[NWN] HCR: Your Experiences

Lazybones

Adventurer
In case any of you are not aware of it, HCR stands for the Hard Core Ruleset, a very thorough set of scripts that virtually remake NWN in an effort to be more loyal to the 3rd edition Dungeons & Dragons rules.

The system, created by a fellow named Archaegeo and several other folks, can be found at http://nwn.darkemud.com/~darke/HC/. The best way to implement it is just to download the provided "base module" and import your areas; I did a basic conversion of my module in about 15 minutes (but tweaking it will take far longer).

Anyway, I am working on changing my Crossroads campaign over to HCR once my current two groups running through it at Neverwinter Connections are done. I've heard that it greatly tighens group cohesion and one's attachment to their characters, at a cost of slowing down the game and making it harder for new players to survive. The biggest impact is that respawn is disabled; if you die (but you do bleed down to -10 hp, so your buddies have a chance to save you), then you're dead for good unless someone can get you raised (unlikely at low levels). One big change I'm going to have to make is to be very careful about putting in high CR monsters that have instant-kill attacks or weapons that do heavy damage/high multipliers (since one CH can ruin a player's day, as I've been learning in my regular games).

I'd be interested in hearing your feedback if you've played/DMed a HCR game. I am firmly decided on this change, but would like help on how best to implement it (I've already decided not to implement options like the foodsysem and training requirements).

Thanks in advance for your comments,
LB
 

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I haven't tried using the HCR, however I've thought about implementing it in a campaign I plan to run (although design is going really slowly, I'm not as inspired as I have been lately). How easy is it to port existing modules? Did you have to do a lot of work to move over Crossroads? I'm interested to hear about your experiences.

As a player, I'd have the following suggestions... :)

First, I think that you're really going to need to balance monsters. Many of the monsters we happen to fight were fairly powerful, and I think all of us regulars have died at least once or twice. Still, I'd definitely be game for it.

Secondly, I think more emphasis needs to be put on party balance. Right now we're not too bad, but the lack of a Cleric (poor Laylorna) and a tank really has hurt us. Something to keep in mind.

Thirdly, I think that some of the areas need to be redesigned. Specifically, if people are going to be experiencing more extreme effects to dying, I think you may want to add a few more areas for exploration. As it is, I can see a group being kept down at lower levels and unable to really progress because they're too low a level and keep dying (and losing levels). Especially given the cost of raising.

Fourth, if you're looking for playtesters, I would love to help out! I wouldn't mind getting a feel for the HCR myself.
 

Thanks for the reply, LightPhoenix.

Yeah, I've been making revisions to the game; a lot of the high-end encounters are going to have to go or be toned down for the new version. Basically anything that can CH a character to death with one hit, or has any other kind of sudden death attack is going to have to be very carefully considered before being left in. The succubus, slaad, and the hill giant are going to have to be left for later adventures, I think. On the other hand, though, I don't want the encounters to be "tame," and death is always a very real possibility.

You're a hundred percent right on party balance, but I think that tactics have something to do with it as well. I had a group of 4 run through the Dreadmoors (the one where you guys died so often), with a Ftr4, Wiz4, Brd4, and Rgr2, and they had far less difficulty than you guys had with twice the members and more levels (I did take out the succubus though ;)). They did a lot more "hit and run" type of stuff, and the wizard used his pixie familiar to scout out ahead and report back what was waiting to ambush the party. Plus they'd bought about 100 healing potions (it sure seemed like it!) while back at the inn in between adventures. That's another thing I'm working to change, per your suggestion, to edit down some of the huge value items that Feron cashes in (for an innkeeper, he sure has deep pockets!).

I'll announce the game on NWC in about a week I suspect, and will specifically seek to recruit "expert" players. I'd love to see you there (although you'd have to be more of an NPC, since you have so much metagame knowledge of this mod!).
 

Hehe, you misunderstand, though thanks for offering NPC status. :) I just meant testing the module for broken stuff, trying to break the system, and so forth.

I don't really have time for a second campaign now. And starting September, I don't even know if I'll be able to keep playing - unfortunately I work delivery Wednesday night during the semester, so I wouldn't be able to come anyway. I'm not sure if I'll have the time or ability to play another time either, I'm going to be awfully busy.


*sigh* What I do for a bright future... *sigh*
 

I like the HCR personally. Its what Bioware should have done, except I suppose they did have to please the diablo crowd to make money :).

The one aspect I don't like is the resting limitation. Now the default behavoir is a bit arcade, where you can blow through all your spells/hp then rest and 10 seconds later you are back full. But IMHO a better way to implement that is to have random encounters that spawn and interrupt your rest if you aren't someplace secure.
 

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