Author Topic: Party Size  (Read 2589 times)

Offline Olivier Leroux

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Party Size
« on: February 06, 2009, 10:42:58 AM »
I know you can change the maximum number of PCs in a party (e.g. with Hack Ckit) but is there any way to set a minimum, too? To prevent a one-PC-only party?

Offline Vix

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Re: Party Size
« Reply #1 on: February 06, 2009, 01:40:19 PM »
I have not heard of any hacks for that, but someone else may have. Interesting idea.

Offline Olivier Leroux

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Re: Party Size
« Reply #2 on: February 06, 2009, 02:22:29 PM »
I don't really know if there are players who choose to play with only one character and it's their own responsibility after all. I could ask them not to do this but I guess I can't prevent them.

The reason why I ask is that I'm eager to use Brian's last stroke of genius to avert all towel disputes, the hack that allows you to refer not only to the active PC but also to another and use pronouns dependent on the gender of the PC in question. The problem is if I refer to another PC than the active one and the active one is the only party member, the text gets horribly messed up.  >:(

Offline ProphetSword

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Re: Party Size
« Reply #3 on: February 06, 2009, 02:53:51 PM »
If the text gets messed up as a result, then they really have no one to blame but themselves.  I don't actually know anyone who would play just one character if, for example, three are allowed.  You can't cover all the classes with just one character.  No matter how good a single fighter is, he can't pick a lock or cast a fireball.

Even with multi-class options, you can't cover everything.  A Fighter/Mage/Thief still can't cast Cure Light Wounds.

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Offline Vix

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Re: Party Size
« Reply #4 on: February 06, 2009, 06:09:20 PM »
Yeah but multi-classing to Thief for a solo mod would remove all chance of failure on Saves, assuming an unhacked mod. >_>

Offline Olivier Leroux

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Re: Party Size
« Reply #5 on: February 06, 2009, 06:37:07 PM »
You're right, Ben. I guess the one-PC-party might be dead before that hypothetical player even gets to read some of the messed up text...  :D

Offline ProphetSword

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Re: Party Size
« Reply #6 on: February 06, 2009, 08:05:04 PM »
The other thing to keep in mind is that if there's any kind of combat in the module, and they choose to play only one character, all monsters (including spellcasting monsters) will only have one target instead of multiple targets.  I think that decreases their chances of survival.
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Offline Vix

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Re: Party Size
« Reply #7 on: February 06, 2009, 10:47:43 PM »
Some people will make a super-uber character and roflstomp through a design.

Offline ProphetSword

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Re: Party Size
« Reply #8 on: February 06, 2009, 10:52:53 PM »
Those people don't deserve to enjoy the game anyway...
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Offline Olivier Leroux

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Re: Party Size
« Reply #9 on: February 07, 2009, 06:31:26 AM »
Those people don't deserve to enjoy the game anyway...

Ha ha, that means with the "Towels Disputes Averted" hack we've finally found a way to punish them!  ;)

Offline ProphetSword

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Re: Party Size
« Reply #10 on: February 07, 2009, 11:27:47 AM »
One way you could pull it off is to require a certain class that can't be multiclassed (like Paladin).  Then run a check at the beginning that checks to make sure that the party has a paladin.  Then check to see if they have another class.  *Any* other class will cause it to come back true, and then you know they have more than one character.

If they don't, you give them a text message requiring more than one character and then exit the game.

It would work out like this:

QUEST EVENT:
Quest 1 - Stage 1
No Text
Happens if: Party Has Class - Paladin
(Don't Link This to Anything if it Fires, Just Go to the Next Event)


QUEST EVENT: (do this once for each class)
Quest 1 - Stage 2
No Text
Happens if: Party Has Class - (Cleric/Mage/Fighter/Thief/Rogue)
(Don't Link This to Anything if it Fires, Just Go to Next Event Each Time)


QUEST EVENT: (this will only fire if the above one comes back true even once)
Quest 1 - Stage 3
No Text
Event On Success: Transfer into beginning of game

TEXT EVENT: (this fires if the check fails)
Text: You need to have more than one character.  Now exiting the game.

UTILITIES: Exit Now


This should work.  It's a lot of work, but it *will* work.
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Offline Olivier Leroux

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Re: Party Size
« Reply #11 on: February 07, 2009, 11:36:58 AM »
Yeah, that would work. Nice idea, thanks!

The irony of this is that I initially had a similar chain of event at the beginning of the same mod ensuring that the game would only start when a special race was in the party (for a different reason though).  :D


Offline ProphetSword

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Re: Party Size
« Reply #12 on: February 07, 2009, 11:43:03 AM »
You can also make it impossible to remove these events by also having the start of your game do this:

QUEST EVENT:
Stage 1 - Step 4
Event on Success: Text Statment (beginning of game)


Without clearing the previous checks, they cannot start the game.

Also, they cannot remove those checks, as *all* the introductory text and such is tied to the Quest Event firing.  Deleting it would also delete the chain.

At that point, they will either comply or give up.
LANDS OF ADVENTURE: An Old-School Style CRPG

More Information Here: http://landsadventure.blogspot.com/