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Subject: Re: Player death


Author:
Balaern
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Date Posted: 16:24:12 01/27/05 Thu
In reply to: Okami 's message, "Re: Player death" on 15:17:46 01/26/05 Wed

I think you put your finger on something important: the link between player class and death.

I know it's "boring" to have to, for example, wait for a rogue to check for traps, or to wait behind the fighters to cast spells because you're just a "weak" mage, but this is something that has sort of annoyed me about NWN play from the begining. The fun, for me, of playing D&D was always putting together a unique group of characters who possessed unique abilities, without which the whole group would fail. Clerics were responcible for healing, rogues for protecting against traps and scouting, fighters for serving in the front line, mages for artillery. No, group should servive when mages act as forward scouts, and rogues serve as rear guards. (Not only that, it's really been dumb when I've been playing a rogue and people get killed opening up trapped chests or I waste healing spells on hurt inviduals just as they use their healing kits.)

See, my basic assumption is that all of the basic classes are equal . . . not the same, but equal in power.

As for the whole topic of death, I suppose it was spured by last weekend's game when practically everyone died because someone opened a trapped chest. Granted, PnP conversions sometimes aren't the best (particularly, the winding tunnels--which no one in their right mind would actually build!) in NWN; you have to translate them, not lay them out literally in the toolset.

The model I am adopting, I think, for Faalor, is a true role-based module. Sure, there's gonna be monsters that your fighters can't hurt because they have no magic weapons, but that's why you have a mage and I'll have areas where traps will naturally be found, maybe give you a little hint by placing some very weak ones up front (and some traps WILL kill unless someone disarms them).

I suppose I'd just like to see a little bit more of you guys relying on each other more.

I ramble . . . as usual.

>The level loss thing seems ok, in moderation. I'd go
>ahead and go with a death cap as well, IE, 3 deaths
>and you're dead. Seems kinda silly to keep getting
>repeated brain damage to the point you become an utter
>burden on the group.
>
>Maybe make the rules more lenient for the more
>imperiled classes like the rogues/mages.
>
>

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Replies:
Subject Author Date
Re: Player deathKracus07:44:53 01/28/05 Fri
Playing a rogue in MP NWN = Kicking yourself in the nuts.Okami05:55:17 01/31/05 Mon


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