[HotU] Henchmen any use?

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Archived from groups: alt.games.neverwinter-nights (More info?)

In the OC I found them more of a deadweight than anything. Has this changed
in HotU?

I went through the entire Undermountain chapter solo (albeit with an 18th
level starting character (but not a very minmaxed one)). Now I'm in chapter
2, and Valen can certainly kick booty with that flail of his, but is
spending the cash to fit him out worthwhile?



--
Hong Ooi | "I like snowballs."
hong@zipworld.com.au | -- CA
http://www.zipworld.com.au/~hong/dnd/ |
Sydney, Australia |
 
Archived from groups: alt.games.neverwinter-nights (More info?)

"Hong Ooi" <hong@zipworld.com.au> wrote in message
news:j57sl09ld8hhr0alaavgvabm7krqn0cpk4@4ax.com...
> In the OC I found them more of a deadweight than anything. Has this
changed
> in HotU?
>
> I went through the entire Undermountain chapter solo (albeit with an 18th
> level starting character (but not a very minmaxed one)). Now I'm in
chapter
> 2, and Valen can certainly kick booty with that flail of his, but is
> spending the cash to fit him out worthwhile?

Sure? Why not?
 
Archived from groups: alt.games.neverwinter-nights (More info?)

Hong Ooi wrote:
> In the OC I found them more of a deadweight than anything. Has this
> changed in HotU?

It depends on the class and the level of the main character. A fighter char
with decent equipment will probably survive ch. 2 and 3, but some encounters
may still require a lot of healing potions. And don't forget the transport
capacity of the henchmen...

> I went through the entire Undermountain chapter solo (albeit with an
> 18th level starting character (but not a very minmaxed one)). Now I'm
> in chapter 2, and Valen can certainly kick booty with that flail of
> his, but is spending the cash to fit him out worthwhile?

There are enough items among the stuff you will find on your way to equip
your henchman, no need to spend money for that.

Hans
 
Archived from groups: alt.games.neverwinter-nights (More info?)

On Sat, 2 Oct 2004 00:11:20 -0400, "Insane Ranter" <spam@not.me> wrote:

>
>"Hong Ooi" <hong@zipworld.com.au> wrote in message
>news:j57sl09ld8hhr0alaavgvabm7krqn0cpk4@4ax.com...
>> In the OC I found them more of a deadweight than anything. Has this
>changed
>> in HotU?
>>
>> I went through the entire Undermountain chapter solo (albeit with an 18th
>> level starting character (but not a very minmaxed one)). Now I'm in
>chapter
>> 2, and Valen can certainly kick booty with that flail of his, but is
>> spending the cash to fit him out worthwhile?
>
>Sure? Why not?
>

Well, every gp I spend equipping these guys is another gp I could use on
myself... not to mention that keeping them alive was a pain in the butt in
the OC, and I'm wondering whether that's still the case.


--
Hong Ooi | "I like snowballs."
hong@zipworld.com.au | -- CA
http://www.zipworld.com.au/~hong/dnd/ |
Sydney, Australia |
 
Archived from groups: alt.games.neverwinter-nights (More info?)

Well, I guess it all comes down to difficulty level one is going for. Hotu
can be played without henchmenno problem, but they do help in tight spots.

But in Hotu henchmen have a lot more personality then before, especially
Deekin is funny as hell (and not too bad a henchmen either once he gains
some rdd levels). I usually keep him around just for his insane commentary
on things every now and then...

"Hong Ooi" <hong@zipworld.com.au> kirjoitti
viestissä:jhfsl0dn7ji4v2ah4d93sl5fc4vrnm1pap@4ax.com...
> On Sat, 2 Oct 2004 00:11:20 -0400, "Insane Ranter" <spam@not.me> wrote:
>
>>
>>"Hong Ooi" <hong@zipworld.com.au> wrote in message
>>news:j57sl09ld8hhr0alaavgvabm7krqn0cpk4@4ax.com...
>>> In the OC I found them more of a deadweight than anything. Has this
>>changed
>>> in HotU?
>>>
>>> I went through the entire Undermountain chapter solo (albeit with an
>>> 18th
>>> level starting character (but not a very minmaxed one)). Now I'm in
>>chapter
>>> 2, and Valen can certainly kick booty with that flail of his, but is
>>> spending the cash to fit him out worthwhile?
>>
>>Sure? Why not?
>>
>
> Well, every gp I spend equipping these guys is another gp I could use on
> myself... not to mention that keeping them alive was a pain in the butt in
> the OC, and I'm wondering whether that's still the case.
>
>
> --
> Hong Ooi | "I like snowballs."
> hong@zipworld.com.au | -- CA
> http://www.zipworld.com.au/~hong/dnd/ |
> Sydney, Australia |
 
Archived from groups: alt.games.neverwinter-nights (More info?)

