NWN Grumble's Irithia
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A few things to note....

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A few things to note.... Empty A few things to note....

Post  Mr_Grumble Sat Oct 02, 2010 12:33 am

I've been play-testing the mod a bit recently and thought it prudent to make note of some observations that I've made....

* Most areas will call on a variety of strengths and skills - so a well rounded party is vital! For example, many areas require a party member with high spot/search skills to find hidden doors as well as the standard high locks/traps abilities. You've noticed by now the unique interactive door system in the mod; it's not only the rogue who is essential in many cases - often a high strength is required to force open doors via a rolled check. These and other examples may even prove essential to completing scripted quests

*It's not for me to tell the players how their party should function, but remember this is not a PW and it's rarely going to be a case of being able to 'farm' spawns for coin and potions etc. What I am getting at I suppose is that a more 'party oriented' playing style may prove to be advantageous. Not to say everyone should be Lawful Good socialists or anything, but pooling of resources/party funds/strategic purchasing of equipment are just suggestions.

* Further to that I will try to make healing items etc more available in drops and treasure hordes etc - given the obvious lack of them. Also keep in mind that many of the merchants have not been fully 'fleshed out' (a huge job) and I am more than open to suggestions as to what to include in stores that may be lacking
I.E. 'Specialist' stores such as weapon/armour smiths, Magic shops etc are not Bunning Warehouse - but if they can't commission or 'make' an item that you are after, we'll see if they can't 'source it and order it in' so to speak. This will require time and additional costs of course, but I'm more than happy to help create the kind of world that makes players happy... not just resident godlings Wink

* There are clues and information scattered about the place that will help the party complete scripted quests, however these often require an active 'examination' of placeables in order to find clues within item descriptions (eg the clue for the door combination in the Oldkeep tower)

* Some quest related items are missing in some cases - leading me to believe that they may have been given to pc's directly by a dm possessed npc for example, not found in a drop or treasure chest. I am trying to rectify this where possible by placing these strategically in the mod.... but I am bound to miss one or two, so let me know if a scripted quest needs a particular item or key etc and I'll be able to tell you to keep searching for it (READ: It's either in the mod already, or it'll give me time to drop it in somewhere Wink )

* Similarly some area transitions may be missing or broken. Please let me know if you come across any by posting in the bugs thread

* The mod was primarily designed as a PW, and in some instances certain quest related npc's / monsters may have the annoying habit of respawning after death. I don't want to go messing around too much with the custom scripts and stuff, so please bear with me if the occasional case of deja vu occurs. I really did not intend to have 2 pc's bitten by a were bear for example Razz

* I'm trying to fix the appalling spelling and grammar in many of the npc convo's and item descriptions. Once again, I am sure many will slip through the net - so please advise of any such instances via the bugs thread. Don't worry about how pedantic it may seem... I'm a perfectionist and think that a simple spell check can make a huge difference to enjoyment and gaming experience Very Happy

* In a similar vein, it would be good to know of any items in your inventory that may still have the default Forgotten Realms descriptions - I'll give these either a more generic or, where possible, more 'Irithia' flavour as I can get to it Very Happy

* Finally, keep up the good rp! The beauty of a dm-run campaign as opposed to a PW that may see little lovin' from godlings is that you are more free to be able to think and act outside of the constraints of 'game mechanics'. There may be more than one obvious way of getting through difficult IG situations, so don't be afraid to 'think outside the box' and I'll try to accommodate where possible. Sometimes these solutions can be facilitated by clever use of the dm or fx wands, adding placeable objects or items etc... but sometimes they may just have to be roleplayed out via emotes and may call for a greater use of 'imaginative visualisation' Very Happy


Mr_Grumble

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Join date : 2010-06-20

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Post  Jamoise Sun Oct 03, 2010 11:54 pm

I thought up a good thing, but then somebody let the orc go *grumbles*

Jamoise

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Post  Mr_Grumble Thu Dec 30, 2010 8:55 pm

I want to point out the importance of active examination of useable placeable items in this mod. Not only for the fact that many of the item descriptions add 'flavour' to certain areas - but more importantly there will be clues vital to quest advancement that will not be available to PC's unless they actively 'right click and examine'.

Just a reminder, to try and help the party avoid running into too many brick walls Razz

Mr_Grumble

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Post  Mr_Grumble Mon Mar 28, 2011 10:41 pm

So I've spent about 5 hours bugfixing since last session, so hopefully we should be good to go as the party re enters the Black Swamp. Dun dun dun!
I thought about leaving the lich in place in one area but after my 21st level paladin playtest pc kept getting pwned by continuous respawns of said monster who would open attacks with timestop followed by black blade of disaster - I thought it might be too easy for you and decided to replace it with something harder.

On the subject of creature toughness, please be aware that as the party enters it's teen levels the 'kid gloves' may come off a bit. Not to say I am going to make areas impossibly tough, but in many instances running in and trying to go toe to toe with mobs may end badly for you more often than not.
So use areas to your advantage, set traps, use buffs and select spells carefully, scout, lure, stay in tight formation when appropriate ..... And all that other stuff..... And you just may survive to see epic levels

So long as you seek a dm when ready of course :-P

Mr_Grumble

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Post  Mr Damage Wed Mar 30, 2011 1:14 am



So use areas to your advantage, set traps, use buffs and select spells carefully, scout, lure, stay in tight formation when appropriate ..... And all that other stuff..... And you just may survive to see epic levels

...and when all else fails, send in Charity Razz


*runs*

Mr Damage

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