Impossible things (can I do 6 before breakfast?)

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

Here's a pet peeve of mine for modules, impossible things. Doors that
can't be picked, not because my skill isn't high enough, but because
they simply can't. Doors that can't be broken down, not because I'm not
strong enough or have weaons mighty enough, but because they can't.

I know, it helps the designer control what is going on, it just bugs me,
personally.

Worse is when I can't even tell whats happening, things just don't work
but I don't know if its because it isn't supposed to, or if I'm just not
getting it.

For example, I'm in a module just now, where something which looks like
a side quest has me encountering an NPC who attacks me on sight. When I
melee him, I get the message that he can't be hurt by my weapon. I've
got a +1 battleaxe with a D6 acid damage bonus on it, both the physical
damage and acid damage do (0). My henchman has a +2 rapier and also
does no damage. I ran out and bought some +4 darts, still same effect.
Tried thowing Alchemists' Fire at him, nothing. My armor is enchanted
so as to cast a magic missile at anyone who hits me, it doesn't seem to
affect him either.

Now I never got a script to talk to him, I ignored him and ran around
and looted the chests and desk and so on in his room, there are no
clickable objects in there... I just can't figure out what I'm supposed
to be doing.

If his DR was high, I could concentrate on finding a way to do so much
damage per hit that I could kill him anyway. If a higher bonus weapon
was needed, I could find one (the darts were pretty lame, but given that
the highest + weapon I've seen drop in the module so far was +2, I
figured +4 would penetrate if anything would) If elemental damage would
do the job, I could do that, but both acid and fire failed, and again,
he -seems- to be a pretty low level guy, a student at the local magic
academy... what are the odds that he's proof against everything but one
specific elemental type?

I could even find a way to do magic damage to him, if those magic
missiles were landing; hire a mage or something.

If I was not doing enough, well, I've faced fights like that before,
fights where it was very difficult to win thru, even fights where I had
to go away and come back later, or find some way around, because I
couldn't defeat the opponents with what I had available.

But this is different, because rather than hard, its on the one hand
pretty easy; I lived thru every spell the guy had to cast, and he is so
bad at melee that he's not hurting me fast enough to overcome my +1
regen. Eventually I literally walked around opening boxes while he
slashed away with his dagger. But on the other hand, and more to my
point, its not just hard, its impossible, as far as I can tell there's
no way to kill this guy, if there -is- one, its by no means obvious.

I tried opening up the module and taking a look, but it seems he's just
an ordinary 6 wizard/2 rogue with an ordinary sorceror's robe, ordinary
dagger, and boots of haste. I don't see any feats or other
difficulties... I'm just at a loss.
 
Archived from groups: alt.games.neverwinter-nights (More info?)

Lance Berg wrote:
-Here's a pet peeve of mine for modules, impossible things. Doors that
-can't be picked, not because my skill isn't high enough, but because
-they simply can't. Doors that can't be broken down, not because I'm
not
-strong enough or have weaons mighty enough, but because they can't.

Add this to the "things I hate" list! I prefer it when mod makers put
something like the floaty text "nothing interesting here" or "this door
is barred and locked" so you know what's going on. Or have a generic
interior with a bemused family saying, "Sorry, do we know you?"

-For example, I'm in a module just now, where something which looks
like
-a side quest has me encountering an NPC who attacks me on sight. <snip
details of bizarre-ish combat>

Prolly a faction problem on a plot-NPC. Encountered a few of those in
various mods. Can you charm him (or at least pick his pockets, since
he's hostile, anyway?)
 
Archived from groups: alt.games.neverwinter-nights (More info?)

alordofchaos@yahoo.com wrote:
> Lance Berg wrote:
> -Here's a pet peeve of mine for modules, impossible things. Doors that
> -can't be picked, not because my skill isn't high enough, but because
> -they simply can't. Doors that can't be broken down, not because I'm
> not
> -strong enough or have weaons mighty enough, but because they can't.
>
> Add this to the "things I hate" list! I prefer it when mod makers put
> something like the floaty text "nothing interesting here" or "this door
> is barred and locked" so you know what's going on. Or have a generic
> interior with a bemused family saying, "Sorry, do we know you?"


There have been placeable door Haks for well over a year. I use the
placeable doors to cover "empty" doorways, so the doors aren't even
clickable. I don't know why others don't use them as well.
--
Barry Scott Will
Pyric RPG Publications
http://www.pyric.com/
 
Archived from groups: alt.games.neverwinter-nights (More info?)

John Salerno <johnjsal@NOSPAMgmail.com> wrote in news:R4-dndWYcK3yg1zcRVn-
rw@rcn.net:

> Personally, I'm so obsessive about checking everything that I even go so
> far as to reveal every square of the map. I can't help myself!

