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Topics - Faldred

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1
General Discussion / (For PnP players...) Boundless Horizons open alpha
« on: August 31, 2010, 01:46:03 pm »
Hi all!  Long time, no post.  Family issues (and later, misplacing my CDs!) have kept me from visiting the world of Layonara for some time.



  What I have been keeping busy with is working with a group that's formed a company called Victorious Press.  The main project I've been working on for the last couple of years, and very seriously over the last year, is a complete revision of the 3.5 system, or at least the part under the OGL.  That revision is called Boundless Horizons, and it's available as a public alpha at: Boundless Horizons Alpha Test



 So, for those of you who do standard pen-and-paper gaming in addition to your computer fix, I'd love to see as many folks as possible look over what we've done and provide feedback.



  Thanks!



     - Faldred, a/k/a DukeOfURL

2
Fixed Bugs / Question, possible bug, on GMW description
« on: May 07, 2007, 11:01:54 am »
The spell description for [lore]Greater Magic Weapon[/lore] states:

Quote
You empower the touched weapon with a +1 enhancement bonus per 5 caster levels (maximum of +5). You can either directly target the weapon you want to cast this spell on, or you can target a creature, affecting the creature's main hand weapon.
Is this actually correct?  The way it's written makes it sound as if it's +1 at level 5-9, +2 at level 10-14, etc., capping out at +5 at caster level 25, which would make it kind of pointless to use this spell until you have 10 or more caster levels, even though you can get the spell as early as level 5 (Wizard), as you could just use the regular level 1 spell Magic Weapon instead (same duration, and no material component, either).

Or should it be "+1 enhancement bonus plus +1 enhancement bonus per 5 caster levels (maximum of +5)"?  Which would be +2 at level 5-9, +3 at level 10-14, etc., capping out at +5 at caster level 20.

3
Trade and Market Hall / Lion Bag
« on: April 29, 2007, 07:50:06 am »
Zug make bag frum lion skin... is veree nice, holds muchs hevvies.

Zug sell for 8000 trues.

4
Development Journals and Discussion / Jack Sheppard - OOC notes
« on: April 12, 2007, 10:00:51 am »
Notes on the CN alignment:

I can't believe I forgot this in my original submission, as I'm the one who promotes the terminology.  :D  I'd consider Jack to be a Chaotic Neutral, as opposed to a Neutral Chaotic.

Jack is predominantly Neutral (G/E) -- as in, Jack is in it for Jack.  He's very much an individualist, and generally has little use for others, but not to the point of being particularly cruel or abusive.  His darker tendencies are balanced by his belief in charity toward the truly needed.  He will also be nice to those he perceives as friends (e.g., he tries to be on his best, polite behavior around Clover) -- while in some cases it's an ingratiating act, in others (such as the case with Clover), it's genuine.

His tie to Chaos over law is generally more of convenience than conviction.  He grew up in a reasonably law-abiding manner, but through hunger, disease, and desperation turned to a life of thievery.  Still, if he finds a path in life that will benefit himself that requires a more Neutral, or even Lawful approach, he's going to take it.

5
Fixed Bugs / Race description: Half-Giant
« on: April 04, 2007, 02:42:50 pm »
Due to the V3 alignment restrictions, the requirements/restrictions section should be change from any non-lawful to TN, CN, LE, or NE.

Also, under religion, since NG is now out of the question, it is highly unlikely that new half-giants would worship Vorax, especially considering the bad blood between dwarves and giants.

Other alignment-restricted races might need to have their pages updated as well.

6
Trade and Market Hall / Skeleton bones
« on: April 03, 2007, 12:23:59 pm »
I've managed to collect four boxes full of knobbly bits from some skeletons.  If you're interested in them, make an offer and leave a note here on how to get in touch with you.

