Project Delicate Rebalancement: Tales of the Wild Coast

Discussion in 'General Modification' started by TimSmith, Nov 26, 2006.

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  1. aehchua

    aehchua Member

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    Just 2c. from a player.

    First, I liked the Verbobonc and Moathouse respawn mod, because it interrupted what used to be a very boring part of the game. Temple level 1 and 2 have always been (for me) fairly monotonous. I don't do the priest quests, because I tend to have a paladin in my party.

    Some of the stuff in the temple was already lowly balanced (the humans in the Earth temple, goblins on DL 3, the non-bandit humans on DL2).

    So, all I used to do was kill everything that moved, picked up armors, and hauled them back to Hommlet/Nulb. Now, those mods give me something to break my tedium. I clear level 1, then do the Moathouse mod, clear most of level 2, then do the Verbobonc mod. Krunch's mod is a late addition.

    So, what I'm saying is that having some mods with quests etc. to interrupt the mid-temple levels is a good thing, especially for paladin-equipped parties. I guess, what I'd propose is the following:

    (1) Make the moathouse respawn activate as a quest (there should be a story reason why people go back there), activated at party level 8. Most of the monsters there are "average" for that level, and I can clear the whole moathouse with a single run through of 6 characters- which is about right for a side-trek. So, if the moathouse respawn is denied to lower level characters, the mod does not have to be changed.
    (2) Krunch's mod could be upgraded to be for 10th level characters. This is a pain, especially since all the orcs etc. would have to be upgraded. However, I recommend this, because most of those monsters (sans goblins, gnolls, bugbears) don't appear elsewhere. To make things a little easier, swap the bugbears with greater temple ones, and swap the gnolls and goblins with greater temple bugbears. The bugbears are led by a priest of Zuggtmoy, and some other mage. Or they're led by drow (Eclavdra's cronies). Link the story to the greater temple. Smigmal wants to beef up the temple defenses and they're trying to recruit a bunch of orcs led by the great orc general. What I'm trying to propose is something where changes incorporate underused monsters already in the game. The only monsters to be modded would be the orcs (I know, still a big deal).
    (3) Verbobonc should be upgraded to be for 12th level characters. This again, would be another pain. However, as Allyx noted, none of the monsters except the spiders (who are underpowered for Verbobonc) appear elsewhere. The women and the merchants remain as is, but don't bring you to Verbobonc until level 12. Same with Rentsch etc.

    In my mind, as the temple stands, parties of 6 characters should be about 6th level by the time they do the earth temple (4th after moathouse, 5th after Nulb quests, 6th after Imeryd's run), 7th for the other temples, 9th for the 3rd level (Smigmal and a couple of other enemies are EL10), and 11th for the Hedrack, Senshock etc. encounters. An 8th level moathouse, and a 10th level Hickory Branch would fill that requirement. Characters also need a couple of levels to face the Balor. Verbobonc and an Imeryd's run respawn would handle those issues.
     
  2. Zebedee

    Zebedee Veteran Member Veteran

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    Possibly the most unbalancing thing which could be avoided. But then with DnD crafting (ye olde hobbye horsey), no time constrictions and a save function (no xp lost to death), items are overpowered for the group in any case. That said, Troika put in a holy longsword which you can obtain at level 2/3 ;)


    Problem for me is that it's impossible to balance the game.

    DnD is always way out of kilter in the early levels and way out of balance by later levels - that's IMHO a flaw with the system and not the game content itself.

    How does one balance the temple? What level should one be to enter the temple? Doesn't assigning an arbitary level for that make a nonsense of the games alternate conclusions? Bumping up all the creature levels in the temple won't really solve the problem of trying to accurately gauge the level of a group which can consist of 1 -8 members which has open-ended ability to travel and move around the game 'world' with several ways of entering the temple.

    The game wasn't balanced to begin with. It couldn't be because of the free-form way Troika tried to make their games. The only way I see to balance ToEE would be to reduce some of the options above and try to funnel parties to a certain point at a certain time. Which is something I guess none want.

    Just my twopennethworth.
     
  3. Gaear

    Gaear Bastard Maestro Administrator

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    More responses . . .

    First off, bravo to Allyx for taking the stance that we can't leave things as is. It would have been fairly easy for you to say 'I've done my part, I don't care.' Kudos to you for seeing the larger picture and being flexible. :thumbsup:

    WG, I assume that by 'these people' you are referring to me, possibly among others. You should feel free to address me directly if that's the case.

