New Gnolls quest

Started by VanillaPudding, January 10, 2011, 05:28:46 AM

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VanillaPudding

First of all, thanks for looking into this quest and changing it up!

Sadly, the renamed mobs still share the same problem as many of the old ones, their CR is too low for their AB / HP. I'm mostly speaking about the warriors here, but the crossbowmen could use a slight boost as well for their AB / poison bolts.

Secondly, the quest is much harder now and the loot table appears to be identical. The reward / risk was lowered it seems on a quest that was rarely done for just that reason <_<

Third, and probably most important actually....the trees. They're really hard to pass by, really hard to see anything, and really annoying overall!

Garem

I've only done it once, but I had similar impressions.

Love the new style, it's the results and challenge that seemed a bit much.

Yalta

Maybe create an Order or Dwarf Quest giver, to up the reward by a controlled amount, if its needed?

SilentSouth

I did this quest with a small group, i am unsure if the server was just having issues at that time but it was quite laggy.
 
And i agree, you literally can't see anything past all those trees, perhaps space them out a bit.
 
Other then that, its a nice change, i like the layout alot better then the old one. Points stated above i agree with.

Divine Intervention

Just so long as the dwarf isn't inside the hold, we'll never reach him through a locked gate.

Garem

Quote from: Yalta;217483Maybe create an Order or Dwarf Quest giver, to up the reward by a controlled amount, if its needed?

This is already so, but certainly a possible solution.

Underbard

Quote from: VanillaPudding;217452First of all, thanks for looking into this quest and changing it up!

Sadly, the renamed mobs still share the same problem as many of the old ones, their CR is too low for their AB / HP. I'm mostly speaking about the warriors here, but the crossbowmen could use a slight boost as well for their AB / poison bolts.

Secondly, the quest is much harder now and the loot table appears to be identical. The reward / risk was lowered it seems on a quest that was rarely done for just that reason <_<

Granted, I am a complete dumbass when it comes to mechanics, but could someone please explain to me how a mob could use a boost even though the quest is much harder now?

VanillaPudding

The CR rating basically effects the XP it gives PCs. They are, at the moment, rather fierce enemies but their challenge rating (not level, but a setting that can be modified in the toolset) is maybe a little too low.

The new mobs are excellent all around, it's just those warriors that were renamed and the crossbowmen that still exist .

Nuclear Catastrophe

Have some faith in your poor beleaguered DM team :(

Also:


Quote- 1.a Try to keep balance suggestions for monsters or quests to a minimum. Not only those are usually filled with spoilers, there are obviously explanations that we (DMs) sometimes cannot share. If we notice something is grossly out of whack, then we'll fix it.

Mort

I will tweak the quest, for sure.

I was testing a new system I made recently to somewhat build randomize areas. Still ironing the kinks.

SilentSouth

Woah, Mort that would be so awsome.
Hoho! that will teach those dirty meta-gamers to meta-game!

Seriously though, randomize quest areas would rock.

Underbard

Makes sense... Thanks VP!

Mort

The point wasn't to punish metagamers but to increase the replay value of our quests.

Lenthis

...But.. but.. if I dont know the quest inside and out I may get owned!?! xD Cant wait to see the system mate.

SilentSouth

Well it certainly does both, so well done sir!