I actually find it pretty annoying actually when experienced players memorize spawns
I'm mostly just rephrasing it so the point can be made clear (as I'm assuming Dorg meant it) which is: You shouldn't be actively trying to figure these things out, nor play to them... because that ain' what the game's for eh?
Are you seriously telling people the policy is to die and risk losing a soul strand rather than run away from something you never intended to fight in the first place?[. . .] I could add an OOC comment about putting something into the GM channel. That way, a GM could clean up the spawn, admonish the PC not to make a habit of getting in over their head [. . .]
Well let me say for the record that I'll be happy to rewrite what I wrote to make it more acceptable. The real issue I'm having trouble with is what to replace it with.What exactly should I put in as a substitute for my current advice, which in OOC terms could be paraphrased, "fleeing is often useless, you are discouraged from doing it"? Somehow a recommendation to "always stay, fight, and die" doesn't exactly fit a guide about How Not to Die.
Should I instead create some In Game explanation for Banning? ("Once any creature has ever seen you, the Gods expect you to be brave and fight it, whether you live or not. For if you flee you run the risk of having your soul ripped from your body and banished from Layonara forever. And even death is preferable to that!").
Again, the reason why this comes up time and time again is that fleeing is rather natural, especially for low level players and PCs. The Chicken thing may be humorous, but it was also real. My character would have died if she hadn't run away from those chickens, you understand? Died. And she would have had a 4% chance of losing a Soul Strand. 4% is very close to rolling a 1 on a 20 sided die. How many times have you rolled a 1?Are you seriously telling people the policy is to die and risk losing a soul strand rather than run away from something you never intended to fight in the first place?
Again - I'll change this to any rule you want. But to make an In Character guide, I have to have In Character explanations.
Are you seriously telling people the policy is to die and risk losing a soul strand rather than run away from something you never intended to fight in the first place?
(And if you enter the words "banned site:layonara.com" into google, you get about 12600 hits, so it clearly isn't that uncommon.)
But anyway, we're hijacking the thread.
It's pretty hard to rewrite an Ai i think, would it even be possible for NWN?. in anycase I do agree to a certain degree of what Loranin is saying. I have always find it a bit frustrating that the npc casters would not hurt their own side, on a spell that -is- all creatures within the area, damaging. I think it was wierd that I saw used in the firestep once, by the enemy caster. While we had protected ourselves from it, the other npc foe had not. and yet they still lived through it, while would we have not protected our selves from it, we would have died and they would have feasted on our chubby hero carcasses. But at the same time the solo luring (luring one foe at a time) I am not particularly a fan myself.