// The advertisement is unsigned

7
Forum Bugs / Character Generation Wizard: Enhancement Request
« on: March 30, 2007, 01:12:15 pm »
To head off some of the more common requests I need to make for additional information, I'd like to request the following additions to the wizard:

1. Add an entry field (free text) to the form for additional language ears requested; something along the lines of:[INDENT]Additional Language Ears Requested (optional)
Please list any additional language(s) the character will start the game knowing, if any. Requests for additional language ears need to be thoroughly explained in the character biography, below.
[/INDENT]2. Also, I'd like to suggest the following addition (feel free to rework the specific text) to the "bio" instructions:[INDENT]Now please write your character's biography.
Now you are ready to tell us all about this character. If you want a guideline for what makes a good biography, take a look at some of the submissions that already exist in the Character Approvals forum. Remember to be original and have fun, this is the first step to shaping your new role and identity in our world. Take your time and truly consider who your character will be in Layonara. Multiclass characters should indicate what their expected level split at character level 20 would be (e.g., Fighter 8/Bard 12). If you are applying for a character that will be a Cleric or a Paladin, please see [lore]Cleric Paladin and Champion Submissions[/lore] and provide the required information in three separate numbered paragraphs at the end of your biography.


[/INDENT]

8
This is a Layonara-specific version of Kamiryn's Character Build Calculator (CBC) from the IGN Neverwinter Vault.  The CBC is a very useful tool for character planning, allowing you to try out different combinations of classes, feats, and skills in order to better define your character (strengths and weaknesses) while still ensuring that your choices will allow you to progress the character as desired.

The file (too large to be attached here) is located at:

CBC 2.80.1 for Layonara (Beta 2)
CBC 2.80.1 for Layonara (Beta 1)

Please post questions, comments, and bug reports here.

----------------

Quick Start Guide[LIST=1]
  • Assign attribute scores (cells W2-AB2), the row below (W3-AB3) will show you the point costs of your selections
  • Assign race (cell AP2), this will display racial feats (cells AP6-AP16), including, when appropriate, an entry field for the human bonus feat at level 1; also, ability adjustments will be made (cells W4-AB4) and final adjusted abilities will be displayed (cells W5-AB5)
  • Assign up to three classes (cells BJ3-BL3) that the character will use
  • Enter your first class, by abbreviation (cell B6); this class must be one of the three you selected in the previous step.  Note that once the class is selected, the rest of the row will automatically update itself to reflect the properties of that class (BAB, saving throws, etc.).  If the class choice is illegal based on various prerequisites, the class abbreviation will show up in red text.
  • Assign feat(s) available at that level (cell AV6, possibly also AP6, BA6, and/or BF6).  If you try to take an invalid feat due to prerequisites or other requirement, the feat name will appear as red text.  If you try to hand-enter a feat and it comes up gray (it may takke a second before a valid entry turns black), then you have made a typo.  Certain classes have special class abilities that are represented as bonus feats, for example, Clerical domains, Ranger favored enemies, Weapon Master's weapon of choice, etc.
  • Assign skill ranks (cells EL6-FM6) as desired.  If a rank shows up as red text, then you've put in more ranks in that skill than is allowed for your character level.
  • Repeat for the next class level (this time, row 7); continue until you've assigned all the class levels you want (you do not need to go all the way to level 40)
  • Every fourth character level, you can add an ability increase by choosing the proper value in column AU.

9
Ask A Gamemaster / Character Build Calculator
« on: March 23, 2007, 09:12:43 am »
In my copious free time (snort!), I'm taking it upon myself to try to customize Kamiryn's Character Build Calculator (CBC) from the NW Vault for Layonara.  Once it's stable, I'll submit it for inclusion in the downloads section.

So far, so good, though I'm running into a technical problem or two.  (The biggies right now are figuring out how to add spellcasting levels to divine PrCs and how to deal with subraces.)  However, those are my problems.