    Let's hash this out a bit more for the sake of documentation. Using 5.0.x, this is the path through the game I've taken, and I've tried to basically do everything chronilogically; that is to say, major quests and story arcs get added to the queue and are undertaken when their turn comes up:

    1. Hommlet
    2. Moathouse
    3. Emridy Meadows
    4. Nulb
    5. Hickory Branch
    6. Temple Level 1
    7. Moathouse Respawn
    8. Verbobonc
    9. Temple Level 2
    10. Temple Level 3
    11. Temple Level 4 (where I'm at now)
    12. Nodes (anticipated)
    13. Zuggtmoy Level (anticipated)

    Let's refer to 1-4 as the early game, 5-9 as the middle game, and 10-13 as the late game. When I got to Hickory Branch I was level 5, I believe, having done Imeryd's Run and the Orc Cave already. This might explain the difficulty I had there, as iirc krunch recommends level 6 for HB. And for the sake of clarity, let me state that the main difficulty I had was with single blow deaths at the hands of raging orcs with insane strength. (Ditto for the orc cave prespawn.) At any rate, I was level 6 when I got to temple 1, level 7 for the Moathouse respawn, and level 8 at Verbobonc. Verbobonc was rather easy, as I believe Allyx recommends level 6 for that also. This means that by the time I got to Temple 2, I was at level 9. As originally designed, you would normally be at temple 2 at maybe 6th level, I believe, having none of the 3 major Co8 additions to do. So I'm 3 levels ahead there. How could it not be a cakewalk? And remember, I'm using an 8 member crew, no XP farming, no crafting either, and most definitely no console cheating. The party is extremely average - most of them using the first roll in character generation and having maybe a 16 in their highest score. I don't know what else to tell you, other than to point out again that if I can do it this easily, I'm fairly certain most other people can, as I'm no whizbang player. If you're basing your opinion on not doing the added quests, then I acknowledge that temple 2 probably wouldn't be easy. But the point of this discussion is to determine the effects of the mod with the add-ons in use.

    First of all, and with regard to your support of Spike's idea, I'm more and more liking the notion of putting the added mods at the end, sort of a 'Tales of the Sword Coast' for Greyhawk, only added to the original ToEE game. Doing this would eliminate the distraction factor that a few others have mentioned and deliver us from the daunting task of redesigning the temple, and it could be an arena for advancing to high levels in ToEE and using those new spells and things Kal mentioned, not to mention Spellslinger's enabling of trouble-free class advancement. (Hm, a certain other 'Arena' would fit in there nicely too, come to think of it. ;))

    I see a few options for dealing with the problems you mention. First of all, the presence of the temple prisoners in Verbo need not change, just the hook to get there should be taken away from them. If it's doable for us to initiate new quests and story arcs after the fall of Zuggtmoy from the home base of Hommlet, then I would suggest again (sorry if I'm out of line here in some way) that we enlist Old Book to write a plot that could somehow encompass the entire expansion, with hooks delivered by someone like Kenter Nevets (who we could add more voiced dialogue to). I keep volunteering Old Book for these types of jobs because it simply makes sense to me to have people who are skilled at a particular thing perform that type of service. I myself am no writer or creative type guy, but for the sake of discussion I would suggest something like this:

    • Nevets: There's trouble somewhere east of the Moathouse at a place called Hickory Branch. Go check it out.
    • Nevets: Young Kent here says there's trouble again at the Moathouse. (We already have that line, though I suspect very few have heard it. ;)) Go check it out.
    • Nevets: We've just received word of grave trouble in Verbobonc. You must go there at once and check it out! (Game culminates in dragon-slaying.)

    This is a stupidly simple example, but you get the idea. Plus insert the AoH in there somewhere if/when Morph gets it done. Thoughts?

    Sounds like Ted's onboard for the 'big win' too. :thumbsup: Delegating this to someone else would allow him to continue to focus on KotB. No need for that to come to a screeching halt just becuase of this little project. ;)

    This is worthy of consideration as well. The only comment I have on it at the moment is that the 'all at the end' proposal has the advantage of not needing to meddle with anything in the existing game.

    [Best Bill Lumbergh voice] Hmmmm . . . I'm gonna have to go ahead and sort of, 'disagree,' with you there, Zeb . . .

    My impression with ToEE Vanilla way back when is that level progression and difficulty was fairly well balanced. I don't remember any glaring incongruities. I could be wrong though. More input is in order. :)

    I'm sure everyone got the meaning of your post by reading the post, not intuiting it from the new title. As I stated, your thread was merged with blackfly's because they addressed essentially the same thing. You share joint glory in having your titles merged as well.

