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The ideal module
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Author:  belgianbonzai [ Tue, Aug 25 2009, 9:41 AM ]
Post subject:  The ideal module

Below post of Iron made me wonder: what does everybodies ideal module look like.
(link to original thread, TTC forum, about hiding the classes/levels at pc select menu)
IronAngel wrote:
Uh, it's pretty obvious that I was fantasizing about the ideal module. The practical problems with module design etc. would be unreasonable, of course. But getting lost in the FoD for an entire reset is precisely the point. If you don't pay attention to the details of the environment, you get lost. Just like in real life. (There could be a compass that told you which direction you were facing, though.) It would be scary, it would be difficult. Amia needs more mystery and danger, IMO.

I'm quite sure everybody has some ideas in which they would alter Amia, or stuff they would like to see added or removed...

Some ideas to reflect on:

RP-type? (medium, like amia, or hardcore, including mandatory resting/eating/toiletbreaks)
Death penalties? (leveldrops, permadeath,...) what XP progression? (higher or lower XP then amia)
Setting? (Pure Forgotten Realms, FR with custom lore, or entirely new pantheon and house-lore)
Levelcap, classchanges, feat and spellchanges... what alterations to the standard mechanics you make (no need to go all in detail off course)
Geography and landsize (what types of areas you want)
Crafting system(s), spellcomponents or not (maybe just a gold cost)
Subraces, Deity and jobsystem (with or without changes from the amian implementation)
Do you try to tackle the "economy problem" a long time server has or dont you care
Do you make it a Good vs Evil server (each a base starting city and free group pvp in between their grounds) or do you try to limit pvp rather then promote it.
Is there an RP reward sytem
HAKs or not?

So,...
Fantasize and Share :)


PS: as this is pure fantasizing, feel free to ignore whatever workload etc involved off course... don't let the fact your ideas need 3000 areas or scripted code the same amount of the bible or whatever hamper you ;)

Author:  belgianbonzai [ Tue, Aug 25 2009, 9:45 AM ]
Post subject: 

And since you cannot make a thread without sharing your own opinion off course:

My ideal server:
Geography: 3 main parts:
Underdark / Mainland / Afterlife
Underdark and the general land speak for themselves, they are similar to amia.
Underdark is a maze of tunnels that connect every part of the mainland as well as it has a few cities and hubs.
Mainland has a bit of everything, including one bad-ass forest, the size of forrstakkr or lumorier. Its a place like Iron explained, something that can really get you lost, being 15-20 areas with similar look and feel. Very few pointers to where you are. A couple of spawns like the Yowler that used to be in FoD, nice and deadly...

Afterlife is the place where the respawn button takes you.
You leave a corpse behind, including some items*, the corpse can be raised by clerics pulling you back from the afterlife.
Upon arrival in afterlife you receive a random token (partly level dependent) with a quest you should perform in order to be granted life again.
Theres no gain in the afterlife (XP/gold/items) and you will have to fight your way out on your own, facing different creatures depending on your quest, deity, class, level,...

Difficulty to reach the exit of this afterlife is that it would take about 2 minutes/CR to get out for an average build.
(a level 10 would need to battle around 10 minutes if he plays smart with an ok build, a lvl30 would need a little more work) meaning that at beginning levels you can easily wait for your dead buddy to return. And as soon as you reach the level where he takes too long you should take a cleric with you to raise whoever drops.

*To do this there should be a banking system, + you can obtain a single bag which travels to the afterlife with you (including content, like ioun stones) and so does every equiped item.
You just have to be smart enough to stuff all you dont need for a hunt in the bank... if you do not, then you're at risk.

With enough roleplay DM's can give "target tokens" to PC's.
If they are killed by a character with assassin levels, they are permadeath (untill a ressurection RP would take place but that would drop you signifficanly in level)
This boosts the assassin class as they can actually assassin people, makes people think twice before randomly smartmouthing because they can actually lose their characters or a part of the work they invested in it.
To request someone receiving a token like that thered need to be enough backstory between the different characters involved. The tokens are temporary, duration depending on the request. So targets can choose to go and hide (by not logging in on that character) or risk permadeath.
Examples of good reasons: banites wanting to kill the head of the defenders.
Maybe harpers can be the assassins on the "good side"of the scales, i dont know + it depends on the setting of the server off course.

