Post by EW Storm on Feb 9, 2007 22:47:50 GMT
The Forgotten Realms: immo lvl
-first area is common area for all races?
-spooky theme, maybe haunted house setting in tune with gaobin areas?
-different rooms for each race type.. or entirely different areas, selected at a central xroads area..
-boss: , boss death marks whether area has been done, can not access chests without killing boss.
-better yet.. all access points off of the plains of war.. and change spawns in plains to similar lvl creatures as described below.. kinda like theplains of war between each race....
creatures:
dwarf: immune all, except weak to piercing
elf/half-elf: immune all, except spell lvl 9, high sr
barb: immune all, except no mind imm, except 7&8&9
human: immune all, except no death imm, except weak to piercing, except 8&9
*gnome: immune all, except weak to slashing, except spell lvl 9, high sr?
*halfling: immune all, weakness to bludgeoning, 50% concealed can not be dispelled.
* will occasionally run away randomly, thus possibly causing more spawns..
-by immune all I mean everything, 0 dmg of any kind.
treasure:
protected chests: one for each race type, must be that class to enter door(>1 lvl of class), series of 4 doors, exotic devastating traps between each door.
each chest drops +14 enhanced weapon specific to class, ex: barb: random 2 handed; human: longsword,warhammer; dwarf: dwarven waraxe, etc... **note: weapon has no additional stats except possibly keen
-no elf door (elves are located randomly in all areas, as sort of high intelligence overseers), no or few spellcasting items, no rapier or bow.
-all chests locked dc 20+12 = 32 unlock, magically protected = no porting?
-chests are once per reset? with chance for UR in each chest = 1%+party size ?
-could add other random loot drops scaled to the size of the areas...
This is a mess of thoughts.. and it probably doesn't make sense anymore.. but the idea was an area containing the classic races of nwn1.. each set of areas with their own final loot chest and boss,
except a rogue is not required, only the character of that race (more than one lvl) can enter the series of locked doors and must have at least 1 point in unlock & +12 picks..
-any exploit to avoid being of that race would need to be fixed..
I see this as a less than lvl 60 area.. maybe around the 50 mark.. in fact.. make it inaccessible to lvl 60 chars and I think it would be an interesting "other" place for lvlers to wander go to...
This weapon selection conflicts with sith +12 enhancement.. so some tweaking might be in order.. maybe they all do divine dmg or something, also item lvl restriction might be an issue with +14?
-first area is common area for all races?
-spooky theme, maybe haunted house setting in tune with gaobin areas?
-different rooms for each race type.. or entirely different areas, selected at a central xroads area..
-boss: , boss death marks whether area has been done, can not access chests without killing boss.
-better yet.. all access points off of the plains of war.. and change spawns in plains to similar lvl creatures as described below.. kinda like theplains of war between each race....
creatures:
dwarf: immune all, except weak to piercing
elf/half-elf: immune all, except spell lvl 9, high sr
barb: immune all, except no mind imm, except 7&8&9
human: immune all, except no death imm, except weak to piercing, except 8&9
*gnome: immune all, except weak to slashing, except spell lvl 9, high sr?
*halfling: immune all, weakness to bludgeoning, 50% concealed can not be dispelled.
* will occasionally run away randomly, thus possibly causing more spawns..
-by immune all I mean everything, 0 dmg of any kind.
treasure:
protected chests: one for each race type, must be that class to enter door(>1 lvl of class), series of 4 doors, exotic devastating traps between each door.
each chest drops +14 enhanced weapon specific to class, ex: barb: random 2 handed; human: longsword,warhammer; dwarf: dwarven waraxe, etc... **note: weapon has no additional stats except possibly keen
-no elf door (elves are located randomly in all areas, as sort of high intelligence overseers), no or few spellcasting items, no rapier or bow.
-all chests locked dc 20+12 = 32 unlock, magically protected = no porting?
-chests are once per reset? with chance for UR in each chest = 1%+party size ?
-could add other random loot drops scaled to the size of the areas...
This is a mess of thoughts.. and it probably doesn't make sense anymore.. but the idea was an area containing the classic races of nwn1.. each set of areas with their own final loot chest and boss,
except a rogue is not required, only the character of that race (more than one lvl) can enter the series of locked doors and must have at least 1 point in unlock & +12 picks..
-any exploit to avoid being of that race would need to be fixed..
I see this as a less than lvl 60 area.. maybe around the 50 mark.. in fact.. make it inaccessible to lvl 60 chars and I think it would be an interesting "other" place for lvlers to wander go to...
This weapon selection conflicts with sith +12 enhancement.. so some tweaking might be in order.. maybe they all do divine dmg or something, also item lvl restriction might be an issue with +14?