| Subject: Playing a rogue in MP NWN = Kicking yourself in the nuts. |
Author:
Okami
|
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Date Posted: 05:55:17 01/31/05 Mon
In reply to:
Balaern
's message, "Re: Player death" on 16:24:12 01/27/05 Thu
Remember my rogue Elliot? More specifically, remember how many times he got shoved out of the way only to then get yelled at for not spotting/disarming the traps?
Faalor 2 was all it took for me to never want to play rogue in NWN multiplayer again.
I was more talking about crappy game mechanics and their impact on lower HP classes than player stupidity though.
>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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