Loot, gear, items & Crafting
Creatures drop more realistic then amia.
No rats with a halbert in their ass.
This means a lot of non humanoid critters will be running about
Humanoid stuff will drop their gear, and be lootable. Their weapons will have short term buffs to push their price down, armor buffs are on their hides.
Occasionally a small lootbag or chest can spawn (jewel-bag lost by an adventurer, or loot from the humanoid stuff you're killing)

Crafting system similar to Trade Craft System and up to the same level as on amia more or less.
Nobody can do everything!!
Different stuff is based off of different abilities and skills.
With higher chance if you are closer to the recommended figures.
A frail mage shouldn't mine ore, and a brutish half orc will not be able to make fine jewelry because he will destroy the components.

The better your components, the higher level stuff you can craft. This stuff however is only available in high end dungeons.
Separately the items that drop will not grant a lot of cash.
As soon as crafted however they can start to sell for a pretty penny.

So in that way, if you spend all your time hunting -> you will not gain crafting experience, but you will have more of the gems that only drop from kills and are needed for good coomponents.
You will then need to sell them to crafters as they can actually do stuff with it to sell for ok cash.

Heals are limited or low level and they are expensive.
Raise scrolls are rare, only as drops from priests in certain temples or so.
Blank scrolls are made from certain magical animal skins with a very high chance of failure, to keep them propperly limited and expensive.
wizards can learn spells from certain npc instructors to make up for the low amount of spells available in shops.

So:
money comes in when crafted stuff is sold to NPCS's
money is needed for heals
crafters require less heals then the "hunters" and thus require less cash and can buy loot from those that hunt or mine for it.
A balance has to be found between the needed stuff here. Mainly keeping an eye on druids/clerics/bards and other heal-casters, but clerics and bards are hard in the balance factor anyway.


Theres off course some balance stuff to take care off but not so important.
Cha to saves limited to 1/class level of BG or pala, same with monk AC.
RDD STR bonusses limited to +4 and received at lvl 10 instead of lvl4.
...

Author:  Dev Disco [ Tue, Aug 25 2009, 10:03 AM ]
Post subject: 

I actually made the first step to realistic treasure: a function that determines whether a creature is both civilised, humanoid, and intelligent enough to carry useful items and/or money.

Author:  Kjetta [ Tue, Aug 25 2009, 10:07 AM ]
Post subject: 

Dev Disco wrote:
I actually made the first step to realistic treasure: a function that determines whether a creature is both civilised, humanoid, and intelligent enough to carry useful items and/or money.


*Drools.* Can you add whether it lives in the desert, under water, in the forest, in the mountains, in the Underdark etc too?

Author:  Dev Disco [ Tue, Aug 25 2009, 10:10 AM ]
Post subject: 

Well, I can. Does it make any difference, though? The results are quite limited:

* drop gold
* drop items from bin
* drop both
* drop none

Author:  Kjetta [ Tue, Aug 25 2009, 10:12 AM ]
Post subject: 

Ah, for a moment I imagined different treasure bins for different terrain. Rusted armors and tattered pirate flags in the Alamber Sea, desert-themed stuff in Khem etc.

Author:  Dev Disco [ Tue, Aug 25 2009, 10:35 AM ]
Post subject: 

Well, that would be possible... but who's gonna make the required items?

Author:  The Incognitos [ Tue, Aug 25 2009, 10:37 AM ]
Post subject: 

Kjetta wrote:
desert-themed stuff in Khem etc.


Yes EPIC LOOT! I Got a desalination plant +5!

Oh, I just got a lousy half barrel of oil.

Author:  Zante [ Tue, Aug 25 2009, 11:13 AM ]
Post subject: 

RP-type? (medium, like amia, or hardcore, including mandatory resting/eating/toiletbreaks)

Whatever amia is, if you call that medium, then medium. I like a server that focuses on character interactions, char development, PvE quests against epic threats to the realm. Nothing should be forced, and you should be allowed to pick your kind of rp and go with it. In this category, I feel Amia is just perfect and spot on and the main reason why I still play here.

No crap like forced sleeping, eating, or having rats drop useless rat tails which sell for nothing and just fill up inventory.

