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Tyris
 
PostPosted: Tue, Mar 12 2013, 3:41 AM 

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Let me premise, I'm not a toolset guy. So pardon my ignorance, if I figured out how to add the amia haks to let's say One Cool Store a leveler module from the vault. Would I be able to choose Amia custom classes? Or is there a lot more behind it than just the hak. Thanks, Dan


 
      
TormakSaber
 
PostPosted: Tue, Mar 12 2013, 3:46 AM 

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If you added the haks and all related thingies to a module, you'd be able to select the classes, yes, though I have a feeling some of the Master Scout abilities might not work. Not perfectly sure.

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Herr Delta Houdini
 
PostPosted: Tue, Mar 12 2013, 3:54 AM 

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Yeah, that's right. I tried to test a KC without thinking it through and quickly realised that the Aura's won't work, because things like that are run by scripts, usually and it's likely the same for the MS abilities, or a number of them at the least. Some may work, but I've never tried it offline, nor online.

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Tyris
 
PostPosted: Tue, Mar 12 2013, 4:09 AM 

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It's not so much playing the class, it's more just mapping out the levels and the requirements, what feats you have to take to qualify, what skill ranks you have to have, what the AB will be,, that sort of thing. Thanks for the quick replies.


 
      
Anatida
 
PostPosted: Tue, Mar 12 2013, 4:23 AM 

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The problem I keep running into is trying to test build with a subrace, or even with modified classes such as RDD. I'm assuming its because such changes are actually performed with scripts, an not the hak. I've wondered for awhile if there would be anyway for us to get a small character creation mod specific to Amia.

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PaladinOfSune
 
PostPosted: Tue, Mar 12 2013, 4:57 AM 

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You can replicate subraces easy enough using debug commands. We aren't likely to be giving out a character builder mod. Use arena servers/nwvault for that.

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Gobbledygook
 
PostPosted: Tue, Mar 12 2013, 6:14 AM 

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Here's how you can do it. Tilde key opens the command prompt within NWN. Start a new character in your own mod, and use these commands once you're in game:

(This one comes first before any others to enable the options. Everything is case sensitive.)
DebugMode 1

(These ones come after, and can change things on your character sheet. The main ones for subraces are abilities. This first one for example is strength and adds 2. The second one is dexterity and reduces it by 2.)
ModSTR 2
ModDEX -2
ModCON #
ModINT #
ModWIS #
ModCHA #

dm_givelevel #
(Or leave the number blank for max level. You can put the number as 0 to reduce your xp to your current level, and you can give negative levels doing this also.)

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Tyris
 
PostPosted: Tue, Mar 12 2013, 13:05 PM 

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Thank you, this works for a work around.


 
      
Herr Delta Houdini
 
PostPosted: Tue, Mar 12 2013, 13:24 PM 

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There's also SetDEX # for example. It will set the attribute chosen to the exact number you pick, instead of adding or taking off certain amounts (Mod 2 adds additional 2, Mod -2 takes that off, like Gobbledygook shown).

With the Set one, though, be sure to take the races extra att's in to account. If you take Elf and use 'SetDEX 30' for example, you will land on 32 base due to the Elven +2 Dex bonus, so be sure to use the cheat and set the score 2 below the intended score. I'd imagine that the ModSTR -4 would be best in the case of RDD, though. It's less confusing, even if just a little bit, usually if you go an extra STR race is when it can get confusing some.

Also, as most probably know, tab makes a list (not all of them, iirc) of the cheats appear and tapping tab multiple times allow you to scroll through. The list disappears after a short time, but if you want it to stay visible for longer, then pausing will keep it up as long as you want, until resuming play.

The only other thing you may run in to is with the RDD class, that I can think of right now, you get +2 AC from within 10 levels of the class instead of 4, but it's easy enough to make an item within the toolset that has -2 AC or if you have placed gear based on Amia's stuff, like I have (which is prob outdated now, with some of it), can always just add an extra variation of what ever item to have 2 less AC than the usual.

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Tyris
 
PostPosted: Wed, Mar 13 2013, 10:23 AM 

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One other question, created a charater and got booted upon entry. Are there voicesets or colors that are restricted that cannot be used in Amia. I know that at some point I opened up the options and think that it may have been something like this that got the character booted. Thanks once again.


 
      
Amarice-Elaraliel
 
PostPosted: Wed, Mar 13 2013, 10:26 AM 

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Normally shouldn't I think. Did you maybe get new CD keys meanwhile?

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666WaysToHell
 
PostPosted: Wed, Mar 13 2013, 12:14 PM 

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Is there a ruling regarding PCs taking titles that are fit for their class? High-Priest, Archmage, etc..

