Krynn's Time of Dragons

Krynn's Time of Dragons is a Neverwinter Nights Free Multi-player RPG.
 
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Kiri-Jolith
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PostSubject: If you are...   Mon Apr 20, 2009 2:43 pm

If you intend to play on the Legends of Krynn server I'm working on, I highly reccommend making yourself familiar wiith the PRC. The manual can be found Here. I'm going to be using their core system, as it cuts out months of development time for me, and will make the Dragonlance Prestige Classes weeks away instead of months. It also allows for alot of D&D content that would be otherwise skipped, to be used. I won't be using all their content however. A great many of their base classes, prcs, spells, races, and feats will be removed as they just don't fit the DL setting. Alot of the systems will also be modified to fit an RP server, mostly the crafting system.

Keeping this in mind, for balance purposes, I'm going to set the module up WoW (World of Warcraft) style as far as level by zone goes.
The way I currently have it planned is:

Levels 1 - 20, will spend most their time in "Current Day" Krynn. The period of time just after/during the War of the Lance.
Levels 21 - 30, will be required to take a quest to advance beyond level 20, which will ultimately move them forward in time to the time of the Summer of Flame. (The Knights of Takhisis PrC's will become available during this point.)
Levels 31 - 40, will also be required to take a quest to advance beyond level 30, and depending on what choices you make during the quest, you may end up at a point in time during the Age of Mortals(Legion of Steel, Mystics, etc become available, magic works differently, etc), the Age of Might, or the other Planes of Existence.

Time Travel: Players can only travel through time as they level up. It will be possible to travel back to lower level zones once they reach max level, but only if certain quests are completed and specific events have happened. Travel through time will be a long and complicated process, so it will be uncommon and a serious decision to contemplate. When doing this all stats, class abilities, saves, etc. will be adjusted as if you were the maximum level for that zone. (i.e: A level 40 Wizard would function like a level 20 wizard if in the level 1-20 zone, or level 30 in the 21-30 zone.) Item power will also be adjusted to fit the zone you are in.

Note: Epic Spell - Time Reaver: This spell will be an epic spell, only aquireable by a level 40 wizard who has completed a specific quest chain. This will allow for a wizard to move a group/person backwards or forward through time, though the spell carries a HUGE xp/gp/material component/penalty price to make it uncommon and again, a serious decision to make.


Eventually, when the module is "completed", players will be able to choose which zone/time they start in, and will be granted the appropriate level. Though the player must have played through them with a character who started at level 1 to unlock the appropriate age. Characters created in this way will -never- be able to move backwards to a zone beyond that which they started in.

What this does is allows for a level playing field for the tastes of everyone. Someone who only has 4 hours a day to play won't be victimized by someone who has 12 hours a day to play just because they are have better gear, higher level, etc. while allowing those who have alot of time to play to access more content and have challenges appropriate to their power level. Basically this setup lets the hardcore and casual players have a level playing field, while still accomodating both play styles. It also allows fans of the Dragonlance series to experience their favored era of time and not have things inappropriate to that time imposed on them. (Knights of Takhisis and Legion of Steel running around in the same time as the Dragon Armies, etc.) It also allows me to use the majority of the Dragonlance lore and content to make a single module, and still allow everyone to interact and play together.


If I've not thought of something, or you see a way in which the plan can be improved, just let me know.
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Kiri-Jolith
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PostSubject: Re: If you are...   Mon Apr 20, 2009 10:08 pm

And have no fear about the PRC being buggy. The core of the engine is stable, and fixes are are always a fact of programming.

C'mon guys. I see alot of people logging in, but no feedback. Is this a good idea or a bad one? Do you have a better one or a modification?

This is alot of work, and I don't want to go in the wrong direction.