    As to temple level monotony, well, it would be less monotonous at least if you weren't overpowered while playing them. :bored:


    Wow . . . uber-long post. You may now call me Mattea. :icon_chuc
     
    Last edited: Nov 27, 2006
  4. Old Book

    Old Book Established Member

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    I'd rather see buffed enemies and a smarter temple than see all the added content moved to the end. That said, I'm glad to contribute where I can in terms of plot and dialog. If the consensus is for a Tales of the Sword Coast approach, I'll budget time for it.
     
  5. smg225

    smg225 Gyro Captain

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    I think this makes the most sense to me, short of some hero volunteering to rebalance the entire original material to accomodate the new mods. It also occurs to me that this option has the benefit of codifying the process of including any future add-on adventures, making it easier to fit in any future mods some future modder may add. I know (and support, for entirely selfish reasons!) the focus-shift to producing all-new modules (kotb and beyond), but since TOEE is the OC (so to speak), modders might still be drawn to trying their hand at something manageable and personal. So the adding-on-to-the-end solution allows for such future endeavors without bringing up the unbalancing issue all over again. I'd say it's smart to solve such a problem in advance--unless you plan on 'locking the thread' (i.e. saying no more mods added to toee through co8 cumulative patches), which solves the problem as well, though less dynamically.

    I should say I also like the idea of cutting xp to 50%, fwiw. It seems to me either approach addresses the issue.

    Just an opinion thrown in the pot, I hope it helps. Whatever you all decide, I'm sure it'll be reasonable and fun. You're pros.
     
  6. Gaear

    Gaear Bastard Maestro Administrator

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    Thinking of this a bit more, I see no reason why we couldn't jointly move the new mods to the end and make the temple a bit smarter. It's the re-statting of everything that would be so time consuming, by the sound.

    Aeroldoth's idea of creating a flag that trips if an alarm is sounded is a good one - i.e., if a temple priest is killed in some way other than through an assasination quest from another temple priest, the different elemental powers assemble in a defensive posture in their respective temples in order to properly defend themselves. I've already explored the possibility of adapting some of the existing dialogue to accomodate this, and it's doable except in the case of Romag commenting about Kelno. So, in effect, your no-nonsense party could enter temple level 1, kill Romag because he's a bad dude, go back to Nulb or wherever to rest and sell your stuff, come back to temple level 2, encounter Belsornig or somebody - in their temple, not their office, and accompanied by all their troops, commanders, and elemental creatures - and have him say "You killed Romag. Prepare to die!" or something like that, and then be attacked by that particular temple in force and in an arena that could accomodate such a battle. I wouldn't view it as avenging the dead priest, but rather as recognizing a threat and mobilizing to defeat it for selfish purposes. The existence of the dialogue would simply be to attempt to intelligently acknowledge what the party had done. It would certainly put a different spin on things for parties that just go through and exterminate the temple threats as they proceed.

    Another idea I had was to arrange yet another ambush in the suspiciously always-empty ground floor of the temple for parties that had killed an elemental priest. This, however, would be a bit more troublesome. You wouldn't want to have Barkinar or somebody like that orchestrate it, because that would interfere with the other plots centered on him later in the game. Plus, if I'm not mistaken, the greater temple sort of encourages a survival of the fittest mentality for the elemental temples, and the greater temple wouldn't neccesarily mobilize in defense of one temple. (Maybe I'm mistaken about that; not sure.) And we're already pretty long on ambushes. The idea could be kicked around anyhow. :shrug:

    I suppose we first have to come to some conclusions about what we want to do in the big picture anyway, if anything, but it's food for thought. Isn't krunch supposed to be back by now? I guess we can't make too many plans for HB without his consultation.
     
  7. Kalshane

    Kalshane Local Rules Geek

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    I like this idea. If it's possible to do engine-wise, it's probably the easiest solution outside of reducing XP awards. I'm willing to help Ted, Allyx and Krunch pump up their assorted baddies as well. I'm sure Allyx and I could make the white dragon, in particular, one tough cookie. Especially if it's going to be the new final battle. Maybe even give it some Frost Giant (easily handled with blue-haired dwarves set giant-size) body guards for extra fun.

    I do agree with the idea that putting these events outside of the main story reduces some of the flavor, though.

    Actually, pre-additional content (and Liv souping up the broken tower battle) after Nulb, I used to hit the broken tower first, use the secret door into temple level 3, wipe the floor with pretty much everything but the Umber Hulks (damn confusion gaze) and then work my way up into temple levels 2 and then 1 before making my way back down to level 4. Outside of the battle with the salamanders in the fire temple, I didn't have much of a problem at all.

    Nowadays I need to hit level 5 or 6 before taking on the broken tower, which means I'm usually venturing into the 1st level of the temple to level up before I skip down to level 3.

