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Computers beat up my role player
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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 3666009" data-attributes="member: 23094"><p>Absolutely. It can be removed from the map the next time the server is reset (analogous to the DM changing the layout of the minis on his table in-between sessions) or, if destroying the castle is anticipated beforehand, the DM could just as easily create a map that has empty field where the castle used to be, and teleport the players there after it has been destroyed.</p><p></p><p></p><p></p><p>Since NWN absolutely allows you to just roll dice on your own, a DM could easily ask for a Strength check to break a jug followed by another to break the ropes (or a melee attack).</p><p></p><p>The DM could then dispel the Entangle effect affecting you. While he may not be able to spawn an actual "pottery sherd" in your inventory, does that invalidate the process (especially given that, if he wanted to, he <strong>could</strong> spawn a dagger in your inventory and then hit you with a penalty on attack rolls)? </p><p></p><p></p><p></p><p>NWN is unique in that it was originally designed to be run by a DM and a group of players. Given that a normal, table-top group probably has no problem abstracting out certain things (e.g., I don't need to have 40 pot minis in a room that I'm describing as "covered in pots"), there shouldn't be any problem doing the same thing in NWN.</p><p></p><p>Moreover, since the game's release, a group of coders has spent a lot of time working on a toolset called the DM-Friendly Initiative, which basically has the goal of making more and more of the game running accessible to the DM during play.</p><p></p><p>For instance, when creating an NWN module, you can set the lighting level in a particular region, and it's hard to change on the fly (while you and your players are actually moving through the module). The DMFI tools allow you much more control over this, including creating new light sources on the fly.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 3666009, member: 23094"] Absolutely. It can be removed from the map the next time the server is reset (analogous to the DM changing the layout of the minis on his table in-between sessions) or, if destroying the castle is anticipated beforehand, the DM could just as easily create a map that has empty field where the castle used to be, and teleport the players there after it has been destroyed. Since NWN absolutely allows you to just roll dice on your own, a DM could easily ask for a Strength check to break a jug followed by another to break the ropes (or a melee attack). The DM could then dispel the Entangle effect affecting you. While he may not be able to spawn an actual "pottery sherd" in your inventory, does that invalidate the process (especially given that, if he wanted to, he [b]could[/b] spawn a dagger in your inventory and then hit you with a penalty on attack rolls)? NWN is unique in that it was originally designed to be run by a DM and a group of players. Given that a normal, table-top group probably has no problem abstracting out certain things (e.g., I don't need to have 40 pot minis in a room that I'm describing as "covered in pots"), there shouldn't be any problem doing the same thing in NWN. Moreover, since the game's release, a group of coders has spent a lot of time working on a toolset called the DM-Friendly Initiative, which basically has the goal of making more and more of the game running accessible to the DM during play. For instance, when creating an NWN module, you can set the lighting level in a particular region, and it's hard to change on the fly (while you and your players are actually moving through the module). The DMFI tools allow you much more control over this, including creating new light sources on the fly. [/QUOTE]
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