I do that also. I think it comes from the old Bard's Tale and D&D computer
games. No automap feature, just a pencil and graph paper.

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

John Salerno wrote:
>
> Personally, I'm so obsessive about checking everything that I even go so
> far as to reveal every square of the map. I can't help myself!

LOL, yeh I can relate to that to at times.
 
Archived from groups: alt.games.neverwinter-nights (More info?)

"Stephen Brooker" <stetar@gmail.com> wrote in message
news:32cl69F3j6e0vU1@individual.net...
| John Salerno wrote:
| >
| > Personally, I'm so obsessive about checking everything that I even go so
| > far as to reveal every square of the map. I can't help myself!
|
| LOL, yeh I can relate to that to at times.

Yeah, me too! <g>

Fellow Sufferer,
Neil ¦¬D
 
Archived from groups: alt.games.neverwinter-nights (More info?)

Neil Turkenkopf wrote:
> "Stephen Brooker" <stetar@gmail.com> wrote in message
> news:32cl69F3j6e0vU1@individual.net...
> | John Salerno wrote:
> | >
> | > Personally, I'm so obsessive about checking everything that I even go so
> | > far as to reveal every square of the map. I can't help myself!
> |
> | LOL, yeh I can relate to that to at times.
>
> Yeah, me too! <g>
>
> Fellow Sufferer,
> Neil ¦¬D
>
>

Thank god it's not just me! I can justify this behavior with a lawful
character, because they're a little OCD, but there's no excuse for a
chaotic character to be this meticulous. :)
 
Archived from groups: alt.games.neverwinter-nights (More info?)

> Here's a pet peeve of mine for modules, impossible things. Doors that
> can't be picked, not because my skill isn't high enough, but because they
> simply can't. Doors that can't be broken down, not because I'm not strong
> enough or have weaons mighty enough, but because they can't.

> I know, it helps the designer control what is going on, it just bugs me,
> personally.

A module designer will need to put unbreakable / unpickable doors into a
module, if we ever forget we get "complaints" about broken links or doors
that don't lead anywhere (Which is worse than an unbreakable door) and
rightly so.

The module designer should have put something into the module to let you
know the door in of no use, I always set door to plot (unbreakable) and an
open DC of 100+ then put a small script into the OnFailtoOpen script hook of
the door:

void main()
{
SpeakString("This door is barred from the other side."); // or similar
comment
}

So the PC immediately knows the door is of no use (ie cith house doors where
you don't want to create every area) and knows to move on realising nothing
is inaccesible or broken its just of no use to him.

I've used this method on every door that doesn't have an area transition
attached.
 
Archived from groups: alt.games.neverwinter-nights (More info?)

"John Salerno" <johnjsal@NOSPAMgmail.com> wrote in message
news:84OdnUt_3onkA1zcRVn-1A@rcn.net...
| Neil Turkenkopf wrote:
| > "Stephen Brooker" <stetar@gmail.com> wrote in message
| > news:32cl69F3j6e0vU1@individual.net...
| > | John Salerno wrote:
| > | >
| > | > Personally, I'm so obsessive about checking everything that I even
go so
| > | > far as to reveal every square of the map. I can't help myself!
| > |
| > | LOL, yeh I can relate to that to at times.
| >
| > Yeah, me too! <g>
| >
| > Fellow Sufferer,
| > Neil ¦¬D
| >
| >
|
| Thank god it's not just me! I can justify this behavior with a lawful
| character, because they're a little OCD, but there's no excuse for a
| chaotic character to be this meticulous. :)

Hey, ya never know when you'll find that Longsword+3 inside a barrel! ...or
on a rat! <g>
Neil ¦¬D
 
Archived from groups: alt.games.neverwinter-nights (More info?)

Neil Turkenkopf wrote:

> Hey, ya never know when you'll find that Longsword+3 inside a barrel! ...or
> on a rat! <g>
> Neil ¦¬D


Exactly my reasoning! :)
 
Archived from groups: alt.games.neverwinter-nights (More info?)

"Marcel Beaudoin" <mbeauINVALID@sympaINVALIDtico.ca> wrote in message
news:Xns95C16335981F4mbeausympaticoca@130.133.1.4...
| John Salerno <johnjsal@NOSPAMgmail.com> wrote in news:R4-dndWYcK3yg1zcRVn-
| rw@rcn.net:
|
| > Personally, I'm so obsessive about checking everything that I even go so
| > far as to reveal every square of the map. I can't help myself!
|
| I do that also. I think it comes from the old Bard's Tale and D&D computer
| games. No automap feature, just a pencil and graph paper.
|
| --
| Marcel

Exactly, same here!
Must - search -- every --- square.... <g>

Neil ¦¬D