Vellu wrote:
> Deekin is funny as hell (and not too bad a henchmen either once he gains
> some rdd levels). I usually keep him around just for his insane commentary
> on things every now and then...

Maybe I'm just not looking at Deekin with the right attitude, but he
gives me severe and painful Jar Jar Binks flashbacks. I've murdered him
several times.
--
My NWN Work So Far: http://tinyurl.com/6xy2f
"Pits of red smoke and fog are usually bad."
- Tip from Doom3 Manual
 
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On Sat, 2 Oct 2004 09:35:32 +0300, "Vellu" <velimala@hotmail.com> wrote:

>Well, I guess it all comes down to difficulty level one is going for. Hotu
>can be played without henchmenno problem, but they do help in tight spots.

I noticed that you get more XP when you're alone compared to when if you
have henchmen. Can someone confirm?

>
>But in Hotu henchmen have a lot more personality then before, especially
>Deekin is funny as hell (and not too bad a henchmen either once he gains
>some rdd levels). I usually keep him around just for his insane commentary
>on things every now and then...

I just finished chapter 2 with Valen and Nathyrra, and they're really cool.
Bioware has certainly come a long way since the days of BG1, where every
NPC had a dozen canned lines and that was it (albeit sometimes pretty funny
canned lines). And the romantic engagements this time are actually
palatable, unlike in BG2, where the people were annoying and the banter was
often painful to watch.

It also helps that the NPCs can pull their weight in a fight. Valen in
particular is a freakin' death machine! He still keeps getting in over his
head, but it doesn't seem to be as bad as in the OC, where Daelan was dying
in seemingly every boss fight. Having 300+ hp as a buffer against the
consequences of silliness helps, I guess; although the fight with Vixthra
was still ugly....

Why is Nathyrra Lawful Evil? Everything she says and does (so far, at
least) points to her being Good. Perhaps it's a hint that things will go
pear-shaped eventually?


--
Hong Ooi | "I like snowballs."
hong@zipworld.com.au | -- CA
http://www.zipworld.com.au/~hong/dnd/ |
Sydney, Australia |
 
Archived from groups: alt.games.neverwinter-nights (More info?)

Hong Ooi wrote:
> On Sat, 2 Oct 2004 09:35:32 +0300, "Vellu" <velimala@hotmail.com> wrote:
>
>
>>Well, I guess it all comes down to difficulty level one is going for. Hotu
>>can be played without henchmenno problem, but they do help in tight spots.
>
>
> I noticed that you get more XP when you're alone compared to when if you
> have henchmen. Can someone confirm?

Yes.


> Why is Nathyrra Lawful Evil?

Because assassins have the be evil. It's really stupid--Nathyrra is
clearly Good.

> Everything she says and does (so far, at
> least) points to her being Good.

No kidding.
 
Archived from groups: alt.games.neverwinter-nights (More info?)

> Hong Ooi wrote:
> > In the OC I found them more of a deadweight than anything. Has this
> > changed in HotU?

Personally, I found them to be dead weight (played through with a
Ftr/Rog/Shadowdancer build).

Gave me a reason to keep the Rod of Resurrection, though 🙂

I may try again some day with Deekin.

Do you want spoilers on the future (i.e, the final battle)?
 
Archived from groups: alt.games.neverwinter-nights (More info?)

On 5 Oct 2004 09:52:34 -0700, alordofchaos@yahoo.com (Anonymous Jack)
wrote:

>> Hong Ooi wrote:
>> > In the OC I found them more of a deadweight than anything. Has this
>> > changed in HotU?
>
>Personally, I found them to be dead weight (played through with a
>Ftr/Rog/Shadowdancer build).
>
>Gave me a reason to keep the Rod of Resurrection, though 🙂
>
>I may try again some day with Deekin.
>
>Do you want spoilers on the future (i.e, the final battle)?

