NWN2 Climates

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HEEGZ
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Re: NWN2 Climates

Post by HEEGZ »

oldgrayrogue wrote:Reading through these comments just underscores my own opinion that things like weather effects be DM controlled. A DM can provide the proper warning, "balance" the effect so that it is appropriately challenging but not necessarily lethal, and account for the seasonal and even daily or hourly variations in weather prevalent in a RL environment that appear difficult to capture in a virtual, digital world.
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furtivefigure
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Re: NWN2 Climates

Post by furtivefigure »

I love the idea of PCs having to overcome not just monsters, but harsh climate and difficult terrain as well. However, as has been noted, it may be better left to DM supervision.
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Riotnrrd
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Re: NWN2 Climates

Post by Riotnrrd »

The weather effects could be DM controlled by configuration files or placed waypoints, or even a DM wand. Weather scripts as implemented by Ulias gave DMs the option to place waypoints in the module in what they considered to be extreme environments... one example might be the top of a TSM glacier, where it is cold year round and the wind is biting, and weather can be deadly, or possibly in a desert or tropical marsh. In that area, PCs would be subject to weather effects. We could also provide configuration options to fine tune the effect, such as raising or lowering the effect in a given area.

The beauty of this is that the weather can be present even when DMs aren't, which is unfortunately a very large part of the time. I believe this helps consistency, and I like consistency a lot. Several here have noted that it helps to foster RP, and having played as a player in these environments, I definitely agree.

I do believe that DMs would be interested in having the option to implement these, maybe we can hear from some DMs who would like the option, and what they would like to see in the extreme weather effects?
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Re: NWN2 Climates

Post by ayergo »

Riotnrrd wrote:Hi folks;

Curmudgeon pointed out Wynna was working on climate scripts for some areas in TSM.

I'd like to propose we create some ACR scripts for weather effects (cold, heat), and tie to items and spells (endure elements comes to mind).

Thoughts?
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dergon darkhelm
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Re: NWN2 Climates

Post by dergon darkhelm »

A simple way to encourage RP around a climate could be to put in a trigger that delivers text info to players passing through it.

On the glacier in TSM you could get a message:

"The wind here is biting and harsh. In daylight the sun can be so bright as to be near blinding and painful to the eyes, while at night the temperature grows so cold that a person not prepared for winter travel would have a difficult time surviving until dawn."

It's not a script, but it could certainly aid the RP.
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Ithildur
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Re: NWN2 Climates

Post by Ithildur »

I just found the post where Wynna discusses her work on the weather scripts; any idea where she's at with this? If she's done most of the work already this sounds like it could be a cool idea in limited situations, which is what she has in mind sounds like.

http://www.alandfaraway.org/forums/view ... 68&t=38563
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Re: NWN2 Climates

Post by HEEGZ »

I would suggest sending her a PM. ;)
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Re: NWN2 Climates

Post by darrenhfx »

Greatly in favour of having a good weather system in play. Random storms would add an extra dimension to traveling.
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Re: NWN2 Climates

Post by danielmn »

oldgrayrogue wrote:If weather related damage or skill effect scipts are going to be implemented I would suggest that at a minimum, items of clothing etc that can counteract the effects be made available as well.
Already done. Items have been priovided for both TSM and BG that balance out any weather related damage.
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Re: NWN2 Climates

Post by danielmn »

oldgrayrogue wrote:You make some valid points about the lack of RPing weather effects Mr. D. I guess I have seen more players RP their toons to react to the rain or cold than you have, but the point is still taken that such RP should be happening.
I would have to second the above. I've seen it plenty, I do it myself, but I would like to see more of it. THere was a time when I did carry a heavy cloak and furr leggings and rped putting them on whenever my PC entered a cold climate, and still rped shivering. Spells suffice now, and I use those whenever I go into a colder climate.... Actual scripts might be a good reminder.
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Re: NWN2 Climates

Post by danielmn »

On a related point, what type of negs does darkness give those without low light/ dark vision. Seen a lot of humans walking around in the dark without the use of lightsources....
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Re: NWN2 Climates

Post by Wynna »

Riotnrrd wrote:DMG 3.5 pg 302,303

Cold Dangers: unprotected PC in cold weather below 40 degrees must make fort save every 10 mins (DC15 +1 per previous check) or take 1d6 subdual (survival skill can give bonus to check). Characters w/ winter clothing only need check 1 / hour. Further if failed save PC is fatigued. Extreme cold below -20 degrees 1d6 of actual damage (no save), plus 1d4 subdual, same as above. Metal armor are affected as if by chill metal spell. If PC becomes unconscious due to subdual damage, the damage continues, but this time is lethal.

Heat dangers: above 90 fort check as above. Wearing heavy clothing or armor of any sort gives a -4 on the saves (though survival skill gives bonus). Unconscious PCs start taking lethal damage. Taking any damage, considered to be heatstroke, are fatigued. Over 140 degrees is lethal damage. Other penalties and bonuses identical to the above.
I've scripted the above for heat/cold on a limited trial basis. I intended to implement it as part of a future campaign I've been trying to build for some time, without making as much progress as I had hoped. The cold/heat as per SRD, though, I've set up, though the places it's set up for are inaccessible currently in game.
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Riotnrrd
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Re: NWN2 Climates

Post by Riotnrrd »

Wynna wrote:I've scripted the above for heat/cold on a limited trial basis. I intended to implement it as part of a future campaign I've been trying to build for some time, without making as much progress as I had hoped. The cold/heat as per SRD, though, I've set up, though the places it's set up for are inaccessible currently in game.
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Re: NWN2 Climates

Post by Brokenbone »

danielmn wrote:On a related point, what type of negs does darkness give those without low light/ dark vision. Seen a lot of humans walking around in the dark without the use of lightsources....
In NWN1 & 2 - no penalties, no problem! Just things look a little dimmer on your screen, it's almost as if your PC's noggin is a light source, carrying around a big "sphere" of illumination from your perspective, with dwarves and half-orcs having the best time of it... or people with Ultravision spells on.

In the d20 SRD you have to worry about areas of illumination, like "if you're this close to a torch, you're good, if you're X distance out, you're in shadowy illumination, and if you're beyond that, it is DARK." Being in the dark brings on basically blindness effects (and lucky dogs, you're also immune to gaze attacks, ha ha).

http://www.d20srd.org/srd/environment.htm - - some Darkness details here.

Basically the PnP system is very crisp on "if you're in bright light, all good, if you're in shadowy illumination, you take some penalties, and if beyond shadowy, you're SOL, in the pure dark (i.e., may as well be blind buddy)."

Anyhow, while light conditions are kinda like weather in that they're both environmental effects, I'm not quite clear what engine limitations may be in terms of penalizing people in dark environments without a light source... even if it was say, indoors, due to inevitable arguments that starlight, moonlight, etc. outdoors would at least do "something" for people, even if in hand to hand combat.
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Riotnrrd
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Re: NWN2 Climates

Post by Riotnrrd »

Good question about light, and probably appropriate for its own thread!
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