As the mod opens, Neverwinter lies quiet and depopulated. Adventurers no longer chat in Protector's Enclave to see who will gather together to raid a dungeon - all the worthwhile loot is gone. Those who remain are wearing the same old, obsolete gear because they can't be bothered with the repetitious, tedious and frustrating process of acquiring the newest. Plainly, the city is on the verge of dying. Behind all this, with its hooks everywhere in the Sword Coast, is the Revenant Nasher Guild. Dungeons and skirmishes only have a tiny chance of dropping what players go there for. Enchanted keys give mostly worthless, throwaway loot. Even fully geared players have trouble putting together parties for the most difficult dungeons because even there the rewards are scarce and there jsut aren't enough adventurers left to make it possible to get to the end with new acquaintances. The Revenant Nasher guild is behind it all: it makes sure that every worthwhile reward that can be gotten in game is so rare there's no point in trying. Only those adventurers how have nothing else to do will even try. No one attempts mastercrafting because the Revenant Nasher Guild (let's save time and call them the RNG) has made sure that every step has only a tiny chance of success- significantly less than adventurers are lead to believe - and a long string of successes at very low odds is necessary to finish any profession. Svardborg sits undisturbed on the Throne of Winter because no one bothers challenge him: legendary marks require hours of tedium to acquire keys that only give a small chance at a legendary mark. The Spellplague Caverns are overrun by aberrants because there is almost no chance of a useful legendary ring. Likewise, Demogorgon is rarely challenged and even more rarely leaves anything worthwhile in his lair. Everywhere, the Revenant Nasher Guild has worked its eveil to make sure that players practically never, despite enormous and repeated effort, obtain the loot they want and deserve. So, they have lost hope and the whole Sword Coast is devolving into emptiness and anarchy. But the protector has a plan. The evils of the RNG can be undone.
Long story short:have players re-run endgame zones in order to get rid of the RNG effect on loot. Finishing each campaign results in the player either winning his/her choice of a legendary item (+5 rings especially) from that zone or something similar. It could be the player's choice of dungeon loot (those of us who've run ETOS above a hundred times without ever seeing the spider armor would appreciate that). It could be, in Svardborg, automatic drops of at least one of the player's choice of legendary marks upon completion. In Chult, it would mean an end to the chance, presently apparently about 100%, that a hunt mark will fail to drop a trophy. Trophy drops would now be automatic. Doing mastercrafting quests would now result in the elimination of the failure chance from mastercrafting, being replaced with a system in which the player's chance of success in each task becomes instead the fraction of completion that doing the task awards, i.e. a player with a 35% chance of success actually completes 35% of the item every time without fail, so every three tasks makes one item. Even a player whose profession supplies only allow a 5% chance would, after 20 tasks, make the target item. Finally, refinement: completing every campaign against the RNG will take aways its influence even over refinement, so players need no longer suffer through the endless. obnoxious. boring. frustrating. pointless. annoying. tedium. of trying to upgrade an item with (supposedly) a new seed for the same chance of success with preservation wards. Using 10 wards all at once on a 10 per cent chance of success means success. Period. Every time. Right away.
Imagine taking all the joyless repetition and disappointment caused by the Revenant Nasher Guild (RNG) away from this game and being able to enjoy the content and get rewards without it.
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Foundry Quest: Harper Chronicles: Blacklake - NW-DCPA4W2Q5