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Liz
 
PostPosted: Wed, Mar 13 2013, 12:16 PM 

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666WaysToHell wrote:
Is there a ruling regarding PCs taking titles that are fit for their class? High-Priest, Archmage, etc..

Yep. See the "Creating Your Character" thread in the Rules forum.

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IronAngel
 
PostPosted: Wed, Mar 13 2013, 12:22 PM 

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Titles are not supposed to be included in the name floating above your head. Taking a title is entirely IC, however, and you can call yourself whatever you please. Others will judge your legitimacy how they please.

Mind that there are churches with hierarchies present in Amia, so calling yourself high priest may be somewhat controversial. Churches without much of a presence are a bit less clear. For Joon, I chose the mid-level title of Wise Anticipator of the Orthodox Church of Oghma. That's one step above what he started as, but he's pretty much given it to himself without consulting superiors - he has none. I suppose he's technically the regional head of the church in Amia and previously Khem, but it feels iffy to title someone a High Priest IC if they don't have a temple and a bunch of subordinates to validate the claim. My personal feeling is that very few PCs on Amia have the merit and achievements to be called high or arch anything, but that's me.

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666WaysToHell
 
PostPosted: Wed, Mar 13 2013, 12:24 PM 

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Sorry if it was vague. I wasn't referring to actually putting the title in your characters name, but taking those titles for yourself. Like a character taking X amount of X class levels and then calling themselves a high priest or such.

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Liz
 
PostPosted: Wed, Mar 13 2013, 12:26 PM 

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O jeez, no. Call yourself IC whatever you think you can get away with IC. :)

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Amarice-Elaraliel
 
PostPosted: Wed, Mar 13 2013, 12:31 PM 

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As long as you claim it IC and not OOC that's fine. Your character can ICly claim to be the princess of Waterdeep. :P

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666WaysToHell
 
PostPosted: Thu, Mar 14 2013, 6:21 AM 

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Are certain summons protected by the PvP rules? For example, X mage walks into Tristrams path with a summoned undead or evil outsider, is my Paladin of Kohlingen alllowed to smite those creatures first then give the PC his out?

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Tomato Sword
 
PostPosted: Thu, Mar 14 2013, 6:40 AM 



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666WaysToHell wrote:
Are certain summons protected by the PvP rules? For example, X mage walks into Tristrams path with a summoned undead or evil outsider, is my Paladin of Kohlingen alllowed to smite those creatures first then give the PC his out?


I know when I was the Mayor of Bendir, we still gave people a warning (or several, depending on the person) to unsummon even the most unsavory type of summons that people wanted to bring to the Dale.

We also counted unwarranted attacks against familiars/companions as the same thing as an attack against the character.

So that's what I've always gone by. Only problem we had was trying to target possessed familiars when the player was unknown to us, so we didn't know who to hostile.


 
      
Bini
 
PostPosted: Thu, Mar 14 2013, 7:12 AM 

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Dismissing the creature should be the out, reasonably speaking. While in many circumstances an out can easily be: "Flee or I will attack." the purpose is not to allow characters to escape the consequences of their actions, but rather to provide an alternative route for the encounter to take that does not necessarily involve mechanical PvP, as many people wish to abstain from mechanical conflict for a variety of reasons.

As for the question in particular, just as Tomato said you must go through the typical ritual of delivering the warnings and what not before you can smite the summons or their master.

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Mobile_Svensk
 
PostPosted: Thu, Mar 14 2013, 11:26 AM 

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PaladinOfSune wrote:
You can replicate subraces easy enough using debug commands. We aren't likely to be giving out a character builder mod. Use arena servers/nwvault for that.


Why not.
I am sure you would see a decline in rebuilds. Especially for rebuilds that are caused by human error. Aka ( i did not know how yo properly build)

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Tyris
 
PostPosted: Thu, Mar 14 2013, 13:43 PM 

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What is proper size of jpg for avatar and what is the recommended size for banner in signature?


 
      
Herr Delta Houdini
 
PostPosted: Thu, Mar 14 2013, 13:48 PM 

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It's 500x50. Or it was a while back, I haven't had a signature with a picture for ages. It may be somewhat bigger, now.

Edit: Just checked with a large picture. It says 50 height and 500 width, like I thoughht.

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Miloviech Kordoshky
 
PostPosted: Thu, Mar 14 2013, 15:35 PM 

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Dear Player base/DM team/Dev team/ Board admin,

Now I got a chance to log on, my head haks AND hand Haks are NOT working. Folder placed in is override folder... eh. the haks in hak and tlk in tlk of course

HELP
kind regards,

Miloviech


 
      
Bini
 
PostPosted: Thu, Mar 14 2013, 15:40 PM 

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You need to take them out of the folder and put the files directly into the override folder. NWN1 can't read the files within folders within the overrides folder without certain configuration changes.

