private, it's too easy for the rest of the party to know exactly where they're at)
- subjectivism warning! Party PvP just feels wimped out to me for some reason; like you're not quite doing it for "real"

As of this writing, as I am creating this campaign, I am leaning toward going Full PvP, no party. It may turn out that it's not the best, but I think it will fit the overall goal of returning to the basics of D&D for this campaign.

[ Next Thread | Previous Thread | Next Message | Previous Message ]


Post a message:
This forum requires an account to post.
[ Create Account ]
[ Login ]
[ Contact Forum Admin ]


Forum timezone: GMT-8
VF Version: 3.00b, ConfDB:
Before posting please read our privacy policy.
VoyForums(tm) is a Free Service from Voyager Info-Systems.
Copyright © 1998-2019 Voyager Info-Systems. All Rights Reserved.