In order to make sure I have the right info in the spreadsheet, I do have a few questions I hope the team can answer:[LIST=1]
  • The LORE requirements for Eschew Materials II do not include Eschew Materials I (and likewise III doesn't require II) -- is this correct?
  • Should Eschew Materials I/II/III be available as epic bonus feats for non-Wizards?  (Wizards should have it as a bonus feat already, right?)
  • Are the only Layo-specific feats (other than PrC features) Eschew Materials I/II/III and Soul Mother's Defense?
  • Is Gather Information a class skill for all classes?  If not, which ones have it as a class skill?
  • The following PrCs are 10-level PrCs but LORE does not show any epic levels: Bear Warrior, Sacred Fist, Spellsword, Undead Slayer.  Do they have epic levels, and if so what are the bonus feat progressions and lists?
  • What feats should be selectable for the Spellsword's bonus feat at level 6?
  • Do the Spellsword's additional spells per day allow for casting of higher level spells than (s)he could previously; that is, if I go Wizard 5/Fighter 5, and then add 10 levels of Spellsword, do I cast 5th level spells (with spells per day as a 10th level Wizard) or only 3rd level spells?
  • Is Weapon Focus(Creature) only available for Sacred Fist, or do Druids and Shifters have the option of taking it?

10
Introduce Yourself / Who? Me?
« on: March 12, 2007, 11:40:16 am »
What's there to say?

36 years old, father of three (all under age 2 at the time of this posting), professional software engineer.

I got NWN only about a year and a half ago, and have been playing online for just over a year, all of it here (after researching a few PW's, this one looked best, and it looks like I was right).

I've penned a few articles in the Roleplaying forum, mostly to show that despite playing Zug, I can put a coherent sentence or two together when I feel like it.

Also, I'm doing voice acting for Rogue Dao Studios' Planescape Trilogy for NWN2.  This is doubly ironic as a) I usually play with the sound off (see above about the three children), and b) I don't own NWN2 for the lack of a computer capable of running it.

11
Fixed Bugs / Quest Items (again)
« on: March 08, 2007, 05:21:33 am »
Some seem to have been fixed (e.g., Captain Trent's quest... though I do notice he says he's giving me boots, but I get a bag instead -- maybe not a bug but because I already completed Ronus' quest in V2?)

The Clogger still doesn't seem to be dropping a quest item, though.

12
Fixed Bugs / Version Number (trivial issue)
« on: March 01, 2007, 09:47:00 am »
The header at the top of forum pages still reads: [INDENT]Layonara Online (nwn/sou/hotu-1.68) Version 2.98.1[/INDENT]

13
NWN Ideas, Suggestions, Requests / Praying for (clerical) spells
« on: March 01, 2007, 09:09:01 am »
(Note: I've also posted a variation of this suggestion at the NWN vault)

Even more so than in the base NWN, Layonara has an "active" pantheon.  To be a Cleric, one must get those powers from one of the gods.  However, beyond that, it is completely up to the player to RP spell selection.  (and I'm not saying that anyone in particular, or in general, is doing a poor job with this.)

But that really doesn't make sense, given the active nature of the deities.  Should Aeridin routinely grant Inflict XXX Wounds, Poison, Slay Living, and the like?  Would Vorax be in the business of bestowing Sanctuary spells?

So... on to the suggestion... would it be possible to add scripting so that when a cleric "prays" for spells, the spell selections are checked against lists for his or her deity.  Specifically, I'm thinking of two lists:

1) Spells the deity disapproves of
2) Favored spells

On the "disapproved" list, any spell that goes against the deity's tenets would be added.  Following the spell name would be two numbers, the first being the percentage chance that the deity will refuse to grant the requested spell, the second being the percentage chance that if the spell is refused, that it is replaced by a different spell (spell of the same level, from the "Favored" list).

On a DM quest, of course, the DM should ideally be able to override any random decisions.

14
Development Journals and Discussion / Journal of Jack Sheppard
« on: March 01, 2007, 07:49:07 am »
// Random excerpts from the last 15 years

Mama gave me this book to write in!  It looks like fun, but I don't really know what to say.  One day is pretty much like another on the farm.

...

The sun went away today.  Papa said it will be back soon, but he looked worried.  I hope it doesn't affect the harvest too much, I'd love to get some new boots before winter.

...

