Krynn's Time of Dragons

Krynn's Time of Dragons is a Neverwinter Nights Free Multi-player RPG.
 
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Twisted Visions
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PostSubject: Power building   Fri Apr 03, 2009 1:18 pm

A question : Are the monsters Npc's going to stay the same Stats and Dc's and such ?

If not how would you not expect power building on a server that has Monsters with 60-90 base ab with out the d20 roll added and Dc's of 49-56+ being tossed out and well over 75+ ac ?

Heavy Stats there for a Rp server no? I even came across a attack hit for 123 Die roll drunken Ouchies




Just some thoughts ?
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Kiri-Jolith
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PostSubject: Re: Power building   Fri Apr 03, 2009 4:25 pm

Yeah. They were beefed up so much b/c of the gear running around the server before the modified item properties. But the monsters never got nerfed again. The module you're playing on now changed hands a number of times, so things are waaaay outta wak in some ways.
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Twisted Visions
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PostSubject: Re: Power building   Fri Apr 03, 2009 5:16 pm

Ahh I see that makes a lot of sence then heh.
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Will of Lett
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PostSubject: Re: Power building   Fri Apr 03, 2009 11:55 pm

It is not just monsters, it just about everything NPC and PC'S

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Twisted Visions
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PostSubject: Re: Power building   Sat Apr 04, 2009 7:59 am

I already told them of the bug that boosts up the stat's


Last edited by Twisted Visions on Sat Apr 04, 2009 8:29 am; edited 1 time in total
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Twisted Visions
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PostSubject: Re: Power building   Sat Apr 04, 2009 8:18 am

Hmm... So *Shrugs* There will be:

1). Class level controll at least 5 levels in every class chosen.

2). All monster races made into a Class reducing class combos.

3). Locked out Classes based on ones current Class and or race.

If the above is to be Done there will be Spell changes needed as well to tone down casters now seeing as tho everything else is going to be thined out level 40 pure casters will be Deadly here fore sure not to mention the ones balanced out to have high saves as well. So let the tweeking begin so the weak may try and hang on... Its almost like setting up a welfare system for weak Pc's within Nwn..


Gets old hearing the same old issues being brought up again a few changes here and there as well as some PvP rules for spamming is all thats really needed look threw out the system 90% of all servers with this rule style is lucky to have 5-12 players on it.
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Kiri-Jolith
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PostSubject: Re: Power building   Sat Apr 04, 2009 1:58 pm

lmao. "Over powered spellcasters".... have heard that argument before. Alright, I'll clue you in on the tweaks for spellcasters that will balance them out.

Wizards/Sorc:

a.) At 3rd level, they have the option of taking "The Test". Failure during The Test will result in the characters permanent death.

b.) Renegade wizards/sorc have a 50% chance to be recognized by Wizards of High Sorcery as a renegade. This can be decreased to 20% by using their Disguise skills. Each Order has their own way of dealing with renegades.

c.) If a char passes The Test, they will be inducted into one of the Orders of High Sorcery. Each order has its own requirements and precepts, as well as a code for being a member of the Tower. If these are broken, the character becomes a renegade, and looses the class bonuses of the Order.

d.) All arcane casters (including bards) suffer from "The Curse of the Magi". This is a Fort save every time a spell is cast from memory. DC = 10 + Spell Level. (Until Epic levels, at which point it becomes 20 + Spell Level).
1st Failure: Fatigued = -2 Penalty to Strength and Dexterity, and cannot run/charge. (This removes haste effects. Mounted movement speed is unaffected)
2nd Failure: Exausted = -6 Penalty to Strength and Dexterity and 50% movement decrease. (This removes haste effects, and halfs normal movement speed. Mounted movement speed is unaffected.)
3rd Failure: Unconscious = Character is knocked out and helpless.

e.) Material Components are required for some spells as well.