Too late! Finished HotU already, with Valen and Nathyrra. Valen kicked
butt, Nathyrra was a bit redundant, but her banter with him made it worth
keeping her around.

What is it with all the damn puzzles in Chapter 3? I mean, am I playing
D&D, or Sam And Max In Cania? Especially that bloody mimic, which you can't
kill even when it's right next to you and you're packing enough firepower
to slaughter an army. Although maybe it's just a devious plan to get you in
the right mood to plow through the hordes of fiends, when they appear.


--
Hong Ooi | "I like snowballs."
hong@zipworld.com.au | -- CA
http://www.zipworld.com.au/~hong/dnd/ |
Sydney, Australia |
 
Archived from groups: alt.games.neverwinter-nights (More info?)

Hong Ooi <hong@zipworld.com.au> wrote in message news:<884am0pvlhueu0govrk10tobrd7lpp19rb@4ax.com>...
> On 5 Oct 2004 09:52:34 -0700, Anonymous Jack wrote:
> >Personally, I found them to be dead weight (played through with a
> >Ftr/Rog/Shadowdancer build).
> >Gave me a reason to keep the Rod of Resurrection, though 🙂
> >Do you want spoilers on the future (i.e, the final battle)?
>
> Too late! Finished HotU already, with Valen and Nathyrra. Valen kicked
> butt, Nathyrra was a bit redundant, but her banter with him made it worth
> keeping her around.

Well, then here's some spoilers for others then, to add on to my
contention they were *worse than* dead weight.

I picked up Aribeth an Nathyrra as henchmen - er, hench women (I was
playing a female character, although Nathyrra seemed to feel "close"
to me, she didn't swing that way; thought I'd try Aribeth). Anyhooo,
Ari seemed repentant etc and on the straight an narrow again. So,
before returning to the Prime for the final battle, I buffed her up
*seriously*. Ungodly Charisma, Strength, Con, very high Wisdom, etc,
and something like 550 HP + regeneration, dozens of Heal potions...

And as soon as we get back to Prime, Meph says a few discouraging
words, and that traitorous b*tch turns evil again! I could see
Nathyrra turning on me, since I shamelessly hit on her at every turn,
but Ari had just returned from the dark side.

I wasn't sure if I could beat Meph, buffed up super Aribeth, and
Nathyrra, at the same time (got tired of watching me swing at her AC
45~50 and missing, them swing at me AC 45~50 and missing)... or maybe
they killed me, I don't remember. I reloaded, dismissed those two,
went back and tore up Meph on my own with ease. No true names, here,
nosir.

Maybe Deekin will be more loyal?

> What is it with all the damn puzzles in Chapter 3?

Parsed that as "pussies" first time through. heh, made sense as I was
playing a fairly sapphic party.

Programmers showing off code, I'm thinking.
 
Archived from groups: alt.games.neverwinter-nights (More info?)

Anonymous Jack wrote:

> Well, then here's some spoilers for others then, to add on to my
> contention they were *worse than* dead weight.

20

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> And as soon as we get back to Prime, Meph says a few discouraging
> words, and that traitorous b*tch turns evil again! I could see
> Nathyrra turning on me, since I shamelessly hit on her at every turn,
> but Ari had just returned from the dark side.
>
> I wasn't sure if I could beat Meph, buffed up super Aribeth, and
> Nathyrra, at the same time (got tired of watching me swing at her AC
> 45~50 and missing, them swing at me AC 45~50 and missing)... or maybe
> they killed me, I don't remember. I reloaded, dismissed those two,
> went back and tore up Meph on my own with ease. No true names, here,
> nosir.

You don't need True Names. You do need a decent Persuade rating, though.

> Maybe Deekin will be more loyal?

He's the most loyal, yes.
 
Archived from groups: alt.games.neverwinter-nights (More info?)

On Fri, 15 Oct 2004 18:54:09 GMT, Kish <Kish_K@pacbell.net> wrote:

>Anonymous Jack wrote:
>
>> Well, then here's some spoilers for others then, to add on to my
>> contention they were *worse than* dead weight.
>
>20
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>> And as soon as we get back to Prime, Meph says a few discouraging
>> words, and that traitorous b*tch turns evil again! I could see
>> Nathyrra turning on me, since I shamelessly hit on her at every turn,
>> but Ari had just returned from the dark side.
>>
>> I wasn't sure if I could beat Meph, buffed up super Aribeth, and
>> Nathyrra, at the same time (got tired of watching me swing at her AC
>> 45~50 and missing, them swing at me AC 45~50 and missing)... or maybe
>> they killed me, I don't remember. I reloaded, dismissed those two,
>> went back and tore up Meph on my own with ease. No true names, here,
>> nosir.
>
>You don't need True Names. You do need a decent Persuade rating, though.