The harvest was a disaster.  With the dust cloud overhead, the plants just... withered away.  And it's soooo cold...  Rumors say the cloud is the result of a giant battle far away.

...

I heard that Rory was caught stealing food from the Jamison family.  No trial, no nothing, they just up and hanged him.

...

I thought it might have missed our family, but the sickness came upon Bill today.  Papa don't look so good either.

...

I buried Mama next to Billy and Papa today.  Davey and Tommy won't last much longer, and I barely have the strength to write this.

...

I think this might be my last entry... I feel real bad, and I can barely move to get away from the bodies.

...

Less than a dozen of us.  That's all that survived the sickness out of the town of Whynne.  There's nothing here to keep us, and nothing left to keep us together.  Fort of Kings isn't that far away, maybe there's work in the city.

...

At least there's no sickness here.  No work, either, though.  At least nothing honest, but I've been approached by someone who's at least offering me some kind of chance, even if he seems dodgy.  It's not like honest work has been paying off too well in my life so far.

...

Try as I might, I just can't get the hang of being sneaky.  Maybe I'm just too direct in my approach.  Still, I'm pretty good at dealing with simple locks and other safeguards.  And I'm getting fed.  Who says crime doesn't pay?

...

I couldn't exactly say "no" when they ordered me to do it, but I still felt really bad.  That family is barely getting by, why take their gold?  Isn't there a nice merchant or politician who needs some imposed charity?

...

No more.  I'm strictly freelance now.  I can't keep robbing folks who barely have two trues to rub together.  When the runner came, I told him to scram.

...

Well, the bosses don't seem to like my new attitude.  Maybe it was the fact that I threatened Slim with a cudgel to get him to back off.  I think the ship docked in the harbor is just about to get a new deckhand, for a little while at least.

15
Fixed Bugs / No weapon customization in Fort Vehl craft hall
« on: March 01, 2007, 04:17:50 am »
The Fort Vehl craft hall has the customizing loom and tanner's pool, but I didn't see a weapon customization forge either in there or in the smithy.  Not sure if this is a bug or by design.

16
Wild Surge Inn / Posted near the docks in Fort Vehl
« on: March 01, 2007, 04:02:52 am »
// Variations of the following notice, written in a bold, untidy, but quite legible hand appear in various places in the Fort Vehl docks area:  [SIZE=+2]SHUN THE "DRAGONCALLED"[/SIZE]  Famine.  Disease.  Bitter cold.  This is the legacy that these so-called "heroes" have left behind them in their war against Bloodstone.  Maybe he was as bad as they say (though history is written by the winners, as the saying goes), but are the "Dragoncalled" any better?  How many thousands of average, everyday people have died as a result of their actions?  How dare they not renounce their ties to dragons, when the return of the dragons are a big part of the problem?  Instead of showing any shame or remorse, many of them lead lives of opulence, living in their fancy houses, playing the part of merchant kings.  Shun them.  Have no dealings with them.  Neither buy nor sell from any of them.  Spit on the ground that they walk on.  For they have brought this curse upon us all.

17
Roleplaying / V3 Background question
« on: February 26, 2007, 12:26:06 pm »
I'm putting together a bio for a V3 submission.  I just have a few blanks to fill in for the character's history.  What I need to figure out are a couple of locations -- hey need to fit the following criteria:[list=1]Location #1 is a small village where humans would be among the normal inhabitants; but the village is deserted upon the start of V3 (combination of lack of food and presence of disease drove the survivors to other places)  
Location #2 is a port city not too too far away from Location #1.  Ideally, it has an active, if not particularly powerful thieves' guild, and is not somewhere where a low-level character is likely to go.
[/list] Anyone familiar enough with the geography changes to make some suggestions?

18
Roleplaying / You And Your Dicebag
« on: February 26, 2007, 08:39:07 am »
[SIZE=16]You And Your Dicebag[/SIZE]
Yet another in a series of roleplaying essays

The dicebag is a wonderful tool.  It allows for on-the-fly skill checks, random dice rolls, and the like.  In its simplest form, it's a simple random number generator, which can simulate the drawing of lots or dice games.  Of course, it offers far more flexibility than that.

