TotS
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- Joined
- Feb 4, 2006
- Messages
- 68
I wrote down a few things I'll have to consider, if I'm ever going through with actually making the mod, that keeps popping up in my mind every few months (Chances are I won't / get bored halfway in). I chose NWN2, since it should be rather moddable and I know the ruleset (Although I'd prefer a hybrid with ToEE-Style combat ).
Feel free to call me a dumbfuck and show me where I'm wrong.
Suppose you want to make a module for NWN2 and the game world calls for a drastically reduced number of magic items and spellcasters.
Regarding the magic items, you could just cut all of them out, but that's not a good idea, as this would just exacerbate the power gap between (PC-)spellcasters and non-spellcasters. (It's been years since the last time I've GMed a D&D session, but I remember the gold-by-level table in the DMG to be there for a reason.)
So, not to worsen the discrepancy between spellcasters and the rest, magic items in some form have to stay, just not described as such.
The +5/keen-Longsword would be a perfectly balanced and incredibly sharp masterpiece done byHattori Hanzo some mythical weaponsmith hermit.
Stuff like +1d6 fire damage etc. would have to be relegated to potions, that can be applied to weaponry for a temporary boost.
Same with with armor and shield.
Stuff like boosted reflex saves and attributes etc. would be a bit more tricky or even downright asinine, as no one is getting more intelligent by donning some piece of equipment ("Hold on, just let me put on my thinking cap!" Yeah, right.), but in the end it would boil down to careful selection of attributes and proper item description. Not Ideal, but better than giving this stuff the axe.
NPCs or more precisely Companions could prove difficult. Problem is, that a lot of base classes have spell-like, supernatural and spellcasting abilities, albeit limited ones. Apart from the obvious ones of Clerics, Druids and Wizards there are Paladins, Bards and Rangers, who all have one or two of those.
Even if you're not going for the Full Six Man Monty, having more than let's say 2 of those in your party, breaks the low magic feel of the game world. Same goes for having to many magically enhanced or supernatural opponents. And you probably want more than just 2 as joinable NPCs, so the player can choose, which ones annoy him the least.
All that leaves you with barbarians, fighters, monks, swashbucklers and rogues for the vast majority.
Not a big pool to draw from.
For most NPCs that's not really a problem, as the players won't know their classes and frankly won't care. For joinable NPCs that might pose more of a headache.
If the player can decide how to level them up, sooner than later, you'll end up with a group where virtually all of them have some spellcasting ability or other.
So if you're going for a low magic feel, you'll either have to limit the available classes for each NPC, or they'll have to level up on their own.
Crucially, all of those joinable characters have to be not only unique in terms of character interaction, but also in the way they develop in game terms.
And if you're taking the choice how to level the NPCs away from the player, those NPCs should be leveled in such a way, that they are effective.
For example, if there are two joinable rogues, they must not be interchangeable in terms play style - so if there is a dual-dagger wielding flanker who is also a fast-talker, the other one shouldn't be. Maybe have him specialized in ranged combat. Of course, both should still be competent in their core niche - breaking&entering and stealing stuff.
That goes doubly if you're multiclassing them.
And then there's the quest and world design. If you are going for low magic, that means the standard plethora of dragons, undead, curses and enchantments go right out of the window. Some of them may be present, but having a cursed noble, a dragon+plus hoard, powerful wizards, a haunted village, a wrathful elemental, an invasion by demons and a magical postbox all in one module might be a bad idea then.
Overall it seems rather pointless, when you can go for the normal high magic setting and don't have to worry about such things.
Feel free to call me a dumbfuck and show me where I'm wrong.
Suppose you want to make a module for NWN2 and the game world calls for a drastically reduced number of magic items and spellcasters.
Regarding the magic items, you could just cut all of them out, but that's not a good idea, as this would just exacerbate the power gap between (PC-)spellcasters and non-spellcasters. (It's been years since the last time I've GMed a D&D session, but I remember the gold-by-level table in the DMG to be there for a reason.)
So, not to worsen the discrepancy between spellcasters and the rest, magic items in some form have to stay, just not described as such.
The +5/keen-Longsword would be a perfectly balanced and incredibly sharp masterpiece done by
Stuff like +1d6 fire damage etc. would have to be relegated to potions, that can be applied to weaponry for a temporary boost.
Same with with armor and shield.
Stuff like boosted reflex saves and attributes etc. would be a bit more tricky or even downright asinine, as no one is getting more intelligent by donning some piece of equipment ("Hold on, just let me put on my thinking cap!" Yeah, right.), but in the end it would boil down to careful selection of attributes and proper item description. Not Ideal, but better than giving this stuff the axe.
NPCs or more precisely Companions could prove difficult. Problem is, that a lot of base classes have spell-like, supernatural and spellcasting abilities, albeit limited ones. Apart from the obvious ones of Clerics, Druids and Wizards there are Paladins, Bards and Rangers, who all have one or two of those.
Even if you're not going for the Full Six Man Monty, having more than let's say 2 of those in your party, breaks the low magic feel of the game world. Same goes for having to many magically enhanced or supernatural opponents. And you probably want more than just 2 as joinable NPCs, so the player can choose, which ones annoy him the least.
All that leaves you with barbarians, fighters, monks, swashbucklers and rogues for the vast majority.
Not a big pool to draw from.
For most NPCs that's not really a problem, as the players won't know their classes and frankly won't care. For joinable NPCs that might pose more of a headache.
If the player can decide how to level them up, sooner than later, you'll end up with a group where virtually all of them have some spellcasting ability or other.
So if you're going for a low magic feel, you'll either have to limit the available classes for each NPC, or they'll have to level up on their own.
Crucially, all of those joinable characters have to be not only unique in terms of character interaction, but also in the way they develop in game terms.
And if you're taking the choice how to level the NPCs away from the player, those NPCs should be leveled in such a way, that they are effective.
For example, if there are two joinable rogues, they must not be interchangeable in terms play style - so if there is a dual-dagger wielding flanker who is also a fast-talker, the other one shouldn't be. Maybe have him specialized in ranged combat. Of course, both should still be competent in their core niche - breaking&entering and stealing stuff.
That goes doubly if you're multiclassing them.
And then there's the quest and world design. If you are going for low magic, that means the standard plethora of dragons, undead, curses and enchantments go right out of the window. Some of them may be present, but having a cursed noble, a dragon+plus hoard, powerful wizards, a haunted village, a wrathful elemental, an invasion by demons and a magical postbox all in one module might be a bad idea then.
Overall it seems rather pointless, when you can go for the normal high magic setting and don't have to worry about such things.