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Miloviech Kordoshky
 
PostPosted: Thu, Mar 14 2013, 15:42 PM 

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I am sadly aware of that, I have done so as well.


 
      
Bini
 
PostPosted: Thu, Mar 14 2013, 15:46 PM 

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Truly. Do you have any other community head and or hand overrides in the folder with the Amian heads and Kurayieu's*?

*sp

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Miloviech Kordoshky
 
PostPosted: Thu, Mar 14 2013, 16:16 PM 

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yes, head from City Of Arabel launcher. I shall assume need to put these in storage if I wan to play here hmm


 
      
Glim
 
PostPosted: Thu, Mar 14 2013, 17:02 PM 

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Miloviech Kordoshky wrote:
yes, head from City Of Arabel launcher. I shall assume need to put these in storage if I wan to play here hmm

Yup. They're likely interfering with each other.


 
      
Miloviech Kordoshky
 
PostPosted: Thu, Mar 14 2013, 17:07 PM 

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*GRUMBLES* ok...grtvrrrr will try to get all haks from coa and putting them on halt tomorrow and see if it works.


 
      
Mobile_Svensk
 
PostPosted: Thu, Mar 14 2013, 22:03 PM 

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CANNIBALISM - Do we allow it in full, or allow an obscured version of it. Think sweeny todd?

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666WaysToHell
 
PostPosted: Thu, Mar 14 2013, 22:05 PM 

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No graphic violence. So you can say your character eats another character but you can't be graphically horrible about it.

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blackvswhite
 
PostPosted: Thu, Mar 14 2013, 22:42 PM 

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nwn question, not specific to amia. I'm trying to get into the campaign with a friend. How do I do that?


 
      
666WaysToHell
 
PostPosted: Thu, Mar 14 2013, 23:25 PM 

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Edited for a better answer.

You need to go into the Neverwinter Nights directory and in there you will find a an application called 'nwnserver'. You need to open that and load up the module you want, set up the appropriate details you want in the server. From here, you need to copy the IP adress (for direct connect) and then give the number to your friend. Leaving nwnserver open on your desktop, you go to the game itself, clicking on multiplayer > At the base of the Gamespy server directory, you'll see a "Direct Connect" button. Enter the IP address into that and it should log you on to the server.

If you want to run DM side, do the exact same thing, but when the Neverwinter Nights menu comes up, click on "DM mode" or whatever it's called.

Hope that's what you're looking for!

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Herr Delta Houdini
 
PostPosted: Fri, Mar 15 2013, 1:05 AM 

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I'm not sure it is the same with every computer/router, or even the proper way of doing all of it, but you have to open certain ports or port forward and maybe some other things. Also, If you are the one running the 'campaign' on the same computer, or one linked to the same connection, then you can click the Lan-tab button instead of going to where the servers were listed, rather than Direct connecting. If it is just two, or few more playing, it shouldn't make too much of a difference connecting that way, for you, but the others will need to DC the first time.

The Lan one displays the Direct Connect option either way, though and is quicker than opening the game spy chatroom, to access it.

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Miloviech Kordoshky
 
PostPosted: Sat, Mar 16 2013, 8:23 AM 

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Glim wrote:
Miloviech Kordoshky wrote:
yes, head from City Of Arabel launcher. I shall assume need to put these in storage if I wan to play here hmm

Yup. They're likely interfering with each other.


Nope, still seeing no heads after removing the single hak that gives coa It's heads.. something else must be going on.


 
      
Murex
 
PostPosted: Sat, Mar 16 2013, 16:32 PM 

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Maybe someone needs to take some screenshots of what is supposed to be in what folder so nobody ever has to ask how you do it properly.

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Herr Delta Houdini
 
PostPosted: Sat, Mar 16 2013, 17:02 PM 

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A simple FAQ would probably do.

Maybe it's just some other override or somesuch interfering. Try putting everything inside override folder (the one just named 'overrides', not the bak variations) in to another folder, making sure all the custom head stuff for Amia is included in the correct locations, though. If that shows them in game at that point, then I suggest putting certain overrides in bit by bit until you can weed out the problem, if it is an override confliction.

May be time consuming though, depending on how many files you have, mine are in the thousands including custom portraits so other players char portraits don't show on creation and so it doesn't take all year to load or crash with the sheer amount and the thought of trying that myself is quite deterring, for me.

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Naivatkal
 
PostPosted: Sat, Mar 16 2013, 17:05 PM 

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Easier to rename the override folder to override.old and create a new override folder. Then, unzip the head pack into the new blank override folder (ensuring again they are not in a folder within the override folder). If you can see them now, it was a confliction. Then you can start adding overrides back into the new override folder (unzip them into it, don't pull files from the override.old folder). After each one you put in, enter the game and see if you can still see them. As soon as you can't, you know the last override you put in is causing it.

