I respect one's choice as long as one doesn't start preaching around "hey it's all good, but this is a cheat" while at the same time he has no conscience about using level uncaper and gaining up to twice the levels one is supposed to gain. As for implementations, I don't know, like I said, haven't looked at it yet. Might be something easy like changing a few bytes of existing code, or might require some additional coding to do, or might require too much (for a not-so-patient guy like me) additional analysing and coding to do.
Drifter, think about the level cap remover like something that allows us to further expand the game with new adventures. We're already talkin' about new maps, mob files and stuff. This mean that soon (I hope) we'll be able to create new locations, with new, powerful monsters, enemies and challenges, so that the cap remover will not be a bug. And anyway, it is very nice for the ones that enjoy playing only a solo party, or a 2-PCs party, while, with a 8 memebers party, the player will gain no more than 3 extra levels per PC or NPC. They are nice, but not that big difference than before. Anyway, Allyx was trying to explain that it is impossible to have a 20th level pure rogue, ranger, bard* or sorcerer* because every of those classes has some limit connected with the original level cap. Not a bug, of course. Just a limit that would be nice to overcome looking for the future. * since of the lack of high level spells.
The PC's in any PnP run through T 1-4 should never get higher than 10th level. If they get into a tight spot, they can always recruit extra help from the NPC's available in the game. In playing this game, I favor a small party (generally 4, no NPC's) with some multi-classing and levels uncapped to allow advancement to a suitable place in order to defeat Zuggy. Let us not forget that the cprg is based on T1-4, it is not an exact copy; and a live DM can account for many things not given consideration in this version. I thank the persons who have given us choices, and agree that being preachy is not necessarily a good thing.
If I'm right, ToEE was a 1st edition D&D adventure. I have no idea if Wizards of the Coast officially relased an updated version for 3.5 but you can't compare 1st edition levels with 3.5 levels. They are very different.
I appologise to drifter for calling his max HP patch a cheat, but I choose not to use it, I am using the level uncapper, but rarely manage to get any of my characters past level 12 in normal play, I posted the problem because as we get better at modding the game, adding new content and so on, It may be feasable to continue playing this game all the way up to level 20 (that's my hope anyway). I did state in the first post that I was "testing" not playing, and I decided to highlight the problem now so at least everyone knows about it and we can try to find a solution.
Orion: You are right, it is a '1st Edition' PnP adventure; there is no 'updated' version. But comparing edition 1 with edition 3.5 is at least as crazy (if not more so) than comparing either of them to a CRPG, wouldn't you agree? Perhaps we should all just refer to the work done here by other fans as 'mods'...and leave cheating out of it altogether. I don't believe there is anyone here without sin... :blahblah: ...Oooops! A preach slipped in... :blush:
Being able to see the enemies hp is pretty sweet, the old method was far too vague for my tastes. I really didn't like the "near death" message that popped about 30 hp before something was dead.
I'd like to second this sentiment. I don't know if I'd classify it as a "cheat", although it is modifying the game to make it easier. Hmm.... Anyway, I just like the RP element of being able to see that something is hurting without knowing exactly how much. Most DMs will answer you if you ask how hurt the troll looks after taking the fireball, but they won't say, "he has 8 HP left". Anyway, it's just a preference issue, for me. Then again, I say cheat if you feel like it.
I've played through the game so many times I hardly think I'm robbing myself of the experience of not knowing what a hobgoblin has for life. Besides, were I a pnp player I would probably have a better idea as to what hp a creature might have, or at least another party member would be likely to. It does make it easier though, which isn't the direction I usually like to go with when I'm using mods for the game. I'm going to use it anyway, I just really like it. Maybe you'll feel better knowing I have all npc's turned up to max hp. Or maybe you'll feel better knowing you don't have to drink your tea cold anymore.
That's easy Cujo...Orion has 79 HP. Or it could just as easily reflect another number...especially with all the labeling / name calling. If one does not like certain changes in the game, one should not use them. There is a lot of stuff in the game that characters should not know or would not be able to do. But this is a FANTASY combat SIMULATION GAME, not a real life doing anything except typing and mouse clicking. As for someone else's point, a really good DM would find some way to let you know how hurt an opponent was based on the circumstances your character was in at the moment you asked the question. It might be anything from 'His armor is dinged' to 'Your opponent is staggered and reeling from the blows' or all the way to 'He's trying to hold his guts in and stay conscious'. Another character might not have the time to see what was going on as they fight for their own life, or might not be in a position to see anything revealing about the enemie's injuries.
You all already answered yourself about why I think that knowing a monster's HP is a cheat. Even because it gives too many informations about the fact that it may or may not have extra class levels or some different additions. Anyway, of course, for a veteran it changes nothing but still I like the idea to play an hard game with monsters HP's maximized out but still i don't want to know their HP total and partial, because it goes against my DM style, that you all share. Anyway, 79 is just my year of birth.