Death penalties? (leveldrops, permadeath,...) what XP progression? (higher or lower XP then amia)

No perma death, death penalties should be negligible. Being forced to respawn should put you out of the hunt by porting you to a hub area with no port back option. There should be no other penalty though. You just need to do the whole quest/area again.

Xp gain should scale up with level. It should not take significantly longer to get from level 5 to 6 than it does from 25 to 26. On amia, getting to around level 20, progression is at a rather steady rate, while levelling an epic becomes a chore.

Setting? (Pure Forgotten Realms, FR with custom lore, or entirely new pantheon and house-lore)

I like an amia like setting that is original but still part of the greater canon realm. It gives us opportunities to diverge from the norm and does not restrict us in our options like a server placed around say Neverwinter would be, but it still gives us a basic framework of the world to work with and to draw from.

High magic. +5 should be the standard, and wizards, scrolls, and magical creatures common.

Levelcap, classchanges, feat and spellchanges... what alterations to the standard mechanics you make (no need to go all in detail off course)


No level cap, goes all the way to 40. All classes should be freely avaliable. Not good enough to go on about mechanic and spellchanges, but I feel Amia got it mostly right. I would certainly not like to remove things like hips or devcrit, but adjusting their power is fine.

Geography and landsize (what types of areas you want)

A possibility to interact with some exotic cannon locations is welcome. (planar travel, or say, an island in chult?) And as a pinnacle of awesomeness, a server set in Sigil would be awesome.

Crafting system(s), spellcomponents or not (maybe just a gold cost)


It should not be a necessity. Crafting your own armor and weapons is a nice addition, but the economy should not be completely player driven, you should not be dependant on other players to get good gear. No spell components. I like the mythal system myself, though I would hash it out with more options and less restrictions. (higher power limit, flawless and perfect mythals easily available)

Subraces, Deity and jobsystem (with or without changes from the amian implementation)

Few restriction on subraces, with a few exceptions like undead or children of gods. If you want to play a drow, an eladrin, avariel, rakshaka, a full dragon, you just go and make one. There should be basis templates to chose at char creation, for the basis subraces, as well as some more generic ones like dragon, celestial, devil, so you can pick the one that fits the race you are roleplaying the closest. Basically, unless the race is too much out there, you can play it. Wings, tails and eye modifications would be freely available to be applied to characters any time.

Do you try to tackle the "economy problem" a long time server has or dont you care


Nuke the economy. Make everything available from the module, not having to buy it from players. If you could buy wonderforged weapons from a NPC merchant for a fixed price, none can sell them for millions. I would have epic merchants as rewards at end of actaand/abyss like dungeons. Maybe have the boss drop a token which can be exchanged for one item each. If you can just go out and get anything you want yourself with reasonable effort, there won't be a case of those who have and those who don't.


Do you make it a Good vs Evil server (each a base starting city and free group pvp in between their grounds) or do you try to limit pvp rather then promote it.


The focus would be on player versus environment/DM conflict. PVP between players should be discouraged unless consensual, or restricted to arenas and selected battlefield locations. No random attacks on characters just drinking tea in peace by ''evils''.


Is there an RP reward sytem


DC's work fine, though prizes for things should be much lower.


HAKs or not?


Yay haks.

Author:  Zante [ Tue, Aug 25 2009, 11:22 AM ]
Post subject: 

Dev Disco wrote:
I actually made the first step to realistic treasure: a function that determines whether a creature is both civilised, humanoid, and intelligent enough to carry useful items and/or money.


Would that not make some areas unvisited and pretty much obsolete if things there stop dropping loot?

Author:  Dev Disco [ Tue, Aug 25 2009, 11:23 AM ]
Post subject: 

Yush, but I can imagine critters drop auto-generated blood/hides/bones/whatever that you can sell for cash or use in the Job System.

Author:  IronAngel [ Tue, Aug 25 2009, 12:10 PM ]
Post subject:  Re: The ideal module

Hehe, I wouldn't touch Zante's server with a ten-foot pole. :D


Let's see. First off, my ideal server would be populated, all the time, with great role-players. It would not be hospitable to all kinds of RP and different tastes, but it would be lively because all the cool kids came to the server.

There would be dungeons to crawl and action to be had, but in addition to grinding there would be adventuring. Scripted and DM-given quests to complete, combat events (such as waging war against an orc horde or defending a town from attackers) that gave XP. Typical grinding would be an option, but it would be less attractive than the other options.