    ETA:
    Re-statting is pretty easy, now that I know how the protos.tab interacts with the engine (though it can be time-consuming depending on how many NPCs you want to re-do). Unfortunately, it's the AI editing, pre-buff scripting and Mob recreation that I don't have a clue how to do and takes quite a bit of work from those who do know how. I've played with the strategy.tab a little bit, but it rarely works how I think it should.
     
    Last edited: Nov 27, 2006
  8. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    This may sound silly, but one tactical buff-thing we could do is add 5-foot step to everyone's strategy.tab entry. Just having pirates etc step away from you before loosing their point-blank crossbow, instead of drawing an AoO to do it, would make a small difference to combats.

    Correct me if I am wrong here, but doesn't inserting a scroll in an NPC's inventory cause it to auto-cast that spell? Like Liv does with 'Death Knell' for the Skeletal Priest (Gawd bless his bony rules-breaking heart): if a character falls below 0hp, a Death Knell scroll appears in his inventory and he uses it, to simulate him casting that spell. This is of course much easier to do than getting that stupid startegy.tab to function properly. We could use the internal flags / variables in objects to count, so that on, say, the third round the enemy spellcaster spawns a scroll (of one of his memorised spells) and casts a spell: and moreover we could easily randomise it within the bounds of his memorised spell list so that he reacts to the present situation (like the Death Knell) or just randomly, so fights are different each time.

    Another thing we could do (and I am prepared to put my hand up for this) is institute wandering monsters in the Temple. If Lord Spike could give me a list of what might be appropriate for where, I am happy to waypoint a few things wandering the halls. Or, we could have Greater Temple Ogre Shamans wandering the 2nd level to keep the peace if Romag gets murdered, appropros of what Gaear said. Adding Greater Temple monsters to the top levels would toughen them up, as long as we did it intelligently and according to the players previous actions.

    O and that fire node is just crying out for some red dragons :)
     
  9. Kalshane

    Kalshane Local Rules Geek

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    @Ted: I'm not sure. I knew Liv did some stuff with scripts and scrolls and potions, but I have no clue how it all works together. I don't think NPCs autocast scrolls, however, as I seem to recall picking up scrolls off of baddies. Though I could be misremembering.

    That said, one issue with NPC spellcasters using appearing and disappearing scrolls to cast their spells is the Silence spell does not prevent characters from using wands or scrolls, though it should. (Although in retrospect this isn't really a problem with your idea so much as a bug in the game that needs to be squashed. So I think I'm going to hop over to the bug list and add it.)
     
  10. Sitra Achara

    Sitra Achara Senior Member

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    I generally like the idea of the Temple consolidating its forces in reaction to your killing sprees. The Earth Temple has a large number of troops scattered througout the first level, if they could be put in one room it would toughen it up quite a bit. Currently as it is, every room has one or two strong guys at most with a bunch of fireball fodder (e.g. the 11 HP Earth Temple troops weaklings + Earth Commander and Lieutenant, Romag and Hartsch + 3-4 bugbears, Ogre Chief + a bunch of gnolls and ordinary bugbears). A fight with the Earth Ogre Chief, large earth elemental, earth troop commander, Romag plus some elite bugbears all at once should be challenging even for an advanced party. If the party is really high level (say 11+), maybe we could even arrange for a scripted event wherein Romag and all the above gather at the altar to sacrifice some of the aforementioned fireball fodder to summon a demon (heh, this could double as a node workaround - if you can't bring Mohammed to the nodes, bring the nodes to Mohammed :p )

    Another possibility is to have a competing adventuring party clear out the easy encounters and 'level up' while doing so. The longer you delay the Temple romp, the stronger they become (based on how far along in HB and Vbbc you are, for instance) and the more of the Temple is cleared out by them. We could have a vignette tie in as well - e.g. if you're LG, NG, TN aligned, the opposing party would be the one from the CE vignette who just run around slaughtering things at random (and upsetting the balance for the TN point of view), if you're LE/NE/CE, it's a bunch of LG paladins in search of Paida/Thrommel or elves looking for Tillahi, CG - Hextorite monks/clerics, etc.
     
  11. blackfly

    blackfly Established Member

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    Gaear, do not take my posting as an insult in any way or as a WTF. I have been familiar with D+D for (my age is showing) almost 25 years. I am an old school fan where levels of experience were EARNED and magic and money almost as rare. The idea of a "Christmas Tree" campaign has been tried and long discarded. I enjoy all the new content as it keeps the game fresh, exciting and interesting and keeps me (and others, many perhaps) playing long after the game should of expired. But the added content, when taken into context of the original backbone, makes the game way too easy. I suggest that one could remove the magic and money to make it harder to craft, but players expect rewards for interesting fights. Catch 22 isn't it?

