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Hard Core Rules
The Hard Core Rules set
is a set of scripts, .erf's, placeables, and systems that modify the
Neverwinter Nights game, and modules to provide an experience that is much
closer to the "Pen and Paper" Dungeons and Dragons 3rd Edition rules.
This makes for a more
exciting game and a more intense role play experience.
The Hard Core Rules Set
is written by Archaegeo, and full credit goes to him and his crew for the
fine job they have done on this Rule Set. It has made for a better all
around game for all of us who use it. Thank you!
*Use the
links below to navigate on the page*
Copyright Information

Overview
Persistent World Support
Character Generation
Sub-races
Experience
Leveling Up and Trainers
Death and Dying
Resting and Natural Healing
Healing
Skill and Med kits
Scroll and Potion Creation
Searching and traps
Spell and Special Abilities
Wild and Null Magic
Familiars
Animal Companions
Turning Undead
Paladin Powers
Single Character Servers
Player Killer Tracking and
Banning
Healing Potions
Sittables
Summoned Monsters and
Random Encounters
Communication
Natural Light Sources
Grenade like Weapons and oil
Flasks
Where's the Beef?
Monster and NPC Corpses
Copyright Information
The Hard Core Rule set (HCR) is released for use
by Dungeon Masters (DMs) and Builders to use to create modules for
Neverwinter Nights (NWN) based upon the HCR. This code is not released as
public domain. Any use of any portion of the HCR must retain all credit
information, such as the about_credits script and the // remarks within the
code. Users are granted the right to modify the work as needed to function
as desired in their modules. Rights are granted to the end user as stated
above, not to conflict with the agreements contained within the EULA
Before any code not written by Archaegeo is
added to the HCR, the author of the code is contacted and asked if inclusion
of the code within the HCR is acceptable. If the author cannot be contacted,
the authors code will not be used unless it was released with a statement
that it could be used as the end user wanted.
Infogrames and Bioware are the only entities
granted unlimited rights to the HCR, in accordance with the EULA that
accompanies NWN.
In English, use the code as you need to, but
retain credits in it of all names that appear, and do not release other
versions as HCR. If you have a product that works well with the HCR, you are
encouraged to have it hosted on the HCR site as an add-on product or offer
to have it included in the HCR releases.
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Overview
The Hard Core Rule set
was started on the 20th of June by Archaegeo. It began with the simple
purpose of changing how folks died, and moved on from there. Many folks have
contributed to the development of the HCR, and ideas and suggestions are
always welcome
The HCR in its current
form has many features, which will be discussed in greater depth below. It
enhances death, resting, casting, and much more. The guiding principle
Archaegeo uses to determine whether or not to put things into the HCR is
twofold:
1) Does it allow NWN
to more closely follow a Sourcebook (SB) rule? Example: Arch didn’t want
potions to be usable on unconscious bodies, but someone showed him the rule
in the DMG, so it was added.
2) Does it enhance
play such that players care more for their characters? Example: Level 1 is
extremely tough under the HCR system, you will likely die, and if you do, it
costs 450gp minimum to resurrect you, not worth it for a level 1 character,
so you stay dead. This has the effect of meaning that if you see a level 9
character on a true HCR system, you KNOW that character is well earned if he
started at level 1. You end up caring for your characters a LOT more.
Anyone is welcome to use
the HCR in their module. If you run a game that’s HCR enabled, please place
(HCR) in the Server name somehow, so others know you are running an HCR
server.
Revisions to the HCR come
out frequently. Revisions numbers have no special significance other than
they are sequential.
The HCR Homepage is at:
http://nwn.darkemud.com/~darke/HC
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Persistent World Support
So long as the server
remains online, the status that a player leaves the world in is the status
the player will return to the world in. So if a player is dying at -5 hp and
they quit out of the game, they will return dying at -5 hp. This also holds
true if the server is restarted from a saved game.
Character Generation
When a character with 0
experience points enters the game, they are stripped of all items, and given
the amount of gold for their class, based on the information contained in
the Player's Handbook. The player character may now purchase basic items by
clicking on the HCR Signpost.
Sub-races
Sub-races are supported.
Sub-races which require an effective character level are not included.
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Experience in HCR
Experience in HCR
is now handled per the Dungeon Master's Guide, pg 165.
The current Bioware system takes
into account Familiars, Summoned Creatures, Animal Companions and Henchmen
when calculating your average level. Plus it bases experience on the
individual (and pets) level and doesn't do a party split of the experience.
In fact, a single creature actually gives more exp in a larger party with
pets than a single pc fighting solo.
Henchmen count as players
in regards to XP division.
Leveling Up and
Trainers
Level trainers are
now supported. A person must go to a trainer to level. If he/she levels
without going to a trainer he/she will lose that level and must go to the
trainer to regain it.
Death and dying follows
what is defined in the Player Handbook (PHB) pg 129 as closely as is
possible.