Resting would be rare on hunts, and a role-played occasion. You'd need to set reach "check-points" where you can safely set up camp, or try to rest in the wild.

Spawns wouldn't just appear out of nowhere. They'd stalk you, ambush you, wander out of their lairs. You could also surprise them, perhaps sleeping or having dinner.

I'm undecided on death penalties. On one hand, I like Amia's way because it's just a game, and I'd hate to lose half my levels because the doorbell rings. But then, it would be good that fighting was dangerous, and you'd need a cleric to be raised without a hefty gold/item cost. Losing XP is always lame, IMO.

Level Progression would be something like this: you could easily get to around 15, but then you'd have to complete quests and achieve PC-specific goals to unlock higher levels. 30 would be max level. XP rate would be nice enough, a bit less than Amia, until you hit 15.

The setting would be purely Forgotten Realms, with DMs who knew Faerûn like the back of their hands. I like to see a variety of locations, like Amia does it, but it would primarily be focused on a central region on Faerûn. Could be an imaginary island, too. There would be an Underdark, but no Drow city. It's just an insanely dangerous place for the greatest of adventures. Lots of uncivilized wilderness and some small hamlets, no large cities.

There would be plenty of unrestricted subraces, but no dragons, celestials etc. The players would be mature enough not to play the Planetouched wrong, for example. No class restrictions. Paladin would be turned into a generic holy warrior. RDD would require a DM quest. There'd be plenty of custom classes and PrCs, as well as hundreds of new spells and feats for character customization.

No Good vs. Evil setting. Alignment would be removed from the game altogether. It would be a setting where few civilized centers struggle to survive, surrounded by dangerous, untamed wilderness. Several small settlements and factions would compete with eachother and the environment. PvP would be a relevant part of the conflict, though it would primarily be political.

There's no RP reward system. Everybody RPs anyhow, because it's the ideal server. There are, of course, frequent DM plots and the opportunity to take part in the server storyline.

Author:  xordae [ Tue, Aug 25 2009, 12:59 PM ]
Post subject: 

My perfect server would be like the very old ZS server. A level range of somewhere between 1 and 4, no (or very low and rare) magical equipment, tons of crafting and scavenging options and permadeath, with a little leeway to encourage party play and party healing. Probably with an environment that's less hostile, as much as I think Zombies are awesome. As for DMs.. I don't trust DMs, ever, to be impartial towards friends, suck-ups and their own characters. Therefore DMs would only be allowed to present story content and enforce rules. No handing out or taking away of items or XP. The game would be largely player-driven, possibly with different factions that are hostile to one another by default and that provide the main antagonists for the other factions. NPC monsters, animals and etc would still exist, but wouldn't play an important role. Like on the old ZS, every fight is dangerous. Running becomes a reasonable option. There would be no farming of areas, and habitual hunters would soon learn to be very careful or end up making a new character every week.

Of course this couldn't work at all without lots of players. And lots of players couldn't work without lots of DMs with powers I wouldn't be willing to let them have. But it's still a nice idea to me.

Author:  Yurell [ Tue, Aug 25 2009, 13:09 PM ]
Post subject:  Re: The ideal module

RP-type? (medium, like amia, or hardcore, including mandatory resting/eating/toiletbreaks)
Medium, maybe some hardcore elements. I don't want squick.

Setting? (Pure Forgotten Realms, FR with custom lore, or entirely new pantheon and house-lore)
Pure FR

Levelcap, classchanges, feat and spellchanges... what alterations to the standard mechanics you make (no need to go all in detail off course)
Goodbye Epic Levels

Geography and landsize (what types of areas you want)
I would like the entire world with enough playerbase to fill it

Crafting system(s), spellcomponents or not (maybe just a gold cost)
Of course

Subraces, Deity and jobsystem (with or without changes from the amian implementation)
All - after all, this is full FR

Do you try to tackle the "economy problem" a long time server has or dont you care
It's the ideal server - it doesn't have this problem. Global inflation is global inflation

Do you make it a Good vs Evil server (each a base starting city and free group pvp in between their grounds) or do you try to limit pvp rather then promote it.
It's FR

Is there an RP reward sytem
No need - it's the ideal server, so everyone is perfect at RP

HAKs or not?
Unfortunately there would need to be, although ideally no

Author:  Dev Disco [ Tue, Aug 25 2009, 13:10 PM ]
Post subject: 

My ideal server would have a firm ass and nice boobies, btw.