What all this means is, non-renegade wizards/sorc will be far and few between. Renegade wiz/sorc will constantly be hunted by the Orders of High Sorcery, making them dangerous to play. All arcane casters will use more disposable types of magics. (wands/rings/scrolls/etc.) While they -can- potentially still be extremely powerful, it's dangerous. They will be careful when casting a Fireball that does 10d6 from memory, vs. using a wand that has 3d6 fireballs.

I mean, Yes, you can take out your oponent quickly using your memorized spells, but if you fail your Curse saves, you will be nothing but a victim.


Divine Spellcasters (Druids/Clerics)
These classes have to maintain alignments appropriate to their class & deity. They must also perform certain quests & actions (some daily) to maintain their spellcasting abilities. Any cleric/druid who doesn't stay within their deities favor will loose all spellcasting and class abilities.

A quest must be performed to upgrade a Clerics holy symbol to advance to the next teir of spells. (A holy symbol, or rather, a medallion of faith is required to use any spell over 3rd lvl.)

Note on Spells: Alignment/Deity specific spells. Clerics & Druids of certain faiths are forbidden to cast certain spells. i.e: Clerics of Mishakal cannot cast "Harm", nor can Clerics of Chemosh use healing spells. Just like a druid who worships Chislev won't cast necromancy spells any more than a druid who worships Zeboim will cast Flame Strike. While they -can- cast any spell appropriate to their class, if it is against their deities sphere, they run the risk of loosing their abilities. These will be covered more as the spell system is developed.

Divine spellcasters also suffer from material components required for some spells.



This -is- an RP server, and the way you Play your characters Roll will have a direct impact on your characters abilities.
And....when you're fighting a spell caster, you jump them. You don't attack them from across a field, and if you try, a bow is a great way to interupt spell casting.
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Will of Lett
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PostSubject: Re: Power building   Sun Apr 05, 2009 1:17 am

Wizards are weak at the start on the server but at 40 they are powerful which like they are in the books and on other servers.

Most of us who have been on the server from some times have seen the good and the bad times, mutiple server wipes, new mod that had some problems, etc etc. but all that is trying to be fix.

I believe Kiri and Storm will get KTOD back to the way it was a people will be back. They tried to make the server a low magic Krynn but there was a lot of bitching about PC using there god like weapons/armor etc. With a brand new server coming soon lot of those old god-weapons will be gone, weapons/armor/shieds etc will be same across the alingment/class areas. We will have classes that fit the DL world. One of the bigest argues were mutli-class and classes restircitions some guilds had them some didnt. The guild that had the bigest disadvanj was the KOS becuase of the class rules. Now Kiri has made PrC both KOT and KOS.

The bottom line is Kiri and Storm can only do so much to make the server the best one out there but it really comes down to the players, DM's and the guild masters we are the ones that set the tune on the server and we guild masters/DM's need to help inforce the server rules and guild rules to guild members plus guilds master/DM's need to be on the same page. When some one joins a guild making sure that person knows something about that guild and what the guild represents (What it is to be a KOS or KOT or Dracanian etc).

If you see a Mage began to cast a spell, you better hit them fast or you be visiting your God.

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Will of Lett
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PostSubject: Re: Power building   Sun Apr 05, 2009 1:55 am

I just have a few things that I like to see in the server

1) Class restiriction that fits in the DL settings

2) Items that are even across the board for all classes anmd alingments. Maybe a low mage server. Items that dont have more than a +3 on them. They can be based on piont system. items can only have 3 pionts, Each ability has a piont score for a Exp.

Enchament = 1
AB = 1/2
Ability score = 1
Keen = 1/2
Extra damage (fire/cold/sonic etc) 1d8 = 1
Class Restiriction = -1/2
Class Alingment = -1/2
Race Restiriction = -1/2

3) Rule change about using UMD. Any item that requires you to equip(staffs/weapons/ammy) cannot be used. Wands/scrolls/flutes etc itmes that are not required to be equip can be used but no matter what type of item it is if it has a alingment restiriction it cannot be used.

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