The dicebag is used on DM quests all the time to perform types of checks that the game engine simply can't handle on its own, or that the DM wants more control over.  In casual player-to-player roleplaying, the bag can be used to enhance character-to-character interactions.

The d20 System, Difficulty Class (DC), and the Like

Ok... crazy as it sounds, I'm going to start off this article on roleplaying by talking game and system mechanics for a bit.  The reason is that in order to fully understand how to use your dicebag in roleplaying, it is important to know what the checks are, what they mean, and how they're determined.

Neverwinter Nights, and the Dungeons & Dragons (3rd Edition) game that it is based upon, are built on top of the "d20" Roleplaying system.  That system gets its name from the fact that it is basically centered around the fact that essentially every action that requires a die roll uses a twenty-sided die (d20) to determine the result.

The general formula for making a check is:[INDENT]d20 + modifiers -VS- The action's difficulty class (DC)
[/INDENT]The difficulty class (DC from here on out) is a measure of how difficult the task being attempted is -- the higher the number, the more difficult the challenge.  As such, a higher net result on your modified d20 roll is always better than a lower result.  To succeed, the modified d20 roll has to meet or exceed the target DC.  In most cases, this is treated simply as a "pass" or "fail" result, although a small subset of tasks will look at how much you beat (or missed) the DC by and adjust the results accordingly.

Every task has a DC.  Every task.  Here are some examples of various tasks, along with how the roll modifiers are calculated, and how the DC is calculated:
  • Combat: The DC of the attack roll is the target's armor class plus any situational modifiers, for example: 10 (base) + 2 (natural) + 8 (full plate) + 2 (large shield) + 1 (DEX bonus) = 23.
[INDENT]The attack roll is d20 + your base attack bonus (BAB) + modifiers: d20 + 5 (BAB) + 2 (STR bonus) + 1 (weapon enhancement) = d20 + 8.
[/INDENT][INDENT]To hit the target, therefore:
[/INDENT][INDENT][INDENT]d20 + 8 >= 23
[/INDENT]In practical terms, this means the d20 roll must be 15 or higher.
[/INDENT][INDENT]However, consider possible modifiers to the situation -- you could deny the target it's Dexterity bonus by surprising it -- that would lower the DC by one to 22.  The target may have the Dodge feat -- if it is attacking you in turn, the DC goes up by one.  If you're operating under a "Bless" spell, you get an extra +1 modifier to your roll.  There are many combinations, and thankfully, the computer takes care of them here.
[/INDENT]
  • Saving Throws: Many saving throws, such as against poison, have a simple, fixed DC, e.g. in general, a Fortitude save vs. Poison would require to resist the poison:
[INDENT][INDENT]d20 + Fortitude save + modifiers >= Poison's DC
[/INDENT][/INDENT][INDENT] In most cases, there are no modifiers, but as an example, a Druegar character would get a +4 racial bonus against poisons, which would be added to his/her d20 roll as a modifier.
[/INDENT][INDENT]Saving throws for spells or spell-like abilities have more variable components.  First of all, you need to know which saving throw to use (Will, Reflex, or Fortitude), then you add in the appropriate modifiers.  On the other side, the DC is generally calculated as 10 + spell level + ability modifier + other modifiers; e.g., a Wizard with INT 16 and the Spell Focus feat, casting a 3rd-level spell would have a save DC of: 10 + 3 (spell level) + 3 (INT bonus) + 2 (spell focus) = 18.  On your side, you may have Feats, racial bonuses or be under the effects of spells or spell-like abilities that add to your saves.
[/INDENT][INDENT] Again, all hail the NWN engine for handling the math for you behind the scenes.
[/INDENT]Now, a subset of tasks involve going against someone with a competing goal.  These are called "opposed checks".  For an opposed check, there is no set DC, but rather, the target also rolls a d20 + modifiers, which then becomes the DC of the task.[INDENT]d20 + modifiers -VS- d20 + modifiers
[/INDENT]When handled by the engine, a tie on an opposed check goes to the initiator of the action.