Author:  The Incognitos [ Tue, Aug 25 2009, 13:50 PM ]
Post subject: 

Iron wins the prize. The no alignment and levels as a reward for engaging in the world via DM quests is a great idea.

And yes, for gods sake, limit the hell out of fancy races. So sick of seeing them used as a build boost as opposed to a start for a story (not saying I can do better or that all RDDs are power gamers, just that some people do play like that).

PvP with relevance sounds great too. I try to be afraid of dieing IC but it can be hard.

Maybe add slightly corrupt city guards as NPCs (really sick of totally pure Guards, as if they wouldn't support a bit of 'minor' crime to make a bit on the side), so if a really rich PC comes to town they will probably face a shake down from the mid to low level NPC Watchmen. And if they avoid this by holding a shopping fair in the 'wilderness' any thieves get circumstance bonuses.

Author:  Pony [ Tue, Aug 25 2009, 13:58 PM ]
Post subject:  Re: The ideal module

RP-type? (medium, like amia, or hardcore, including mandatory resting/eating/toiletbreaks)
Medium, no forced eating and bathroom breaks. However, perhaps forced water in the desert or becomming slower. No all knowing source book people, culturural differences, false information on certain races, etc. The atmosphere should be really grim and dark, people afraid to go out in the haunted forest or out of town at night.


Setting? (Pure Forgotten Realms, FR with custom lore, or entirely new pantheon and house-lore)
Ravenloft, Forgotten Realms or Planescape.

Levelcap, classchanges, feat and spellchanges... what alterations to the standard mechanics you make (no need to go all in detail off course)
Level cap at 30, but just like Iron said, you'd need to to complete quests and achieve PC-specific goals to get higher than level 20.

Geography and landsize (what types of areas you want)
Depending if Planescape, Forgotten Realms or Ravenloft. However, quality above quantity.

Crafting system(s), spellcomponents or not (maybe just a gold cost)
The amian system got it down quite well.

Subraces, Deity and jobsystem (with or without changes from the amian implementation)
Depending on setting. Outsiders on Planescape is fine, no wacky races in Ravenloft for instance though.

Do you try to tackle the "economy problem" a long time server has or dont you care
It's the ideal server - it doesn't have this problem. Global inflation is global inflation

Do you make it a Good vs Evil server (each a base starting city and free group pvp in between their grounds) or do you try to limit pvp rather then promote it.
No black and white terms. However, far less tolerant than amia. Depending on the setting again of course. PvP when it fits, no pre-warnings, elves who kill drow on sight, etc.

HAKs or not?
Haks, but good ones. No ugly junk.

Author:  Uncle-Opustus [ Tue, Aug 25 2009, 14:31 PM ]
Post subject: 

At the moment Amia's my ideal server. Of course there's always room for improving, but I don't think there will be another server to guarantee an enjoyable gaming experience regarding my personal requirements.

Author:  Xiru [ Tue, Aug 25 2009, 14:39 PM ]
Post subject: 

Mine is Amia, with Arelith's crafting and Stormnexus' wizard forge/leveling/loot system.

Author:  Dakotaen [ Tue, Aug 25 2009, 14:44 PM ]
Post subject: 

belgianbonzai wrote:
The ideal module


...Is what I play now a days. A mix of Amia, BoW and a rare visit to Ravenloft to do a bit of RP with the mad hin. In addition, an old IRL friend of mine and I will be having fun on 3kds with new characters, just running around since no one's ever there anymore, and I imagine DMs are rare visitors.

That's ideal to me. Little bit of everything.

Author:  Nekhy [ Tue, Aug 25 2009, 15:23 PM ]
Post subject: 

I don't wanna visualise an ideal server. Having an ideal server would be so boring I'd move on to other games immediately. Nothing left to improve, nothing left to change at all. It'd be like playing in a glasshouse, careful not to change anything in case it would no longer be ideal, and you'd probably be all alone. Because it'd be your ideal server, and not necessarily that of others. Let's not even get to others having a go at changing something...

I guess most importantly, there'd be nothing to complain about an ideal server. What's the point of having no complaints, ever?!

