Project Delicate Rebalancement: Tales of the Wild Coast

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

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  1. maggit

    maggit Zombie RipTorn Wonka

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    Thanks for the enthusiastic reception of my idea. :flamed:
    However it would be possible from the point of the script
    (as in the order of events) of the module. I mean, Cannoness
    Y'dey is killed anyway, the caravans are slaughtered by bandits,
    priests of Hextor send some of their minions to Rannos Davl, don't
    they? I thought it may be an interesting idea and sort of correspond
    with the whole module. Has your DM never divided your players into
    two groups that had different (sometimes even colliding) aims in a
    campaign just to confront you at some culminating point of it?

    ----------------------------------------------------------------------------
    Oh, I wasn't aware of that Spike already advised it, my bad that I
    haven't looked for it... Sorry Spike, I didn't mean to. Oh, and I've seen
    the movie (and liked it very much), Bill Murray starred in it, right? ;).
     
    Last edited: Dec 4, 2006
  2. Gaear

    Gaear Bastard Maestro Administrator

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    Maggit -

    Spike has been advising us of the Hommlet raid potential since day one, thus the Groundhog Day movie reference. It's a good idea, just not unprecedented.

    As far as doability, well . . . it would be a large-scale project, and a large-scale series of battles, probably, and it would no doubt infuse a bunch more XP into the scenario. That's something we're looking to avoid atm, though it's not out of the question eventually, I suppose.

    More to the point of the thread, I believe we're at the juncture now where we should start trying to narrow down possibilities as opposed to expanding them. Don't take that as a rebuke of your suggestions and input here, because we very much appreciate and encourage it. :yes:


    p.s. - Hey, wouldn't it be cool if someone did the Queen of the Spiders module some day? ;)
     
  3. Gaear

    Gaear Bastard Maestro Administrator

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    Let's talk crafting/magic weapons/treasure reduction for a moment.

    If we're committed to keeping ToEE as RAW as possible, we're just going to have to live with crafting as it is, which is pretty rules compliant as I understand it. Power-gamers can use it with with reckless abandon if they want to, and as stated before, I'm not really interested in stopping them. I choose to play with little crafting at all.

    What we can do is limit resources however, not neccesarily for the purpose of hindering power-gamers, but for depressing the ToEE economy in general. As it currently stands, there's a ton of money floating around in ToEE in the middle and late game areas. My non-crafting parties normally run around with hundreds of thousands of GP by the time I'm well into the temple, far more money than I could ever spend on Ah Fong's nifty armor or stuff like that. A substantial decrease in treasure would reduce that condition for parties like mine and make the expense of crafting a far more risky proposition.

    Also, IMO, magical weapons are far too prevalent as things currently stand, due in large part, I suspect, to our added mods. I think that a limit of +2 on magical items recovered from treasure would be appropriate, up until maybe the very late game. Likewise, the holy-axio-super-death-bringer stuff might be too readily available throughout, as you might expect that even one such item would be considered the treasure of a lifetime. I'm not suggesting that we have to get rid of Melany's dowry sword if people love it so much, but a general limiting of these things might be prudent.

    Now comes what will appear to be the goofy part: there seems to be too little variety of magical weapons recovered from treasure. My frontline fighters specialize in bastard sword, and at temple level 4, they're still using plain old MW varieties of these. That spells trouble for fighting in the nodes et al, as Kal stated. Now, I understand that my shunning of crafting is directly responsible for this. Nonetheless, it would be nice if not every magical weapon recovered was of the longsword variety. (I know there are others; just exaggerating to try to make a point.) One or two battleaxes or bastard swords would be cool. I know that Scather becomes available later in the game, but in my case, we didn't get it because I couldn't fit Thrommel in the party and he gave me his gold chain instead. (Plus, Scather remains a little wacky as far as the answering goes.) So if I don't craft and I have bastard sword proficient fighters, I'm SOL.

    Ultimately, what I would suggest is this:

    • A reduction of monetary treasure by maybe as much as half.
    • A reduction of magical weapons and items recovered from loot and chests by maybe as much as half.
    • A redistribution of magical weapons to limit uber-powered stuff and even out weapon types.

    I suppose you could argue that reducing treasure may frustrate some players and make things sort of tedious, and you might be right. But look at the 'reality' of it, so to speak, for a moment. Otis, a 10th level adventurer, states that he never found anything worth a damn in all his adventures. I don't know if that's just part of his 'I'm just an old blacksmith' routine or not, but it seems like the greater likelihood for most adventurers. The typical ToEE party, on the other hand, finds so much treasure that they don't know what to do with it all.

