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Re: Feedback on Server Mechanics Direction
Posted: Thu Sep 29, 2022 12:53 pm
by Ewe
I'm open to trying out one or even multiple of these options. Let's do it!
Re: Feedback on Server Mechanics Direction
Posted: Thu Sep 29, 2022 12:55 pm
by BattleBee47
Option 4.
I personally would love to see more homebrew options or random things happening throughout the server without needing to redo my entire character concept. If I wanted to come up with something new, I would roll an alt.
I always try to be as inclusive as possible with my characters and their RP. RpXP is the fastest way to get to level 30 from what I've found. Be creative in finding ways to engage with other players. We're in this together. I understand time zones can be difficult. Doesn't hurt to reach out as see if someone can make time if you've got something in mind. Collaboration is key!

Re: Feedback on Server Mechanics Direction
Posted: Thu Sep 29, 2022 12:56 pm
by Hullack
I'll start by saying that I would prefer option 1 or 2.
That being said the draw-backs mentioned in Option 4 seem entirely by decision rather than actual mechanical limitations. You can set the creature blueprints to whatever you want. There isn't a 'risk' of inflating any stat unless you choose to do so.
Re: Feedback on Server Mechanics Direction
Posted: Thu Sep 29, 2022 1:08 pm
by AgentOrange
Bobthehero wrote: ↑Thu Sep 29, 2022 11:42 am
4
3 just screws with martials, and martials only, so it's not a good solution.
Every martial combination would get nerfed across the board when it's just a few classes and maybe archers that need rebalancing. Way to punish everyone.
Re: Feedback on Server Mechanics Direction
Posted: Thu Sep 29, 2022 1:10 pm
by MrSmith
4.
mrm3ntalist wrote: ↑Thu Sep 29, 2022 11:23 am
I understand that many want to make this game like pnp but that will never happen with nwn2.
"pnp-inspired..." I opine, PnP has become the anchor around our necks.
I spend 85% of my time soloing the server. I have characters spread across nearly every level and I play said characters based on the dungeon I want to explore. PnP denotes party play. As much as I enjoyed playing PnP with my mates growing up, I don't have that kind of time to invest today.
There are ways to drive the server's behavior without going to extremes... DM's could cap events at Lvl 15 and below if you want to balance content around events.
Cheers!
Re: Feedback on Server Mechanics Direction
Posted: Thu Sep 29, 2022 1:15 pm
by Planehopper
I'll save my personal thoughts for later but just wanted to jump in as a mod and thank everyone for the tenor so far. Feedback is super important. People being comfortable giving it is key to getting as full a picture as we can. Please continue the positive note and be sure to share your thoughts clearly while giving others the benefit of the doubt.
We are all here and sharing thoughts because we care, I'd imagine. We don't all have to agree on tactics to agree in wanting our server to thrive.
Save the incredulity and hyperbole for other topics and come at this one with an open mind and freedom to speak your peace respectfully.
Thanks!
Re: Feedback on Server Mechanics Direction
Posted: Thu Sep 29, 2022 1:16 pm
by NCrawler
MrSmith wrote: ↑Thu Sep 29, 2022 1:10 pm
There are ways to drive the server's behavior without going to extremes... DM's could cap events at Lvl 15 and below if you want to balance content around events.
That is one of the best suggestions so far. They could also have events for 30's that anyone can join knowing that they will be facing epic content.
My main is a looter. He RP's but his main focus is opening chests. This is the fun I like to have. Arguments for wipes are some of the same that got us those awful epic merchants put into the game.
Re: Feedback on Server Mechanics Direction
Posted: Thu Sep 29, 2022 1:20 pm
by DiceyCZ
I'd be personally for option 2. It seems the most "middle way" lowering pure number creep but still retaining options to diversify (and especially with epic PRCs). I'd also like to retain 9th level spells personally speaking, so yeah LVL 20 cap to me feels best with some sort of epic progression option (or even without, though I would be interested in what these epic PRCs would be like).
Re: Feedback on Server Mechanics Direction
Posted: Thu Sep 29, 2022 1:27 pm
by Rinzler
4
Re: Feedback on Server Mechanics Direction
Posted: Thu Sep 29, 2022 1:36 pm
by Almarea90
I am going to quote Hoihe's opinion below, as they wished to share it:
I strongly oppose option 1 at level of a server-ruining/dealbreaker aspect - reasoning is simple: it cuts access from True Resurrection.
Like with ToT, my point of contention is not about mechanics - but roleplay/narrative before anyone accuses me of "you play for RP, right? Why do you need builds/levels?" RP-wise, I'm a staunch Simulationist/Immersionist per rgfa definitions.
True Resurrection must be available to players without NPC aid so as to liberate players from DM fiat. To reduce max level to 15 is to encourage DMs to hand out permadeath far more readily citing "your body could not be recovered, tough luck.".
Furthermore, intelligence based fighters become outright impossible to play unless you take Swashbuckler. Duelist requires ~7-8 levels to start to become a positive and you need at least level 23 for int to damage.
Finally, there is a massive loss of granularity. 30 options to pick and choose a class, even if limited to just 4 classes (much to my frustration) allows for far more realistic representation of a person than 15 levels offer. In my ideal system, we'd do away with the entire notion of levels and classes and just buy abilities with experience. Barring that, more levels helps somewhat mimic this.
Again - the breaking point here is due to **roleplay**, not mechanics. If Resurrection was ubiquitously available as it was pre-ToT, I would not be taking a break. While post-factum, I'd learned Candlekeep will be able to provide Resurrections in addition to Helmites, I already sent my character off to Evermeet to ensure she won't get perma'd due to "spells over level 3 divine casting are prevented from working, so no resurrection for you." And considering travel time (esp without magic), I can't just reverse it until ToT ends.
Loss of level 9 spells from cap at 15 is the same: it's an RP issue, not a mechanical one.
For option 2, my opposition is more eased. The narrative power issue (loss of True Resurrection) is eased, so it's no longer a deal-breaker.
However, playing an intelligence based fighter, whether armoured or not, remains non-viable as you MUST take swashbuckler to be able to deal ANY damage. My current post-ToT build of cleric 3 (Chaos/Good and Healing), Bard 14, Duelist 10 and Shadowdancer 3 build could not be translated in any manner I could think of.
Duelist 7 is a must-have for a non-fullplate tank. Duelist 10 is a must have to have damage with Combat Insight without Swashbuckler.
With that consideration, I'd be limited to 10 duelist, 2 shadowdancer, 6 bard, 2 cleric. I'm not sure this could even function however, as right now, progression is: 3 cleric (BAB 1), 7 Bard (BAB 1 + 6 = 7, plus paying feat tax), 8 duelist, Shadowdancer 3. SD can only be taken after level 16 due to dex requirement, and 7 bard/3cleric is mandatory due to BAB requirements
And the issue remains of lacking damage without lvl 3: combat insight
For option 3, this I would be fine with provided epic levels progress APR.
I have no issues with this option, and have offered criticisms in the past that PvE is strongly imbalanced in the environment's favour due to their infinite resources and ability to roll numerous natural 20s even 1 on 1.
As an added note, if a desire manifests to introduce squad-spawns or more, there should be a different cap for PCs and NPCs - even at 4 APR, 6-7 enemies will immediately melt a non-mirror image tank, even in a party due to all the nat 20s. This I experience at 3 fire elementals at greypeaks already unless I use mirror image to fight them. Even with 60 AC, that encounter costs me 100-150 HP
For option 4,
Declare narrative level to be 20 to guarantee access to True Resurrection and liberate players from potential DM abuse.
Then, adjust PvE stats to be 2x their monster manual (etc.) stats.
Then, to resolve issues of absurd damage output by the MM-correct stats: cap PvE monster APR at 3/4 unless yellow-name/boss.
On Narrative/RP note
To note, my ideal opposition/conflict is one centered around trade wars, national wars, religious conflicts and general things you'd expect in realm of level 5-15. My favourite metaplots were the Amn-Gate war and the subsequent rebuilding under DM Darkshard.
I dislike world-ending conflicts and planar invasions - partially, but especially, because they carry a risk of harming characters' souls. And also, because my goal with roleplay is simulationism/immersionism - and such is better served by "grounded" activities where personality and identity matter more than raw power. However, I do not see why adapting our scope of events and plotlines would require players losing access to level 9 spells.
Ready, non-DM dictated access to True Resurrection and Resurrection and Regenerate and Greater Restoration and Heal is not about mechanics. I know "bloodstaunch" exists. But it does nothing when a trap blows up immolating you to ash. Or a hill giant's sword bisects you. Or a rock turns you into a bloody puddle. Or a beetle spits acid at you, scarring you for life with painful, itchy suffering. Or a goblin throws fireball at you, crippling you for life with severe burns. Or you fall off a mountain/get knocked into lava/pool of acid. Or a shadow drains you to 0 strength. Even when making distinction of HP vs wounds, you WILL suffer these. It's not an IF, it's a WHEN. All these are things that can happen on server at just level 10-15. I know PvE deaths are treated as knockouts/retreats. That does not remove the need for True Resurrection. Without level 9 spells, character lifespan is limited severely.
Re: Feedback on Server Mechanics Direction
Posted: Thu Sep 29, 2022 1:37 pm
by JustAnotherGuy
Out of the 4 options given, I would have to vote for number 4 myself, and it seems that so far that's what the community wants. I did a very (oversimplified) tracker of the votes so far. If someone said one number, it got one vote. If they said two numbers, they both got half a vote. If they said something like, "Anything but x", the other three got 0.3 votes. As of my posting, the numbers I came up with are:
Option 1: 5.4
Option 2: 7.5
Option 3: 6.2
Option 4: 14.8
For me personally, I don't really care what the caps are. I care about the feel of my character. Without epic levels (and/or Epic Level Feats), I couldn't get Magical Beast Form, and so would no longer have Winter Wolf, which is basically my druid's identity. There are toons who even refer to him as "wolf" rather than his given name. (Sidenote, I don't personally give a crap about losing dragon form. I only have it because it's pretty much a must have.)
I know others are in the same kind of boat, but I will let them speak to their own experiences. But essentially, at lower caps we lose the feel of our toons. And it's either "bend over backwards to come up with a reason why our toons are not who they have been for several years" or "Start over with a new toon". Neither is an option for me. Had the cap always been lower, then I'd have no issues with it, as the toons built would have had stories and feels based on those caps. But that's not the case.
Even though most people seem to vote for Option 4 right now, that could obviously change over time. But the thing here is not, "What do most of the population want?" It's "What decision would cause the least amount of players to leave?" Most people voting for anything but 4 are already here. But there are many people who would leave if things changed drastically.
Personally, I'd also be alright with a cap on BAB APR, but then again, I'm not a martial toon who relies on such things. Similarly, (and I will admit that this is subjective observation and not perfect fact) it appears that the majority of those who vote for a server wipe are those who tend to play "Short term" toons. So a vault wipe would not be nearly as devastating to them as those who play a single toon for years.
Re: Feedback on Server Mechanics Direction
Posted: Thu Sep 29, 2022 1:39 pm
by adventurer_class
My preference is Proposal 4. Don’t play too much these days, and am looking forward to the new reworks whatever they may be.
Re: Feedback on Server Mechanics Direction
Posted: Thu Sep 29, 2022 1:42 pm
by renshouj
just btw, APR cap also applies to mobs, yall, its not just PCs
Also, I think I failed to vote on my previous post. I'd be for 1 > 2 > 3 > 4, much like Asura.
And to be honest, if 4 is picked, it'll be one less reason for me to remain here. "No change" would be moving back towards a mechanical focused server instead of an RP server, in my eyes.
Re: Feedback on Server Mechanics Direction
Posted: Thu Sep 29, 2022 1:43 pm
by sweetlikesplenda
As someone who is not super technical in NWN2, I am not certain how all of the changes will effect the server, players, devs working on the changes, etc. While I can imagine, I am certain there are things that will cause ripple effects that will upset some people. And in this decision, we need to not only think of ourselves, but of the community as well. But, from what idea I do have on the changes, I would say that of the four options, I see a means of change that will hopefully will not kill off the population.
2 Seems like a way to lower some of the crazy power creep that has happened over the years. It still allows people to get to that lvl 30 and have the class combos they want, while slowing things down a bit when hitting Epic levels. (Though I am sure some people will immediately go out and try to find way to milk the changes and be the "Bestest" and even come out stronger then before any changes. Like people will always do)
3 I am not sure how I feel about yet. But, this is not something I would leave the server over if implemented. (And yes it effects my PC)
4 This is something I would also be alright with, if chosen.
Really what i would like to see is a way to lower power creep and increase team play. I always felt DnD was made to be a party up game.
Re: Feedback on Server Mechanics Direction
Posted: Thu Sep 29, 2022 2:16 pm
by JIŘÍ
Tanlaus wrote: ↑Thu Sep 29, 2022 11:35 am
FearBeforeTheFlames wrote: ↑Thu Sep 29, 2022 9:28 am
I'd stick firmly to 4; and focus on homebrewing content within current systems and operating improvements in other areas. - I appreciate the thought and the work that's been done. Some of the larger radical changes have implications that have heavy penalties for players that have spent years on things they've lovingly crafted here working under the current system. Change is good; but we're an old community of friends - with amazing new editions. There's ways here to avoid nuking the camp.
I agree with this. Look at the Kuo Toa dungeon in the UD. It can be a challenged for higher level characters because of the way it is built. This could be true of plenty of epic areas by reworking the design of the encounters instead of reworking the entire server.
Make epic encounters like the devils and dragons far more powerful and there’s no need to nerf everything else.
I am sorry what challenge do you talk of? One lvl 30 or two lvl 30 pcs cut trough it like a butter. My lvl 23 fs survives there with basic spells lvl 3.
Dungeons should be designed to be a challenge for 4 pcs of the CR.
4 pcs of lvl 30 will not even sweat in kuo toa. And I am told it is one of the most challenging.
Dalo's argument about "how do you rp sudden loss of belongings" is also sily. You just keep to playing on

what's so hard about it.