Author:  MoshingChris [ Tue, Aug 25 2009, 15:29 PM ]
Post subject: 

Dev Disco wrote:
Well, that would be possible... but who's gonna make the required items?


I volunteer! And so does Hendrack.

Author:  Nekhy [ Tue, Aug 25 2009, 15:32 PM ]
Post subject: 

MoshingChris wrote:
I volunteer! And so does Hendrack.


I'm afraid I'm gonna have to veto an addition of a crapload of new items in the module (unless they're generated from a script).

I may not want to have an ideal module, but I do want to have a lightweight, uncluttered module without thousands of individual items polluting the palette!

Author:  Dev Disco [ Tue, Aug 25 2009, 17:29 PM ]
Post subject: 

They aren't cluttering the module, though. The stuff in the bin is in the bin, not on the palette.

Author:  Pony [ Tue, Aug 25 2009, 18:27 PM ]
Post subject: 

MoshingChris wrote:
Dev Disco wrote:
Well, that would be possible... but who's gonna make the required items?


I volunteer! And so does Hendrack.


And so would I.

Author:  Xaviera [ Tue, Aug 25 2009, 18:59 PM ]
Post subject: 

I'd like to try something along the lines of what Xordae suggested - low levels and low magic, though I dont share his aversion to DM involvement. I wouldnt say permadeath, but a substantial delevelling, say 50-75% of total xp and gold to reflect the trauma of death and associated health care costs. :P The xp scale would have to be adjusted to make levelling hard at both low and high ranges. Kobolds, goblins, skeletons and bandits should be threats, while orcs and ghouls should be major threats.

Author:  Leggomi Eggolas [ Tue, Aug 25 2009, 20:03 PM ]
Post subject: 

An ideal RP server isn't a module or system. It's a community. Every player tries their best to keep what is in-game In-Character, never hold disdain or contempt for another player, tries to make the game fun for others as much as themselves, accepts defeats as well as victories as a chance to play a roll; and realize that it is a game, where slights should be taken as light-heartedly as possible, and uses mistakes as chances to better one's self or one's characters.

I like think we're always improving, and there is always room for improvement.

Author:  Dwagin [ Tue, Aug 25 2009, 20:31 PM ]
Post subject: 

Dev Disco wrote:
Well, that would be possible... but who's gonna make the required items?


I will.

Author:  Yossarin [ Tue, Aug 25 2009, 20:46 PM ]
Post subject: 

Exists in the salt of the earth that was Plato's brain.

Author:  Gunz [ Wed, Aug 26 2009, 6:55 AM ]
Post subject: 

Ideal? No such thing. Why? Because my vision of "ideal" will throw some people off, just like anyone elses idea of "ideal" would ruffle some feathers. What would make "ideal" impossible is the fact that there would be people complaining and hating the system. My perfect server doesn't involve having people complain to me all the time and I doubt many of yours do either. A democracy is best, imo. Although, I'd want to have a team of level headed and lore contentious fat cats in the back ready to veto any stupid decisions that are decided on by the majority. :D

Author:  Yurell [ Wed, Aug 26 2009, 7:20 AM ]
Post subject: 

o0GuNz_N_RoSeZ0o wrote:
What would make "ideal" impossible is the fact that there would be people complaining and hating the system.


Ideal is impossible, that's why we constantly reference it.

Author:  belgianbonzai [ Wed, Aug 26 2009, 8:32 AM ]
Post subject: 

o0GuNz_N_RoSeZ0o wrote:
Ideal? No such thing. Why? Because my vision of "ideal" will throw some people off, just like anyone elses idea of "ideal" would ruffle some feathers.


Well thats what the thread is for... its just out of curiosity and for discussion.

Nothing of the ideas posted in this thread have to leave it, except if the DM team thinks they are nice additions worth trying out.

Author:  Aleimok [ Thu, Sep 03 2009, 16:58 PM ]
Post subject: 

Xaviera wrote:
I'd like to try something along the lines of what Xordae suggested - low levels and low magic, though I dont share his aversion to DM involvement. I wouldnt say permadeath, but a substantial delevelling, say 50-75% of total xp and gold to reflect the trauma of death and associated health care costs. :P The xp scale would have to be adjusted to make levelling hard at both low and high ranges. Kobolds, goblins, skeletons and bandits should be threats, while orcs and ghouls should be major threats.


