I was referring to "casters can have a field day with damaging spells and APR becomes so much important."
I don't get why that's a concern. Would anyone be upset that a caster can kill mobs with damaging spells? If so, why?
I was referring to "casters can have a field day with damaging spells and APR becomes so much important."
This is the plan, yeah, once we have the fundamental direction set.mrm3ntalist wrote: ↑Thu Sep 29, 2022 4:25 pmThis is pretty much what has been happening all these years. My advice would be, whichever way you decide to go with, to set guidelines onRhifox wrote: ↑Thu Sep 29, 2022 3:54 pmAs for the note about 'just do whatever with the blueprints', that's how BG content has been designed thus far and it's why it's such a mess. We need constraints and limitations in order to properly balance content. When you design content lazily -- that is, just putting whatever random numbers you feel it should have, it leads to (#2) like save inflation, random immunities, mords everywhere, all mobs having super high natural AC (which thus is super easy to hit by warlocks and super hard to hit by sneaks) because taking the time to actually kit them out properly takes too much time, etc. We're moving away from an environment where you just throw a dart at the wall and hope it sticks.
- what features/immunities/abilities should exist
- what should be available only through leveling ( classes) and not items
- what stats, number of skill points, max extra damage etc weapons and items in general should have
+1I'm happy with 4. I feel that we've been moving on a good path and should work with what we have. The recent updates have been fun, and I think it could be even better with some refinements and new additions.
"AC is King" Meta will always be the meta when it comes to physical combat in DND. It is meta in the PNP. It is meta in turn based DND video games. It is meta in real time games. It is meta in every DND game short of games you can actively dodge with a dodge button. But this is not that. Reducing to 4 APR and keeping level 30 yes, will reduce the number of attacks coming in at you, but will completely gut all the really cool custom fighter stance feats that alter your attacks/round for various bonuses, making them absolutely pointless and waste of feats, and that is saddening. If that route is taken, there needs to be a HEAVY redo of those feats so that they aren't suddenly +1 at best bonuses instead of the 2-4 they are now. Please see my previous post about again what that does to pure martials vs magically enhanced gish.Rhifox wrote: ↑Thu Sep 29, 2022 3:54 pm On 3, it's important to note that this should be considered under the future system, not the current one. It does not hurt martials to cap APR... in fact, it's the other way around. If we move into a PvE environment where you're facing packs of mobs, each of those mobs with 8+ APR, what you end up facing is a vastly higher chance of autohitting level 20s that ignore your AC values. That hurts the player. Also, if you're able to do stupid huge amounts of damage in a single turn because of higher APR, that requires mobs to have higher HP, which then hurts less optimized low damage builds.
Plus, the amount of people using attack-lowering abilities (like NH, Athkatla, Sembian, etc) implies that people don't really value those remaining attacks anyway.
As for the note about 'just do whatever with the blueprints', that's how BG content has been designed thus far and it's why it's such a mess. We need constraints and limitations in order to properly balance content. When you design content lazily -- that is, just putting whatever random numbers you feel it should have, it leads to (#2) like save inflation, random immunities, mords everywhere, all mobs having super high natural AC (which thus is super easy to hit by warlocks and super hard to hit by sneaks) because taking the time to actually kit them out properly takes too much time, etc. We're moving away from an environment where you just throw a dart at the wall and hope it sticks.
Thus, if we go with 4, we need to consider how much damage players (and mobs) can put out in a single round, and adjust other systems to compensate (such as increasing how much HP everyone has. Which in turn requires increasing the amount of damage spells and traps do, and so on and so forth). Everything is connected. 3 is much easier to develop for because that's the way DnD was actually designed for. The more you move away from DnD's actual design, the harder it gets to balance things, and the worse the gameplay is.
I'm not saying we can't do 4 at all. But understand that the reason APR concerns me is because when designing for 4, my noticing how most epic mobs have 8+ APR was very, very concerning for me in terms how it would play in actual combat, with groups of mobs all hitting that many times per round. And let's not get started on Miss Marilith and her 14+ attacks per round at 45 AB. I'm scared about us moving into an environment of 'get surrounded by pack, take 20-25 attacks in one round, die before knowing what's going on'. This just continues to incentivize our 'AC is king' build meta.
This, thinking martials are fine with a general lowering of APR because they use combat modes that do lower them is flawed. We get a benefit from those modes, and they're not always on, though at times, they often are, there are considerations to be made for the lost attacks. Simply taking away the APR with nothing in return is absolutely a different matter, and I oppose it. Plus, it would indeed make a balance mess, given those feats were made with certain APR in mind, and we'd be cutting into that.artemitavik wrote: ↑Thu Sep 29, 2022 7:01 pm Removing APR for the benefits of combat modes is one thing. Removing APR just because is another. I am fine with losing them on on my character because the return is much better with NH or AT. Losing them for nothing in return is another matter entirely. The reduction in nat 20 hits will not be significant enough for the remittance of the abilities, unless the abilities are altered significantly.
Ravenloft and Arelith both did this....both servers are a fantastic flop, which should show how much such heavy changes are desired, to say the least, they are not.Flasmix wrote: ↑Thu Sep 29, 2022 5:00 pm After 12+ years of the server having pretty much the same formula albeit with some tweaks along the way... What's the reasoning for wanting to completely change how the server is when the easier answer is to make a new server with the changes in power you want to see?
I'd even be in favor of another server split of sorts where one can be the hardcore RP with the mechanical changes and the other is BG as we know it
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