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Sarah the DM



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PostSubject: Player Levels   Sat Sep 06 2008, 12:41

One of the players recently asked if there are levels beyond 60. Here's how it all works:

NWN is only designed for a maximum player level of 40. Everything beyond that has to be custom programmed by the module writer. That's why you have to use the ID rod on your character to see levels beyond 40. That's the downside of custom scripting in this case.

When I started KT, I planned for character development beyond 40. You'll note the items get powerful much faster after a certain point. This is to compensate for the lack of additional AB points once you reach the NWN limit of level 40. It should give the appearance of continuous improvement throughout the entire module.

Unfortunately, the scripts for melee are hard coded into the module. What does that mean? It means I don't have the ability to directly improve fighting ability beyond level 40. However, I can make items that give you the appearance of continued growth.

Other scripts are accessible and can be rewritten for levels beyond 40. Saving throws, spell damage, creatures summoned, etc are all things I have control of. IMPORTANT: if you multi-class, your levels beyond 40 are divided evenly between your classes. A single-classed level 60 caster is going to be much more powerful than a multi-classed caster. For example, let's say you have a dual classed caster with level 20 in each class. At level 60, the module will treat you as a level 30 in each class.

Here's another example: a level 60 single-classed sorcerer casts a 60d6 fireball. A level 20/20 dual-classed sorcerer with level 60 overall would only cast a 30d6 fireball.

Levels beyond 60: Yes, there's a difference between a normal level 60 and a legendary 60. Level 60 is the highest you can go on XP alone. However, there are special levels beyond 60 that are earned only by completing certain tasks. Right now, all you have to do is kill bosses in certain levels, but I plan to program custom tasks later on.

That is what the "special" level requirement means on some items. There are basically four legendary levels beyond level 60 that are awarded (currently) when you kill bosses in D13, D14, D15, and D16.
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Wheatonrunner69
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PostSubject: Re: Player Levels   Sun Sep 07 2008, 18:36

Very helpful. That answers some of my current questions that I have yet to post.

- WR69
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Kronos_Deftone



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PostSubject: Re: Player Levels   Wed Sep 10 2008, 14:16

I'm new to the server and I haven't played NWN online in about 3 years. I've never played a character beyond level 40 and as such I have a few questions about it: 1. In levels beyond 40 do I continue to receive bonus feats and abilities? 2. Do I get to choose the class in which I progress or is it a sort of a general increase in all of my levels over which I have no control? 3. Do I receive credit in the extended levels for character level dependent feat increases like Barbarian Damage Reduction? For example if I were to multi-calss and only advance to level 14 in Barbarian(achieving 2nd level damage reduction) before ascending beyond level 40 would I continue gain Damage Reduction bonusues at level 17 and 20 as I progressed beyond level 40 or would character development stop at level 40? 4. How do melee-based characters benefit from levels beyond 40? 5. In the example you provided you said that a Mutli-classed caster has their levels beyond level 40 divided evenly with a 20/20 multi-class registering as a 30/30 multi-class at level 60. What I want to know is whether or not the split is proportional to the split in the original 40 levels ie: a multi-classed character split 10/10/20 would that translate to 15/15/30 at level 60, or would there be an equal split like 16/16/27?
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Wheatonrunner69
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PostSubject: Re: Player Levels   Wed Sep 10 2008, 19:49

Progression past 40 is only allowed by custom server scripting. So not all servers allow players past 40, but KT does, and does it in a unique way:

1) Past lvl 40 you do not receive bonus feats, abilities, or skills. The server has scripts that make up for this as can been seen in the above post (having a single classed mage cast a fireball does 60d6 damage)

2) On Knights Templar you don't choose the class that you progress in. If you're dual class (I believe this is correct, see Sarah the DM's post) the server splits your levels. So a lvl 20 Wiz / 20 Rogue @ lvl 60 would be split to 30Wiz/30Rogue.

3) Extended character development is part of a custom script that the DM has created (see mage fireball dmg above) and so you will have to speak with the DM directly about specifics like Damage Reduction. If I had to guess I'd say that your DR does not continue to develop.

4) Melee-based characters benefit from level progression beyond 40 by their ability to use rare, unique, and even legendary items. One of my characters has a +10 longsword, another has a +15 longbow. To my knowledge that is the extent of their benefiting past level 40.

5)I read that post as a a multi-classed character of 10/10/20 progressing to 15/15/30, but I could be wrong. The DM knows KT's custom scripting the best and will have to answer this one for you.