I share your ideals as well. His idea reminds me very much of a variation of D&D I once played. (Iron Heroes, it's basicly D&D, but the world isn't developed yet. Everyone's squandering over supplies, cities are fought over by factions, and you don't find an 'enchanted blade of Ice.' in a dungeon.You don't really find any magical equipment at all.) It really would be interesting to see what would happen. Although my main hopes are still on the Amian teams creating a city on the mainland. ;p

Author:  TormakSaber [ Thu, Sep 03 2009, 18:26 PM ]
Post subject: 

Iron Heroes is an amazing d20 system. I highly recommend it. Their idea of Skill Groups is one I'd love to see ported to DnD proper.

Author:  Teufel Eldritch [ Thu, Sep 03 2009, 19:28 PM ]
Post subject: 

You can have the most awesome module/server/game ever made but if you don't have decent human beings playing it will never reach it's full potential. Playerbase determines a lot about a module/server/game.

Author:  Brown Blur [ Thu, Sep 03 2009, 20:00 PM ]
Post subject: 

Teufel Eldritch wrote:
You can have the most awesome module/server/game ever made but if you don't have decent human beings playing it will never reach it's full potential. Playerbase determines a lot about a module/server/game.


I've been waiting for someone to say that! :D

QFE

Author:  Tubsie [ Thu, Sep 03 2009, 20:17 PM ]
Post subject: 

My ideal module would be like Amia pretty much. I used to look around different modules and somewhere people broke rules, DMs didnt care about it, everything was off-balanced etc. Somewhere it was way too hardcore (eating, sleeping etc.) and if you die you die permanently. To me an ideal module isnt like a real life. We escape reality to games and modules like Amia. It would be very frustrating to play some hardcore real life module when you try to get away from the reality.

I also once read about some people complaining about certain spells or feats that they are not "realistic". Hello? It's fantasy. Spellcasting, dragons, demons from abyss etc. its not supposed to be realistic. I looked for a while a good module and then i found Amia. I like it here and its VERY balanced and the DMs do give a crap about things, which is good. And many thanks goes to the system too, which lets you get your old characters back even if you havent played for a while.

So thank you for creating Amia. =)

Author:  Dev Disco [ Thu, Sep 03 2009, 20:24 PM ]
Post subject: 

Brown Blur wrote:
Teufel Eldritch wrote:
You can have the most awesome module/server/game ever made but if you don't have decent human beings playing it will never reach it's full potential. Playerbase determines a lot about a module/server/game.


I've been waiting for someone to say that! :D

QFE


The playerbase is the only irreplacable asset of Amia. Losing hosting, module, server vault, or DM's would all be severe setbacks, but life goes on. Losing the playerbase means a dead server, and a dead server doesn't attract new players.

Author:  xordae [ Thu, Sep 03 2009, 20:26 PM ]
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Problem is that decent human beings is all but objective. Some people roll well together, others clash. Something you perceive as dickery of the highest order from another player may be found a mild annoyance by someone else.. and vice versa. There are no decent human beings, there are just human beings. And extra asshats when they actually enjoy being asshats, but truth be told.. those numbers are very small. Most people just want to play the game.

Author:  Dark Immolation [ Thu, Sep 03 2009, 20:27 PM ]
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Tubsie wrote:
My ideal module would be like Amia pretty much. I used to look around different modules and somewhere people broke rules, DMs didnt care about it, everything was off-balanced etc. Somewhere it was way too hardcore (eating, sleeping etc.) and if you die you die permanently. To me an ideal module isnt like a real life. We escape reality to games and modules like Amia. It would be very frustrating to play some hardcore real life module when you try to get away from the reality.

I also once read about some people complaining about certain spells or feats that they are not "realistic". Hello? It's fantasy. Spellcasting, dragons, demons from abyss etc. its not supposed to be realistic. I looked for a while a good module and then i found Amia. I like it here and its VERY balanced and the DMs do give a crap about things, which is good. And many thanks goes to the system too, which lets you get your old characters back even if you havent played for a while.

So thank you for creating Amia. =)


AMEN.

Magic is magic and Epicness is Epicness. It is a fantasy after all. If I wanted to play a game in which I wasn't allowed to do anything outside of RL physics/quantum-mechanics/human-ability... well... I'd just go outside.