Does anyone know what the exact DC is? Forewarned by the talk in this group
and other forums, I jacked my Persuade up to +30 for the final fight (monk
levels are v.useful). That seems to have a reasonable chance of making the
NPCs stay loyal.

I had a look at the mod in the toolset, and it's something like
DC_PERSUADE_MEDIUM, whatever that is.


--
Hong Ooi | "I like snowballs."
hong@zipworld.com.au | -- CA
http://www.zipworld.com.au/~hong/dnd/ |
Sydney, Australia |
 
Archived from groups: alt.games.neverwinter-nights (More info?)

Hong Ooi wrote:
> Does anyone know what the exact DC is? Forewarned by the talk in this group
> and other forums, I jacked my Persuade up to +30 for the final fight (monk
> levels are v.useful). That seems to have a reasonable chance of making the
> NPCs stay loyal.
>
> I had a look at the mod in the toolset, and it's something like
> DC_PERSUADE_MEDIUM, whatever that is.


It's a fair complicated formula based on the level of the calling
object. I think I figured this out once and the DC was in the high 30s.
--
Barry Scott Will
Pyric RPG Publications
http://www.pyric.com/
 
Archived from groups: alt.games.neverwinter-nights (More info?)

Hong Ooi wrote:

> I noticed that you get more XP when you're alone compared to when if you
> have henchmen. Can someone confirm?

You get fewer experience points per enemy. However, the enemies will be
slightly scaled up, so it pretty much balances out.
 
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Hong Ooi wrote:

> What is it with all the damn puzzles in Chapter 3? I mean, am I playing
> D&D, or Sam And Max In Cania?

Two things: first, D&D traditionally does involve a lot of puzzles --
it's as much about puzzles as about fighting. I've been surprised at how
few there'd been in the NWN OC, and SOU was only a little better. Heck,
it's pretty light on puzzles in HOTU.

Second, by the time you're in Cania, you're an epic character. You're
off the scale, in traditional D&D terms, and there's very little that
can challenge you in a straight fight. What little there is, you do end
up fighting. Ever notice how boss monsters always have True Seeing, and
immunity to damned near everything? That's the only way to make a
creature even remotely challenging to a character that is, as you say,
packing enough firepower to destroy an army. And too much of that gets
really boring. So, fewer fights, more puzzles.
 
Archived from groups: alt.games.neverwinter-nights (More info?)

Barry Scott Will wrote:

>> I had a look at the mod in the toolset, and it's something like
>> DC_PERSUADE_MEDIUM, whatever that is.
>
> It's a fair complicated formula based on the level of the calling
> object. I think I figured this out once and the DC was in the high
> 30s.

Yes, it's 35, because the calling object is Meph himself (lvl. 45) and *not*
the henchman.

Hans
 
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On Sat, 16 Oct 2004 17:27:35 GMT, "Brian G. Vaughan"
<foolishowl_hates_spam@peoplepc.com> wrote:

>Hong Ooi wrote:
>
>> What is it with all the damn puzzles in Chapter 3? I mean, am I playing
>> D&D, or Sam And Max In Cania?
>
>Two things: first, D&D traditionally does involve a lot of puzzles --
>it's as much about puzzles as about fighting. I've been surprised at how
>few there'd been in the NWN OC, and SOU was only a little better. Heck,
>it's pretty light on puzzles in HOTU.

I don't really give two hoots about what D&D is "traditionally" about. Even
if I did, "traditional" D&D certainly doesn't involve one character soloing
a dungeon, stopping every now and then to rest for six seconds to get your
spells back, and teleporting back to a demiplane if things get too hairy.
There is a certain style of play I'm after, and Chapter 3 for a stretch of
time isn't it.

>
>Second, by the time you're in Cania, you're an epic character. You're
>off the scale, in traditional D&D terms, and there's very little that
>can challenge you in a straight fight. What little there is, you do end
>up fighting. Ever notice how boss monsters always have True Seeing, and
>immunity to damned near everything? That's the only way to make a
>creature even remotely challenging to a character that is, as you say,
>packing enough firepower to destroy an army. And too much of that gets
>really boring. So, fewer fights, more puzzles.