See you online,
- WR69
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Sarah the DM



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PostSubject: Re: Player Levels   Wed Sep 10 2008, 20:02

You don't continue to get more feats or skill points past level 40, but there are many class-based feats, like rage or animal companion, that continue to improve past level 40. There are certain things, like AB, that I cannot directly control. However, I can give you access to items at higher levels that make your AB go up at approximately the same rate. What's the maximum weapon plus at level 40? I'm thinking around +5, maybe a point or two more. Since your AB no longer gets class-based increases after level 40, I start upping the weapon plusses at a faster rate. You can actually go as high as a +20 weapon. So, if your base AB is 40, you'll have 45 with a +5 weapon and 60 with the +20 weapon. That's how KT simulates progression beyond level 40.
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Wheatonrunner69
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PostSubject: Re: Player Levels   Thu Sep 11 2008, 13:41

Sorry for dragging this one out, but I just wanted to clear it up.

A lvl 60 pure mage would cast a 60d6 fireball, and a 20/20 multi-class mage would cast a 30d6 at lvl 60, but what would a lvl 39mage/1rogue cast as a lvl 60 character?

- WR69
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Nuli



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PostSubject: Re: Player Levels   Thu Sep 11 2008, 19:41

Since you split your levels over 40 a 39 wiz/1 rogue would cast a 49d6 fireball (split 20 levels over 40.. i.e. you gain 10 wiz levels and 10 rogue levels)
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Sarah the DM



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PostSubject: Re: Player Levels   Thu Sep 11 2008, 22:58

Nuli is correct. I split the extra levels evenly between your classes. If you take three classes, you'll end up getting 7 extra levels in each class when you reach an overall level of 60. Fractional levels are lost.

In other words, the module is intentionally designed to boost single-classed characters. This helps keep particular multi-class builds from dominating play. If you like prestige classes, nothing prevents you from taking them. You'll still gain the powerful abilities that come with those classes, like fire immunity for RDD, but scripting is designed so a pure fighter is an option, too.
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Wheatonrunner69
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PostSubject: Re: Player Levels   Fri Sep 12 2008, 12:56

Thank you both for the reply, that clarifies everything.

- WR69
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Kronos_Deftone



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PostSubject: Re: Player Levels   Fri Sep 12 2008, 17:24

With level progression beyond level 40 is Alignment taken into account when dividing class levels for a split character?

I don't mean to beat a dead horse, but I figured there were a lot of questions that other people may have and seeing as how this is a new forum I thought it might be beneficial for me to ask as many questions as possible. Not to be annoying but rather in an attempt at being helpful as well as satisfying my own curiosity.

Thanks,

-t.
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Sarah the DM



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PostSubject: Re: Player Levels   Sat Sep 13 2008, 01:23

Alignment doesn't matter. The extra levels are simply divided between your classes without regard to alignment. A level 10 paladin/30 blackguard who reaches level 60 using the custom script would be considered a level 20 paladin/40 blackguard for the purposes of spells and spell-like abilities. If they used the paladin's divine might, it would be level 20. If they summoned a fiend using the blackguard ability, they'd get the summon for a level 40 blackguard. I hope that clears things up.
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Kronos_Deftone



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PostSubject: Re: Player Levels   Sat Sep 13 2008, 03:21

Thanks again.

-t.
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aztech63



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PostSubject: Re: Player Levels   Sat Sep 13 2008, 10:59

Ok at the risk of beating this to death I'll ask another question in this area.
"Other scripts are accessible and can be rewritten for levels beyond 40. Saving throws, spell damage, creatures summoned, etc are all things I have control of. IMPORTANT: if you multi-class, your levels beyond 40 are divided evenly between your classes. A single-classed level 60 caster is going to be much more powerful than a multi-classed caster. "

Does this mean that if I had gone pure mage my epic mummy wouild have a higher AB/AC and hit points?
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Sarah the DM



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PostSubject: Re: Player Levels   Sat Sep 13 2008, 14:19

A lot of the spell-like abilities and spells go up in power much faster at higher levels. When you summon something, the scripting also adds extra buffs to the base creature based on your caster level. So, the answer is yes. A level 60 mage is going to summon stronger creatures.

As I mentioned elsewhere, there are actually hidden levels beyond 60 in KT. You will never be able to reach the full power of a class if you multiclass, but then again, that's the idea. If you multiclass, you gain abilities pure classed characters don't have. However, KT is written so the pure classed characters achieve the highest levels of performance in their class.
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