Course, you want to list what ones you are putting in so you can put in only the ones that work together after.

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666WaysToHell
 
PostPosted: Sat, Mar 16 2013, 18:30 PM 

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Is there a manual (or something similar) for scripting in the toolset?

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PaladinOfSune
 
PostPosted: Sat, Mar 16 2013, 18:34 PM 

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Yup.

Though you probably need some basic understanding of programming/syntax in order to make sense of most of it.

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666WaysToHell
 
PostPosted: Sat, Mar 16 2013, 18:44 PM 

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I knew it wouldn't be so easy.. Is there anything for basic scripting, or is that also it?

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Herr Delta Houdini
 
PostPosted: Sat, Mar 16 2013, 18:51 PM 

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Yeah, I looked in to Scripting a few years ago. I learnt to do some really basic things, like conversations and making certain ways of gaining XP with specific selections of replies within the NPC conversation and stuff like that, but every little mistake counts, you need to get everything exact for it to work in the way you are scripting it. Can be quite time consuming dependant on the size of scripts and I think that additional scripting may sometimes conflict with other scripts in some way and may require some sort of alteration sometimes, I can't remember though.

There was a Script Generator too, on the NWvault I think. Looking at existant scripts aswell as some of the ones you can add with the generator it may give you a better understanding of how they work.

The generator I downloaded (Probably changed in some way now, it was 2 years ago or more I got that specific one) can add scripts for things like visual effects, Aura's for example. In one of my random test mods I had set a script with that so when I equip a certain weapon the negative Aura (Amian BG/Dirge appearance) would appear, though had no actual effect other than that and I think it also set a certain glowing eyes visual while it was equipped.

I also had a PDF tutorial on how to build and design mods. It was quite easy to follow and shown how to set up quests and that it's better to type out the scripts it provided than just copy/paste, so you can get a grasp of how important it can be to not misspell anything. I think it may have been fro mthat Sorcerers.net site, not sure though. But I seem to recall that it had a lot of annoying pop ups back then, not sure if it will be any better now.

I remember ages ago when Terra was a Scripter here and he had a mini-mod kind of thing that he let me join and we spoke about certain mechanics and I said I thought Scripting was quite complicated so I never took it very far, then he told me it's actually easy, the show off. :P But if you know him/he's willing he may give a few helpful tips.

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Naivatkal
 
PostPosted: Sat, Mar 16 2013, 18:57 PM 

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PaladinOfSune wrote:


Woah, they changed how it looks. It wasn't a wiki before, was it? Just a basic sort of website I remember.

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Zrae'a'stra'fryn :: That which nightmares are made of
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Murex
 
PostPosted: Sat, Mar 16 2013, 20:15 PM 

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I'm a bit fuzzy on this, but can someone just start attacking your undead summon just because it's undead? (with no rp prior to the attack)

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Bini
 
PostPosted: Sat, Mar 16 2013, 20:45 PM 

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No. You cannot bypass the PvP protocol to attack any manner of summon, companion, familiar, or bottled companion. Dominated and controlled monster NPCs shouldn't be attacked while in the 'charmed' state either, however if the spell runs its course and they slay it before you can apply a new one, there's not much you can complain about on an OOC basis.

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666WaysToHell
 
PostPosted: Sat, Mar 16 2013, 23:27 PM 

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Action begets consequence in some situations, I think. If you've got an undead summon near the location of NPCs in Kohlingen, you can expect the paladins and guards to shoot first and ask questions later instead.

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Liz
 
PostPosted: Sat, Mar 16 2013, 23:33 PM 

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As much as I'd like to agree, server rules supercede IC motivations, always and forever.

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Glim
 
PostPosted: Sat, Mar 16 2013, 23:37 PM 

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NPCs would require a DM present to play them, and so ya, if you roll up to Kohl with an undead out, the NPC guards would probably smite first and ask questions later. PCs, no matter the location, are still bound by the PVP rules of course.


 
      
Bini
 
PostPosted: Sat, Mar 16 2013, 23:41 PM 

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If you've got an undead summon near some Kohlingen guards, then unless there's a DM nearby you're metagaming. If there is a DM nearby, then the PvP protocol is moot as they will be there to dictate the NPC's aggressive actions as well as ensure everything progresses in a fair manner.

Besides, as Liz said, the caveat is not stated in the rules, thus it does not exist in the rules. If a discussion on an addition or extension of the PvP rules was what you had in mind, it would behoove you to take that to a thread where your discourse isn't going to confuse the curious party.

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