Example opposed rolls:
  • Buying from a merchant: This is an Appraise check on both sides, i.e.:
[INDENT][INDENT]d20 + Appraise ranks + INT bonus + modifiers -VS- d20 + Appraise ranks + INT bonus + modifiers[/INDENT][/INDENT][INDENT] This is one of those rare cases where it isn't simply pass/fail -- the larger the difference between the two modified rolls, the more variation you will see in the listed prices.
[/INDENT]
  • Stealth: Trying to sneak by someone triggers two opposed checks -- a Hide vs. Spot check and a Move Silently vs. Listen check.  You must succeed on both to remain undetected.
One problem on opposed rolls in NWN is that Charisma-based skills don't really have a good established "counter".  In pen-and-paper D&D, there is a Sense Motive skill that is very useful in this regard, but it's not an NWN skill.  In general, try to choose the most reasonable counter (though of course, when dealing with a DM, the DM will tell you want he or she wants you to do).

Situational Modifiers

The game engine will take care of normal mechanics for you.  However, you, the DMs, and the other players have a lot more flexibility in what can be done via roleplaying.

Going back to the stealth example above, what types of things could affect the results beyond just the dice rolls?  Well... consider two scenarios:[LIST=1]
  • You're trying to skirt past someone on the street who really isn't looking for you, but you just don't want to be seen
  • You're trying to slip past a sentry into fortress; but the sentries are on high alert because they are told someone is going to try to sneak in.
Clearly, the second case should be much, much harder than the first, even if the "target" has the same Listen/Spot ranks and skill modifiers in both cases.

So... how much should that difference be?  There's the rub... it's pretty subjective.  Of course, on a DM quest, you don't have to worry about it too much -- that's the DM's job.  Playing against the "environment" is handled by the computer.  Players rolling checks against each other... ah, that's where the fun begins.

PC vs. PC, or not vs. PC, That Is The Question

In general, non-quest roleplaying, the dicebag can be generally used two ways:[LIST=1]
  • To simulate an interaction between two or more PCs
  • To provide emphasis to a particular PC's actions
Case #1 must always be consensual -- never, ever try to "force" another player into acting or reacting without clearing it with that player (generally via "tells") in advance.  When making opposed checks of any sort, agree on the checks to be made and any modifiers to use prior to "rolling" any dice.  

Example:[INDENT]Player A decides to have her character try to intimidate Player B's character; in "tells", A contacts B and tells him what she wants to try.  Player B can tell her "no thanks", in which case Player A should back off.  Otherwise, Player B responds back with something like... "OK, I'll use my character level as a basis instead of making a skill check... I also think I should get a +5 modifier as my character would be unlikely to be intimidated by an elf".  They continue to negotiate on what's reasonable until both agree, at which point the die rolls are made and the players react according to the results.
[/INDENT][INDENT]Note that while this is going on in "tells", the characters can be having a public shouting match at each other that everyone else sees.  Just be patient with the slow typists.
[/INDENT]In case #2, this is more of an ad-hoc case of just trying to add "flavor" to a characters actions.  It doesn't require coordinating with other players, but at the same time, the other players do not have to react to the result.  Let me use a real example; the names are changed to protect the innocent.[INDENT]Three characters, Alice, Bob, and Carl are out adventuring.  Alice has been RP'ing that in periods of extreme stress, her body is taken over by another being/personality.  Alice and Bob are an "item".  Carl is big dumb guy with an axe who's a friend to both Alice and Bob.
[/INDENT][INDENT] So, the group runs into big trouble, and gets smacked down pretty hard.  Alice comes back from her bind point and marches straight back to the problem area, followed by a worried Carl.  (Bob survived the devastation and was running for his life.)  When the immediate threat was taken care of, Alice's "alternate persona" was still in control, mocking Bob and Carl (mostly Bob).  Carl, not know what else to do, waves his axe and tries to bully the "thing" that took over Alice.  (Check Intimidate: 9 + 6 skill ranks - 2 CHA penalty = 13)  A reasonably intimidating stance taken by the big guy, but to no avail.
[/INDENT][INDENT]Alice, still "possessed", marches off.  Carl decides to comfort Bob, and tell him everything is going to be fine.  (Check Persuade: 1 - 2 CHA penalty = -1, yes, -1)  Clearly ineffective.
[/INDENT]In neither case, the die result from Carl's rolls was going to make a whit of difference to how the situation played out -- they were simply there to give a little added "oomph" to Carl's conversation choices.  No matter the roll -- natural 1 or natural 20, Carl's use of the dicebag wasn't going to change things, but nonetheless, they added some depth to the RP experience, because they were both in-character actions, and gave the other players something to react to, if they chose to.