How does making artificially challenging puzzles help matters? To take the
most obvious example, why can't I kill the mimic even when it's right next
to me? It just makes it painfully obvious that we're playing a computer
game here.


--
Hong Ooi | "I like snowballs."
hong@zipworld.com.au | -- CA
http://www.zipworld.com.au/~hong/dnd/ |
Sydney, Australia |
 
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Hash: SHA1

Hong Ooi wrote:
| On Sat, 16 Oct 2004 17:27:35 GMT, "Brian G. Vaughan"
| <foolishowl_hates_spam@peoplepc.com> wrote:
|
|
|>Hong Ooi wrote:
|>
|>
|>>What is it with all the damn puzzles in Chapter 3? I mean, am I playing
|>>D&D, or Sam And Max In Cania?
|>
|>Two things: first, D&D traditionally does involve a lot of puzzles --
|>it's as much about puzzles as about fighting. I've been surprised at how
|>few there'd been in the NWN OC, and SOU was only a little better. Heck,
|>it's pretty light on puzzles in HOTU.
|
|
| I don't really give two hoots about what D&D is "traditionally" about.

Then please don't complain that it's not D&D.

- --
Leo Fellmann
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Leo Fellmann wrote:<2tfebqF1tvu78U1@uni-berlin.de>...
> > Hong Ooi wrote:
> > I don't really give two hoots about what D&D is "traditionally" about.
>
> Then please don't complain that it's not D&D

But you see where Hong is coming from... it's a computer RPG, so there
should be action, special effects, and other ways to solve things -
including brute force (not that brute force is the right way resulting
in good stuff; but it should be an option).

For example, in the original campaign, at the beginning, you can't
damage the fake Denther (or whatever his name is) because he is a plot
thingie.
You can whack him, but it does 0 damage.

It would have made more sense to let your do a few points of damage,
then have him destroy you - or, if you were lucky and lasted a few
rounds, have Aribeth and the guards show up to destroy you. Sort of
like PnP DnD standard scenario, when you attack the Evil Grand Vizier
in the King's palace before you have proof and before anyone realizes
he's evil - the King's guards will attack you.

There's a decent early CRPG called "Dark Earth" that allowed you to
attack pretty much anyone... choose the wrong target, and you got
wiped out. There was no way to see (IIRC) who was friend or foe
(unless they attacked you first) and no way to see how tough they
were.

Personally, I enjoy puzzles but find it silly to put "too many" of
them in DnD or CRPGs. Your character in NWN could have INT of 35 and
WIS of 35 and these puzzles should be simple to your character - but
19-year old fanboy living in his parent's basement playing the game
might have the intelligense of - well, a fanboy living in his parent's
basement - and be stuck. Of course, "too many" is open to
interpretation 🙂
 
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Hong Ooi wrote:
> On Sat, 16 Oct 2004 17:27:35 GMT, "Brian G. Vaughan"
> <foolishowl_hates_spam@peoplepc.com> wrote:
>
>
>>Hong Ooi wrote:
>>
>>
>>>What is it with all the damn puzzles in Chapter 3? I mean, am I playing
>>>D&D, or Sam And Max In Cania?
>>
>>Two things: first, D&D traditionally does involve a lot of puzzles --
>>it's as much about puzzles as about fighting. I've been surprised at how
>>few there'd been in the NWN OC, and SOU was only a little better. Heck,
>>it's pretty light on puzzles in HOTU.
>
>
> I don't really give two hoots about what D&D is "traditionally" about. Even
> if I did, "traditional" D&D certainly doesn't involve one character soloing
> a dungeon, stopping every now and then to rest for six seconds to get your
> spells back, and teleporting back to a demiplane if things get too hairy.
> There is a certain style of play I'm after, and Chapter 3 for a stretch of
> time isn't it.

The entire NWN OC, and most of SOU, and most of HOTU was precisely about
a character soloing a dungeon, and if you're a spellcaster, resting
after every fight to regain spells. So what style of play are you
looking for?