"Somebody stop me!"
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Will of Lett
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PostSubject: Re: If you are...   Tue Apr 21, 2009 12:10 am

I like what you are planing it will be fun

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RaistlinMM
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PostSubject: Re: If you are...   Tue Apr 21, 2009 4:43 am

I think it might end up with some people unable to play with others completely dont get me wrong it is a good idea but like me for instance i will never enter the age of mortals if at all possible. I'm sure there are others who prefer different Eras of play as well.
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PostSubject: Re: If you are...   Tue Apr 21, 2009 8:53 am

RaistlinMM wrote:
I think it might end up with some people unable to play with others completely dont get me wrong it is a good idea but like me for instance i will never enter the age of mortals if at all possible. I'm sure there are others who prefer different Eras of play as well.

~nods nods~ The other time frames are really only there for those who want to play beyond level 20. The WotL time frame is the Main portion of the module, but I know there are the preferences. That's why there are the 3 options for the 31-40 block. The Summer of Flame is nearly identical to the WotL in almost all ways except for NPC populations, quests, and a couple PrCs, which is why it occupies the 21-30 block. Once you get past that, there's the option of exploring the different era's -or- staying in WotL/SoF time frame and just traveling the planes instead. Ya know, The Elemental Planes, the Abyss, the Celestial Garden, etc. The Age of Dreams & Age of Mortals are really there for those who want to play in and explore them.

The segmentation is for those who want to proceed beyond the level 20/PnP mark. The intention was to make a D&D PnP module, but I didn't want to totally eliminate the 1-40 scale used by nwn's because there are a great many people who like/want their epic spells/feats/etc. & their tripple classing and I didn't want to alienate anyone from playing on the module. Remember way back in the day the huge discussion about the whole "Epic" thing? I've always tried accommodate everyone and their play styles, and this is the best way I can think of to do it short of making several seperate modules, while keeping the playing field level.

I would make traveling through the various segments easier, except that PvP is a reality on any module (cept for no pvp mods), and even though I can modify the majority of stats, I cannot remove the class abilities themselves. This will give a major advantage, but there's nothing I can do about it short of just not having any way to travel back and forth which would make it -alot- harder for people to play together.

The only other thing i can think of is to just make the main module capable of handling levels 1-40, and having the other eras/segments for post 40, but that has its downfalls to... I dunno, I'm open to ideas and suggestions.
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PostSubject: Re: If you are...   Fri Apr 24, 2009 4:14 pm

UPDATE: On second thought, for awhile in the beginning, I'm going to keep it barebones, and limit the "fluff" to just the CEP 2 and the small hak files of my own that are required to make the custom classes/races/skills/etc. work properly. Sorry guys...

Thanks to that friend who set me straight on what I needed to do...
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SB_Storm
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PostSubject: Re: If you are...   Tue Aug 18, 2009 11:47 am

My only thought really on this is,
Once people start playing most will want to continue to the upper levels simply because they are there; however, traveling back in time with a level cap of a twenty will look inviting because a majority of the players will be there I don't think many will actually do it.

The complaint will be this, "when Rast went through time he didn't loose his abilities" and "I'm going back in time to be what I was before? What is the point in that...the purpose of going back in time is too take what I have now and use it back then to either help make things better or cause havock to others."

Not sure about what to say other than you might consider making the whole mod capable of handling the higher levels.

*thinks* I'll have to re-read this thread a sec and ponder on it some more.


Edit:

"The only other thing i can think of is to just make the main module capable of handling levels 1-40, and having the other eras/segments for post 40, but that has its downfalls to... I dunno, I'm open to ideas and suggestions."

This would be what I would do *points above* though I would allow all the time travel stuff to be open for trial and error; meaning, if someone fools around with the spell or items used for travel....maybe goofing around with a deck of hazards or something and poof a level 15 is in the future... well then there has to be some sort of "info" or something that they can bring back to their current age...

This would have to be either via a DM hosted event for them or an NPC quest type senario that happens once you get to another time zone / era.

Humm.. never really thought of the "Time Travel" for a mod concept.... will have to think about this idea a bit more and get back with you about it.

~SB


P.S. it would be interresting however to make two copies of Istar, one above water and one below that players could travel too... *ponders*
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