    Reducing it might help to increase the realism/immersion factor, avoid complacency, and address game difficulty issues all at the same time.
     
  4. Kalshane

    Kalshane Local Rules Geek

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    Part of the reason there's so many magical longswords is they're considered the default D&D weapon and in earlier editions of the game had the highest percentage chance to be found when rolling for treasure. That said, I would definitely like to see some more variety.

    I seem to recall there are a couple of magical battle axes and warhammers in the game. Though it would be nice to throw some bastard swords (which katana are, and there is a magical katana in Verbebonc) and scimitars into the mix. (Part of the reason for 5.0 I swapped out the assassin's dagger of venom for a wakizashi+1 since there's approximately 5 million of the former in the game already.)

    That said, the 3.x rules assume PCs and NPCs to have a certain amount of treasure based on their level and is calculated into the CRs. However, I have no idea if any of the baddies have correct treasure values for their levels. The only one I calculated this for was the assassin when I was re-doing his gear. It might be another project for me to take a look at.
     
  5. Old Book

    Old Book Established Member

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    I'd support this, especially the reduction in cash and magical weapons in chests. I'd like to keep items found on foes about the same; it's very satisfying to use Lareth's Staff or the Assassin's Rapier, knowing that you've won this weapon fairly by killing a worthy foe; that said, I wouldn't mind seeing these dropped down to +1 weapons rather than +2. You can always craft them up to +2 later. More variety in +1 and +2 weapons found on foes sounds good as well. All of that said, here are the Treasure tables per level: http://www.d20srd.org/srd/treasure.htm

    Looking at the tables, a +2 weapon in the hands of the Assassin seems pretty reasonable.
     
  6. smg225

    smg225 Gyro Captain

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    The more I listen to this discussion, the more clear it is to me that the problem is: Cr ratings (& their attendant treasure levels) are dependent on those creatures the party is up against using their abilities as intelligently as the party is able to use theirs. As long as ToEE is kept as close to RAW as possible (and I personally think this is an important part of it) the game is going to be easy relative to the CR of the creatures--I mean, the Balor is one tough fight for a 10th level party, but what's the CR on that guy, 20? 28? I forget. Well, you see my point. In the game as implemented, something has to give: difficulty, or rules compliance. It sounds like lowering xp should be part of the solution (that's rules compliance giving), heightening enemies ability to 'intelligently' respond (that's rules compliance winning, because xp is awarded, as I said, based on the idea that the party's foes will use their abilities as they are meant to) should be a second part. Should treasure be decreased too? I guess so, in my opinion, maybe using the same modifier xp will be reduced by.

    Just a running commentary, trying to sum up how it seems to me.
     
  7. Gaear

    Gaear Bastard Maestro Administrator

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    This is all well and good. Question is, do we want to go that far? What we have now is shit. What we'd have with the original suggestion of a general alert only for the deaths of priests would be better than shit, imo, though not perfect, but not as herculian a task. What we'd have with what Blue proposes is an ideal situation, shit-free, but requiring a huge effort. I've got no problem waiting until people get free to do this stuff, but there should be a light at the end of the tunnel. If we decide to do it, will we do it? Commitments and job assignments and the like are in order if we decide to go this route.

    I like this just fine too, but have we determined that wandering monsters are suitable to the ends we're after? More encounters means more XP. Also, if we do this, please don't make the RE infinite. That was a maddening element of the old goldbox games. You could kill 1000 wandering monsters, and still there'd be another pack around the next corner. At some point those numbers would dry up, even if they were recruiting like crazy.

    Yeah, I believe that's true. You kill them collaterally to set prisoners free.
     
  8. maggit

    maggit Zombie RipTorn Wonka

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    Hmm isn't it possible to make cold iron weapons by giving them the OIF_UBER against OCF2_NIGH_INVULNERABLE creatures to bypass DR? (Just asking, don't know if the
    flags actually work here).

    -----------------------------------------------------------------------------------------------------
    That's what I meant to post. ;)
     
  9. Kalshane

    Kalshane Local Rules Geek

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    XP is already reduced. Troika shipped the game with the XP awarded set to 70% normal. It may end up set lower than that, based on testing. Barring creatures missing essential powers, I disagree with arbitrarily reducing CRs for more powerful creatures just because they're not being played as intelligently as they should. Neither is every other creature in the game. It's all relative. A dumb Balor should be worth more XP than a dumb Bugbear.