>>Second, by the time you're in Cania, you're an epic character. You're
>>off the scale, in traditional D&D terms, and there's very little that
>>can challenge you in a straight fight. What little there is, you do end
>>up fighting. Ever notice how boss monsters always have True Seeing, and
>>immunity to damned near everything? That's the only way to make a
>>creature even remotely challenging to a character that is, as you say,
>>packing enough firepower to destroy an army. And too much of that gets
>>really boring. So, fewer fights, more puzzles.
>
>
> How does making artificially challenging puzzles help matters? To take the
> most obvious example, why can't I kill the mimic even when it's right next
> to me? It just makes it painfully obvious that we're playing a computer
> game here.

Well, since you can't naturally challenge an epic character, it's going
to have to be an artificial challenge, isn't it? Besides, it *is* a
computer game. You're going to have puzzles, or combat -- and combat is
a puzzle, really.

About the only other thing to do would be to jump to some other genre
more appropriate for epic characters -- which is what I thought the
point was of the battle for the drow city. And that was pretty kludgy --
NWN isn't really designed for that.
 
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On 17 Oct 2004 14:36:42 GMT, Leo Fellmann <l.fellmann@free.fr> wrote:

>-----BEGIN PGP SIGNED MESSAGE-----
>Hash: SHA1
>
>Hong Ooi wrote:
>| On Sat, 16 Oct 2004 17:27:35 GMT, "Brian G. Vaughan"
>| <foolishowl_hates_spam@peoplepc.com> wrote:
>|
>|
>|>Hong Ooi wrote:
>|>
>|>
>|>>What is it with all the damn puzzles in Chapter 3? I mean, am I playing
>|>>D&D, or Sam And Max In Cania?
>|>
>|>Two things: first, D&D traditionally does involve a lot of puzzles --
>|>it's as much about puzzles as about fighting. I've been surprised at how
>|>few there'd been in the NWN OC, and SOU was only a little better. Heck,
>|>it's pretty light on puzzles in HOTU.
>|
>|
>| I don't really give two hoots about what D&D is "traditionally" about.
>
>Then please don't complain that it's not D&D.

Consider the infinite possibilities that 1) there are many possible ways to
play D&D, 2) very few of which (beyond the pathological) involve extended
sequences of nothing but puzzles to solve, and furthermore 3) "traditional"
D&D of the kind featuring 10' wide rooms containing 50' long monsters faded
away 20 years ago, and good riddance to it.

You're new at this game, aren't you?


--
Hong Ooi | "I like snowballs."
hong@zipworld.com.au | -- CA
http://www.zipworld.com.au/~hong/dnd/ |
Sydney, Australia |
 
Archived from groups: alt.games.neverwinter-nights (More info?)

> There's a decent early CRPG called "Dark Earth" that allowed you to
> attack pretty much anyone... choose the wrong target, and you got
> wiped out. There was no way to see (IIRC) who was friend or foe
> (unless they attacked you first) and no way to see how tough they
> were.

Dark Earth is also one of the few games that really gives its players a
challenge... it has a tight time limit (could be shortened/lengthened
depending on what you do), and some puzzles really requires thinking, in
contrast to those rather stupid riddles in BG/NWN...

Most games these days don't do that anymore - afraid that they'll
upset/frustrate their players.
 
Archived from groups: alt.games.neverwinter-nights (More info?)

Thats the way it is, most games (if any) are designed for the veteran
players. That would without a doubt alienate the average player. But the bar
has gone far too low, to the level of stupidity in some cases...which too
can alienate players.

Luckily NWN has a strong community which supports its players by creating
new modules (good and bad) to play.

Computer RPG's have always had a tricky balance with
action/puzzles/storyline...Too much or too little of any of these three, and
the game is no fun to play. CRPG's cannot adapt to the mood of the players
as PnP often does. No platform jumping though in NWN, thank God, allthough
the mimic hand came dangerously close to that.

>
> Dark Earth is also one of the few games that really gives its players a
> challenge... it has a tight time limit (could be shortened/lengthened
> depending on what you do), and some puzzles really requires thinking, in
> contrast to those rather stupid riddles in BG/NWN...
>
> Most games these days don't do that anymore - afraid that they'll
> upset/frustrate their players.
>
>
 
Archived from groups: alt.games.neverwinter-nights (More info?)

Duh!... Bad typo: most games *ARE NOT* designed...

"Vellu" <velimala@hotmail.com> kirjoitti
viestissä:cl2gl4$jmm$1@phys-news1.kolumbus.fi...
> Thats the way it is, most games (if any) are designed for the veteran
> players. That would without a doubt alienate the average player. But the
> bar