Dicebag Etiquette

On a DM quest, do what the DM asks of you, when she or he asks it of you.  Period.  If you want to try something, ask first (privately).

If other players are suddenly making dicebag checks, that isn't a good reason for you to just make roll of your own.  Always make sure you understand what you... or more specifically, your character... is doing before just blindly rolling.  Likewise, reacting to other player's dice rolls (or even your own, on a DM quest!) without being privy to why they are rolling is metagaming, as seen by (humorous) example.

In character-to-character interactions, don't just assume that the other player is going to abide by an opposed check without asking.  As bad as forced emotes are, forced reactions are just as bad.  The other player does NOT have to react via die roll, and does NOT have to accept your conditions/modifiers without discussion.  Short version: always ask first!

On the flip side, if someone is simply "emoting" die rolls, feel free to react to them in-character, but understand that you are not compelled to do anything just because someone issues an off-the-cuff Persuade check, for example.

In short, the dicebag is a powerful tool.  As with most powerful tools, it is dangerous if misused, so please always exercise caution.  (Eye protection is recommended but not required.)

Appendix: Using The Dicebag Via Conversation

This section is a work in progress... this statement will be removed when I think it's complete.

Now, you could just "use" the dicebag -- it's an item in your inventory, and you can use its special property to trigger a "conversation" that will let you choose what roll to make.  This is nice if you're not familiar with all of the options.  Also, it is strongly recommended to use the dicebag at least once, early on, for each character to adjust the settings.  Typically, you'll want the settings to be for "Local", which will let others near you see the results of your rolls.  On DM quests, you may want to set it to "Private", so that only you and the DM see the results.

An easier mechanism is to actually use the conversation parser -- the same parser that lets you type things like *sits* rather than having to choose the "Sit" option from the radial menu.  The general syntax for making a dicebag check is:[INDENT]*check xxx* -or- *xxx check*
[/INDENT]Where xxx is the name of the check you want to make.

For example, I want to make a Tumble check to simulate trying to roll away from someone trying to restrain my character.  Instead of gong through the dicebag "conversation", I can simply type in the chat window:[INDENT]*check tumble*
[/INDENT]And get something like:[INDENT]Tumble Check: 10 + 12 = 22
[/INDENT]Where the first number (10 in the example) is the d20 die roll, and the second number (12) is my current net modifier to Tumble (say, 6 skill ranks, +4 DEX bonus, +3 from items, -1 armor check penalty).  The check result is color-coded so that I can't "fake" a die roll by just typing it out.  Note that most checks can be abbreviated, but be wary of ambiguity -- is *check per* going to do a Persuade or Perform check?

Even better, though a couple of extra keystrokes, is to use "/o" to preface the check.  This, when used at the start of a chat line, turns the message into a "self-tell", i.e., a "tell" sent to you.  The check result still goes to everyone else, but the actual *check whatever* message doesn't.  For example, the chat log everyone else sees for the above example would read:[INDENT]Aeoleth Ellyn: *check tumble*
Aeoleth Ellyn: Tumble Check: 10 + 12 = 22
[/INDENT]However, if I used "/o *check tumble*" instead, all everyone else will see is:[INDENT]Aeoleth Ellyn: Tumble Check: 10 + 12 = 22
[/INDENT]

19
Trade and Market Hall / Oaks and Lethurs
« on: February 23, 2007, 11:33:58 am »
Zug spend muchs time in wilds.  Zug be good huntur (and Zug make sure Zug use what Zug hunt), and Zug lurn make lethur and oak things good.