Author:  Sylfwe [ Thu, Sep 03 2009, 20:52 PM ]
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My ideal server would be Amia with a hak which could provide never-before seen eyecandy wherever you go, whatever you touch...*floats out of the thread*

Author:  maughter [ Thu, Sep 03 2009, 22:07 PM ]
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The ideal server would give a team of Terra and Disco's a nervous breakdown just coding it :twisted:

Author:  jafman30 [ Thu, Sep 03 2009, 23:42 PM ]
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Personally, my ideal would be amia, but with two differences.
A) It becomes a life in its own, as in you are in the game, essentially. And i plain wouldnt leave.
B) Death isn't "deeath". You feel pain, but have a tweaker roll for just you, where you can down the pain. Death always feels horrible, however.

Author:  Selmak [ Fri, Sep 04 2009, 5:44 AM ]
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What I would like to see is a story-based module where what you do affects other things happening in the module, and you actually feel like the hero or villain of the story.

Problems with this include:
  • Creating enough story content so that things don't feel too linear.
  • Balancing the content so that players can actually do it.
  • After a while the mechanic might get a little jaded (think 'Oi you helped that village over there when you should have been helping us' coming up a half dozen times)
  • Continuity - making sure that you can't get into a story loop where action A leads to consequence B which mistakenly leads you to an earlier chapter.

Author:  Zanthair [ Fri, Sep 04 2009, 6:21 AM ]
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one where everyone is willing to accept the concequences for their actions

and on the flipside

one where everyone does what their character would truly do, so as to not avoid possibly bad concequences

Author:  QPR [ Fri, Sep 04 2009, 9:54 AM ]
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Well, not an ideal; but close-to-ideal server would for me be a mix of the Amia Programmings Staffs amazing skillz, and The Three Kingdoms atmosphere, crafting system and some of its rule set... oh, and level 40 cap.

I do like more strict rules when it comes to subraces and classes, I actually do. I do like rules about multiclassing, I do like soft level caps (No more levels than x every y day), and I do like to see Sorc/Paladin combo banned.

And I do like HAK's. I like them very much. I want CEP and its armour appearance diversity.

Author:  Selvec Darkon [ Fri, Sep 04 2009, 10:26 AM ]
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My dream server was an extremely slow, heavy RP server called Tales of Artrious, but it shut down some years ago.

So my ideal server would be a server where hunting is made redudent, and all XP is earned by RP. Killing monsters would actually blend seemlessly with RP, and if you decided not to do this, you'd simply never get XP. My ideal server would have a programmed system that DMed an entire server constantly, with every player. Each player had their own little AI DM attached to them that would fill the duties of a DM and respond accordingly, even interacting accordingly with another players personal DM when rping with them.

My ideal server would have graphics of the Witcher, and the atmosphere would be dark, yet have a humour to it at times. It would some how intergrate PvP in such a way that didn't make you overally stressed, and contain a level of RP that was probably more mature then amia, but not adult (porn).

An ideal server for me would teach new people about RP in a way that allowed them to easily slide into the world fully ready and able to engage with others. It would be unhackable, uncrashable and unlaggable. Completely perfect in stability, layout and geography. Every item would include amazing discriptions, and perfectly rely what you are looking out and how you'd probably feel about it.

I'd enjoy a server that played like a DnD session, yet immersed you fully in the world in a perfect blend of enjoyment and thrill.

Author:  555444333 [ Fri, Sep 04 2009, 13:00 PM ]
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Zanthair wrote:
one where everyone is willing to accept the concequences for their actions

and on the flipside

one where everyone does what their character would truly do, so as to not avoid possibly bad concequences


This is the first post on this thread that has made me want to reply to it.

I'll add my own desired one. "A server where people are inclusive of new players"

Author:  Yossarin [ Fri, Sep 04 2009, 13:45 PM ]
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555444333 wrote:
Zanthair wrote:
one where everyone is willing to accept the concequences for their actions

and on the flipside

one where everyone does what their character would truly do, so as to not avoid possibly bad concequences


This is the first post on this thread that has made me want to reply to it.

I'll add my own desired one. "A server where people are inclusive of new players"


All right, now you're drifting out of the ideal and into full blown science fiction.

Author:  555444333 [ Fri, Sep 04 2009, 17:29 PM ]
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:wink: I can't help being optimistic.

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