Upcoming Events
Collapse
There are no results that meet this criteria.
Announcement
Collapse
No announcement yet.
More Things to Kill!
Collapse
X
-
Well the most popular level range is the approximate target of our newest zone, which some of you have had the chance to journey to.
I'm still working out the specifics but expect to have a certain service available in Port Avanthyr without DM intervention... for a price. (Not prostitutes).
Leave a comment:
-
As one of the leading members of the Corps, Cybil discourages people from running off killing the slitherscale; she's never said they were friendly
. She looks at it this way, since the people of Sestra and the farmers are her primary responsibility, that adventurers go in, cause havoc, and walk away thinking they've done a good job, when in reality, it causes the Neutral Slitherscale to get mad, and strike back (at the nearest thing), bringing the cycle around. And the Naga are about the same level as the Slitherscale, go smack them around!
Leave a comment:
-
I chose 13-14, but it's 8-14 really.
A lot of PCs in that range go to the lizardfolk cave, but now everyone is "oh noes, don't kill the friendly slitherscales!" IC. That's an IC problem, but it removes an area to kill stuff for some players.
Leave a comment:
-
Dungeons full of mobs that are pretty much high level Barbarians that also cast Mords Disjunction.
Leave a comment:
-
Is that even possible, Intrepid? Sounds like the scripting would be a severe pain in the bum.
Leave a comment:
-
Some people have mentioned difficulty surviving solo with a PC not really good at solo adventure.
DnD was created with a balanced party in mind. However, one way of encouraging classes such as rogues or bards would be to weight a spawn script for the new area with a "weakbuild-ness" modifier to PC CR. This could just affect what spawns, not xp earnt for killing.
Example: >2 level of bard OR rogue = -1 to PC CR for purposes of calculating spawns
Leave a comment:
-
As it should be.Originally posted by GodBeastX View PostEvery dungeon I design gets harder the deeper you go in. It's just a natural expectation for me.
I was referring to a means in which high level characters can by-pass the low-level areas in the dungeon. (perhaps a key they found) That way you can have an area that can be fun for all levels.
Also it may aid in RP; pushing different characters together. Not looking for upper level chars helping lower level ones just to mix some things up a bit. Perhaps finding mentors? "Hey your pretty good with that sword. Had you thought about joining Red Blades?"...
Leave a comment:
-
I personally don't like this idea. For a few reasons.Originally posted by Espada View PostId' say all of the above, I'd like to see a persistent dungeon who's critters scaled with level. If not that the 13-14 range because leveling really slows down past the initial quests around level 10 and this would add a bit of variety.
1) Scaling encounters generally give the impression you're not getting stronger with levels. Killing mossclaw as a level 20 should feel like you're devestating to them. If they scale up with you, you feel like a level 1.
2) It'll encourage high levels to run around low level areas because they both get rewarded being there. This tends to end up in lowbie deaths for various reasons.
3) People will find a dungeon that is easy for them and just stay in it grinding eternally. I'd like to encourage grinding exploration by having people visit various locales throughout their career.
Leave a comment:
-
Every dungeon I design gets harder the deeper you go in. It's just a natural expectation for me.Originally posted by nezzerscape View PostWhat about a dungeon/cave that simply gets harder the deeper you get in? Perhaps a common stair case or room with multiple passages leading to harder and harder stuff. that way when a 15th level party goes in they do not spawn uber creature in the areas meant for 8th level parties.
Occasionally going to mossdale lower level chars get pelted by creatures that were spawn (and not killed) by the previous party going to the ungrotten grounds (can not remember the name)
Leave a comment:
-
What about a dungeon/cave that simply gets harder the deeper you get in? Perhaps a common stair case or room with multiple passages leading to harder and harder stuff. that way when a 15th level party goes in they do not spawn uber creature in the areas meant for 8th level parties.
Occasionally going to mossdale lower level chars get pelted by creatures that were spawn (and not killed) by the previous party going to the ungrotten grounds (can not remember the name)
Leave a comment:
-
I agree completely, that's why I saved the quests for later rather than sooner on some of my characters (not all however)...Originally posted by Espada View PostId' say all of the above, I'd like to see a persistent dungeon who's critters scaled with level. If not that the 13-14 range because leveling really slows down past the initial quests around level 10 and this would add a bit of variety.
Leave a comment:
-
I voted 7-10, the more RP characters, Bards, Rogues, and others on a low combat potential path still get there butts handed to them regularly at level 6 fighting goblins in the hills I have a ranger who gets owned by the goblins in the Viridale, due to a low will save, he's pretty much been shelved at this point, though could probably make a tidy sum care bearing at the boarder and escorting people into the glade.
This is not to say that there is not a need for other level ranges. Or at least an adjustment in the way difficulty scales.
Leave a comment:
-
The problem with this is it attracts players of all levels, setting up unfair PVP challenges... or unfair buffing encounters. It's a pet peave of mine when someone tosses out Stone Skin to strangers.Originally posted by Espada View PostId' say all of the above, I'd like to see a persistent dungeon who's critters scaled with level. If not that the 13-14 range because leveling really slows down past the initial quests around level 10 and this would add a bit of variety.
Leave a comment:
Leave a comment: