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Mod Balance Question

Discussion in 'Neverwinter Nights (Classic)' started by DogTheNine, Jul 15, 2009.

  1. DogTheNine Gems: 1/31
    Latest gem: Turquoise


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    Hi all.
    After a bit of a break from NwN, I had an itch to try and continue building on the mod I started way back when.

    For years I played on a mod where there were few viable classes. You really had to be a weaponmaster to dish out any damage, only a couple of weapons were viable, and a lot of creatures had good magic resistance making spellcasters a sidekick class.

    I thoroughly enjoyed that mod, but wanted something a little more balanced and scaled down.

    For example, the shifter class on the mod, was 100% worthless. Even dragon form did too little damage and took too much.
    For my Mod, I would like to have the Dragon Form be around the best that a player could achieve, but I am not sure what level gear and items would allow that to happen. As well as NPC levels.

    If Dragon form were to be the "best" class, what level should equipment cap at? +5?
    I think part of the problem is that much of the game is geared around the original 20 level limit and once you start going to 40, several classes just end up too weak.

    I'd like all classes to be equally viable. I just don't know the best way to go about doing that. Or if it is even possible.

    Suggestions on Item and NPC levels/skills?
    And if it matters, my mod will be quest heavy with poor combat XP, and rather large.

    Thanks :)
     
  2. Rotku

    Rotku I believe I can fly Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

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    With a heavy RP focus, things become a lot easier. Have some quests with alternative ways of completing it. Maybe that shifter could change into an animal to get past some guards in the forest unnoticed? Or the bard could go disguised as a travelling... bard to get into an enemy camp. Just have to design it so combat isn't the only option to success.
     
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