    The idea of XP limiting is interesting, but when one needs XP to craft items of power and get spells, I no not see many players being honest.

    I suggest that the game (if possible, I am not a modder) be able to read the game. IF one plays the vanilla version, then all is well. IF the full 5.0.2 is used with Max HP etc.... then the game can have the monsters do the same. Give them all max HP, make every random encounter in the wilderness hurt. I have had, since my new install and game, 5 very "near misses" with death due to random encounters I had to do. This is good and keeps one on their toes.

    Perhaps making the crafting aspect harder is more realistic. I think the fact the game is too easy is due to the absurd level of magic one can get too early. If my characters today were to exist when I was a DM they would be on Godlike level. Not very realistic or a challenge for monsters. Magic, especially powerful magic, is supposed to be rare. If anyone has one, reread the original DMG about placement of monsters and magic written by EGG. I think it will clarify my point of view.

    But on the other hand, seeing what one can make is half the fun. I have yet to have a real successful party that was pure evil (with requisite evil weapons) and now with added content this can be done.
     
  12. Lord_Spike

    Lord_Spike Senior Member Veteran

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    A collection of thoughts, rather random (this is a lot to digest):

    I haven't played with more than a party of 4 in some time, so parties of 8 getting 3 levels higher than they "ought" to be is definetly a problem. That's a lot of experience going around. I think we should guard against creating encounters which will generate even more experience points to complicate this situation. That said, making the Temple fight smarter has always been something that people here have wanted, I think. And extra dragons are always warranted; its Dungeons & Dragons, after all. Avoiding the XP is the problem, or placing them so far towards the end it doesn't really matter. Red dragons in the fire node seem most logical since the PnP module had 2 in there. Hell, all the nodes had dragons of some sort. But how to minimize impact & rebalancing are the points, not adding more new stuff. But, I will gladly supply whatever (info) to whomever needs it (Ted, OB1, Allyx, K) for whatever is decided. I'm still in favor of this "delicate rebalancement" project, and I think it should be called Tales of the Wild Coast, since that area lies just beyond the Gnarley Forest.

    Didn't see the above post, cause I was typing mine. Making crafting harder is another good way to burn up cash & XP. It should also be considered as a possible fix.
     
    Last edited: Nov 28, 2006
  13. Gaear

    Gaear Bastard Maestro Administrator

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    Point of clarification - do you mean you're in favor of the re-statting and NPC AI, mobs stuff, or the repositioning of the mods, or both? I guess I never sufficiently defined 'delicate rebalancement.' ;)

    And if this thing ends up being a go, I'm all in favor of the Tales of the Wild Coast name. :thumbsup: (Now watch the BG people come chasing after us.)

    Heh, we shall call it "Project Delicate Rebalancement: Tales of the Wild Coast"

    To be sure, I didn't take it poorly at all. It's just this sort of direct feedback that we need. :mrhappy:
     
  14. maggit

    maggit Zombie RipTorn Wonka

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    Speaking of money and loads of items...
    I'd suggest making armour not dropable
    by enemies, (well except for some tougher
    bastards) since it's from them one gets rich
    pretty fast. Tried killing temple guards in
    breastplates? See what I mean? Besides,
    from the point of view of RP, a slain opponents'
    armour may be the same condition as it's owner.
    My team could never take of any armour from
    a dead enemy in PnP, I think it would be quite
    reasonable.
     
    Last edited: Nov 28, 2006
  15. Kalshane

    Kalshane Local Rules Geek

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    Re: Game Difficulty: Are The New Mods Making The Game Unbalanced?

    That's a house rule on your DM's part. Nothing in the RAW says anything about the armor of defeated foes being unusable. The only specification in the rules about captured armor is that full plate needs to be refitted to a new owner, which costs quite a bit of money.

    It's not an unreasonable house rule to make, but without a DM to arbitrate, it results in silliness like enemies killed via Circle of Death or Cloudkill having their armor destroyed. Plus, even if you run someone through with your longsword, his armor is likely still either repairable or can still be melted down and used for something else by a smith. Which wouldn't net you the price you'd get for functional armor, but it would still be worth something.

    I think a better way to reduce wealth might be to reduce the amount of loose coin enemies carry on their person. Most people aren't going to walk around with their life savings in their pockets and a warrior carrying around 50gp is better served to buy a potion of cure light wounds. Loot that it's in the form of physical objects is worth less if the party doesn't need it because they have to sell it for half (or whatever the going rate is) price.
     
    Last edited: Nov 28, 2006
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