    That said, if people want me to House Rules the CRs of creatures based on missing powers, lower-than-normal treasure, etc, I can do so. But my main goal with my protos.tab update was rules compliance. Barring a few instances that I discussed with the community, I tried to avoid making personal decisions about CR values.

    I'm not sure what those flags are for or how there used.

    Normally, creatures with DR have their DR value designated in the protos.tab. Assigning them values that don't exist in the engine causes wierdness.
     
  10. maggit

    maggit Zombie RipTorn Wonka

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    According to Agetian (somewhere in the toolset project)
    INVULNERABLE should make creatures invurnerable to
    all weapons except for those with the flag UBER.

    No one tested it there from what I saw, I would but I don't know
    how to edit creatures.
     
    Last edited: Dec 5, 2006
  11. smg225

    smg225 Gyro Captain

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    I'm sorry I wasn't clearer; I agree with you, and (semi-tangentially, but entirely relevantly) I'm really grateful to you for the work you did--I had no idea how screwy everything was under the hood until you went at it. I wasn't actually laying out an argument for one course of action or the other, just trying to describe the situation accurately--that something had to give given that the rules were written for Human DMs, not silicon ones--and make the point that given rules compliance, the game was (short of some genius programming) inevitably bound to be easier as measured by appropriate cr levels.
     
  12. Kalshane

    Kalshane Local Rules Geek

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    Ah. See, they shouldn't be invulnerable, just a whole lot tougher without the right weapons.

    I didn't think you were knocking my work. Sorry if it sounded that way. I agree, things are already going to be easier with an AI involved vs a human being. (Which I'm sure is why Troika set the XP at 70%) I'm just saying you have to keep everything relative, and it's hard to adjust CRs without seeming abitrary. I was trying to make it as close to PNP as possible, not "ToEE as envisioned by Kalshane."

    If people here want me to give it a second pass, and set some guidelines for what should and should not influence CR, I'm willing to give it another go, but it probably wouldn't happen until January at the earliest. I believe the engine pulls the CR directly from the protos.tab, so we wouldn't even have to re-mob everything.
     
  13. Old Book

    Old Book Established Member

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    Personally, I'm happier with an across the board XP reduction than with messing about with individual CRs.

    I also think it's important to keep in mind the cumulative effects of attempts to boost game difficulty. We want to make the Temple more interesting by making it more of a challenge, especially the 1st and 2nd levels, we want to make the Nodes playable and possibly tougher, and it seems there's some consensus to make the final Zuggy battle harder. We don't want to make any of these unplayable for a relative newbie trying out the Co8 mods.
     
  14. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Ditto what Old Book said, fwiw I am also not comfortable with fiddling individual CRs (I am turning into such a rules lawyer).

    Can I point out, re Gaear's comment about wandering monsters providing yet more XP, that they will make the Temple levels tougher (one might hope) which was the aim of them. A raging bugbear or 2 and a couple of those filthy tripping things with 50 levels of monk tumbling past everyone to spank your spellcasters can cause the party a fair bit of grief before they ever get near the main fights: but yes, there will be XP awards for killing them. Loot, too.
     
  15. Kalshane

    Kalshane Local Rules Geek

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    Yes, this. Which is why I'm more in favor of an XP "slider" in the Front-End (ranging from 70% to 35%, or whatever) that lets the player select how tough they want it to be over simply changing the XP percentage for everyone.

    Right. And if our efforts to make the early levels of the Temple tougher result in the later levels being easier, then we can always boost those levels as well. We've pretty much got the game to the point where it will support characters of up to 20th level mechanics-wise. Why not shoot for an appropriate 15+ level end-game instead of a 10th level one?

    Okay, sounds like folks are pretty much opposed to CR-tinkering. Which is fine, since it stems into the realm of opinion rather than what's written. Some of the monsters, particularly the Greater Temple Bugbears and ogre chiefs, are under-equiped for their character levels, though. We might want to see about getting them better stuff. (Which actually shouldn't add too much to the treasure, since bugbear and ogre weapons are unlootable. We'd just have to add some magical versions to the protos.tab and then add them to the appropriate mobs. [The two Greater Temple Bugbear Chieftans in the room near Scorpp could be really ugly and worth their CR if they had Unholy battleaxes :evil_laug])
     
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