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Mod 13 idea: End the corruption of the Revenant Nasher Guild.

feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
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.

Comments

  • iandarkswordiandarksword Member Posts: 978 Arc User
    Like several other recent posts, this sounds like it would make a good Foundry series. Nashers and undead are accessible to place in quests.
    "I don't know, I'm making it up as I go..."
    Featured Foundry Quest: Whispers of an Ancient Evil [v3] - NW-DQ4WKW6ZG
    Foundry Quest: Harper Chronicles: Blacklake - NW-DCPA4W2Q5
  • feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
    Pretty sure you missed the point.
  • almondumalmondum Member Posts: 313 Arc User
    edited October 2017
    This was quite entertaining! ^^ I like the idea, but I don't believe such a thing would be implemented, RNG is here to stay the only way to lessen it is by using $$
  • eldeskaleldeskal Member, NW M9 Playtest Posts: 214 Arc User
    You know, with the end of 2xRP, maybe Tymora needs to have a lucky RNG day event. You get a likely masterwork success, a bump up the loot table on every dungeon you run, and a bump up on each of the lockbox contents you open.
  • iandarkswordiandarksword Member Posts: 978 Arc User
    I didn't miss the joke, it's something everyone fights daily, that's what would make it a decent quest.
    "I don't know, I'm making it up as I go..."
    Featured Foundry Quest: Whispers of an Ancient Evil [v3] - NW-DQ4WKW6ZG
    Foundry Quest: Harper Chronicles: Blacklake - NW-DCPA4W2Q5
  • feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
    iandarksword, fair enough. Back when the foundry was still fun and the devs understood that encouraging player participation was a great way to keep people interestedand get good ideas for the core game, I might have designed something in the foundry to make the point. These days, I doubt anyone would even notice. I just spend my time finishing the Chult campaign, trying to get a little glory to buy the mod 12b pvp armor and casually looking around for hunt marks taht I know aren't likely to drop thorphies and that even if I do complete a lure it almost certainly won't drop what I need for the next higher lure. I still haven't ever run TONG and have only run MSP once because Cryptic has so destroyed the rewards, enjoyment and population of dungeon runs with their faecal RNG.
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