Manee things Zug have for sell or cans make for ordur.  Things like:

Belt of Cunnings, 5000 trues  // +1 WIS, +1 to Hide, +1 to Search, req. Level 8

Coogur Lethur Bag, 1250 trues  // -20% Weight

Oak Towur Sheeld, 5000 trues  // AC 3, +1 AC vs. Piercing, +1 AC vs. Slashing, +5 to Animal Empathy, +4 to Concentration, 15% Fire vulnerability

Oak Large Sheeld, 3500 trues  // AC 2, +1 AC vs. Piercing, +1 AC vs. Slashing, +3 to Animal Empathy, +2 to Concentration, 10% Fire vulnerability, req. Level 8

Oak Small Sheeld, 2500 trues  // AC 1, +1 AC vs. Piercing, +1 AC vs. Slashing, +2 to Animal Empathy, +1 to Concentration, 5% Fire vulnerability, req. Level 8

Oak Short Bow or Lite Cross-bow, 1750 trues // +1 To-Hit, req. Level 5

Oak Long Bow or Hevee Cross-bow, 2250 trues // +1 To-Hit, req. Level 5

20
Fixed Bugs / ECL/Level Adjustment - FIXED
« on: February 21, 2007, 04:12:48 am »
More a nit-pick than a real bug (and very low priority), but the race descriptions are making improper use of the term ECL (and the page for ECL needs to be updated as well).  Effective character level (ECL) is a creature's hit dice (HD) plus level adjustment (LA).  The racial descriptions should use LA, not ECL.  (e.g., Aasimar currently says ECL: 2, it should be LA +1 -- ECL 2 only applies at character level 1).  In theory, if I wanted to "lawyer" things based on the LORE descriptions, Zug (character level 9) should have an LA that changed with character level (currently LA -6) because LORE says that a half-giant's ECL is 3; what it really means is that the half-giant has an ECL of 3 at level 1 because it's 1 HD + 2 LA (and, in fact, Zug's current ECL is 11, which is correct).  So, specifically, on every race page, I'd suggest replacing: ECL: N with:
LA: +N-1  Also, the ECL page currently reads: [INDENT]Effective Character Levels (ECLs) are a way to compensate for the traits of the more powerful races. The average Drow, for example, has several powerful abilities that make them more powerful than Humans. To compensate for this, PnP use the concept of an ECL.  ECL's “lag” your character behind by a certain number of levels, to compensate for your more powerful racial capabilities. If Drow have an ECL of +2, that means that they are treated as level 3 characters at level 1. For example, a Human with 11000 XP would normally be level 4 and is treated as such; a Drow with 11000 XP is only level 4, but it's treated as a level 6. [/INDENT]  I'd suggest re-writing it as: [INDENT]Level Adjustments (LA) are a way to compensate for the traits of the more "powerful" races. The average Drow, for example, has several powerful abilities that make them more powerful than Humans. To compensate for this, PnP use the concept of LA and Effective Character Level (ECL).  ECL is defined as hit dice (HD) plus Level Adjustment (LA).  For standard (LA +0) races, ECL equals character level.  Races with level adjustments will have an ECL higher than their character level, to compensate for their powerful racial capabilities.  (Templates may also provide LAs, but templates are not used in NWN or Layonara.)  Drow, returning to the example, have an LA of +2, which means that a Drow character would have an ECL of 3 at level 1.  When calculating experience gained from defeating enemies, the amount of XP that a character gains is based on comparing his or her ECL, not his or her character level, against the enemy's challenge rating.  In general, this means that a character with a level-adjusted race will earn less XP for defeating the same enemy than they would earn if they had a non-adjusted race.  Unlike the multiclassing XP penalty, however, XP awarded from quests is not affected by ECL. [/INDENT]

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