When a player takes
damage that reduces them to 0 hp, they are DISABLED. While disabled, a
player receives an 80% movement penalty, is Slowed, and is Cursed with -5
pts to all stats save constitution and charisma.
When a player takes
damage that reduces them between -1 and -9 hp, they begin to die. They fall
to the ground, and a Death Corpse (DC) appears beside them. Everything
not equipped on the character, including their gold, appears on the DC.
Anyone can loot these items, the intent being that your party members can
use the cure potion you have on your body to heal you.
Once a round (6 sec)
there is a 10% chance that you will STABILIZE. If you do, you stop
bleeding, if not, you take 1 point of damage. Once stabilized, there is a
10% chance per hour (2 min by default timer) that you will enter RECOVERY,
if not, you take 1 point of damage. Once in recovery, you have a 10% chance
per day of beginning to heal normally. While in recovery, you suffer the
exact same penalties as when disabled.
If you heal ANY while -1
to -9, you automatically jump to a stable heal state. You will take no more
damage and are under the same effects as when in Recovery.
Once you reach -10 hp,
you are dead. All equipped items join your Death Corpse, along with the
Player Corpse Token (PCT).
When you die, you get one
automatic roll to see if your Deity chooses to notice your passing and
resurrect you. There is a 5% chance this will happen, +1% per 4
levels. If not, you are off to the Fugue Plane.
One on the Fugue Plane,
you are able to move, but not attack anyone. You stay here till you decide
you are tired of waiting, or until you are resurrected. (See below)
You now keep all
your worldly possessions when you enter the fugue plane. However, if anyone
opens your death corpse, all your possessions, except the fugue robe, will
be instantly transported to your death corpse. When your death corpse is
closed, or when your corpse token is placed in someone's inventory, all your
items are once again put back on your character (except anything that was
removed by the looting player). This feature was added so that players do
not loose their hard-earned items on a full server reset.
Note: you must be standing still while the
looting player closes your corpse, or your items may not transfer over. To
regain these items, the looter must open and close your corpse again.
Back in the real world,
your corpse may be dragged by anyone who picks up your PCT. It weighs
130lbs. When they pick up your PCT, your DC goes to the Storage area,
making it look like they picked up your corpse. When they drop the PCT,
your DC reappears where they drop it.
The PCT may be activated
targeting any NPC cleric of level 9 or higher. The NPC cleric will raise
the dead person, if the person using the PCT has 50gp*level of NPC cleric
for raise dead, 70*level for resurrection and 90*level for true
resurrection. Raise dead and Resurrection have an additional 500gp cost,
and true resurrection has an additional 5000gp cost, so 950gp minimum.
(Thus its usually not financially feasible to raise a level 1 person). When
resurrected by any means other than Deity, you lose 1 level, going to the
middle of the previous level. If level 1, you lose 1 hp. BUG: If you are
multi-classed and lose a level, it bugs your character if you are only 1/1
in level. Will be fixed soon.
When you return to life,
you appear in the vicinity of your corpse and your corpse vanishes.
Henchmen are now removed
from service before you are transported to fugue so that they do not
accompany you there.
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You can rest in game once
every 24 hours (48 min). If you have a bedroll, that time becomes every 8
hours (16 min). This is done so that casters do not just cast all their
spells, rest for 30 seconds and then rinse and repeat.
Quitting and returning
does not reset this timer.
If the module is using
the Food System you will need food in your inventory to be able
to rest. If you do not have food then you are simply told, "You cannot rest
on an empty stomach. You just toss and turn all night."
When you rest, you only
heal 1 hit point per level instead of fully healing. This prevents fighters
from attack, rest, attack sequence. And prevents mages from resting, dumping
all spells and resting again.
Rest Button
When your character can
rest, the rest button will now blink. This way, Any spellcasters can safely
cast all his/her spells right before resting.
Resting In Armor
Resting in Armor with a
total bonus of AC 6 or more will produce fatigue (-2 to Str, -2 to Dex, walk
only). Resting in armor while fatigued will produce exhaustion (-6 to Str,
-6 to Dex, slow walk only).
Understandably, this
isn't 100% PHB behavior, but PHB behavior requires querying an armor's Armor
Check penalty. The game engine does not give any method for us to gain this
data, so it has been improvised to as close as possible.
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Healing
When using the HC Healing
kits, the Healing skill now follows the PHB. Healing only serves to
stabilize anyone who is bleeding to death, allows the healer to attempt to
cure poison or disease (on a successful heal check), or allows the healer to
attempt long term care.
Scroll and Potion
Creation
The scroll system allows
players to create scrolls. It follows the 3rd edition dungeon master guide
rules. This system is to help make NWN more like true 3rd Edition D&D.
To create a scroll the player must have memorized the spell that they wish
to inscribe. Additionally they must have enough gold, and enough xp to
create the spell. The cost of the spell in gold is 25 * spell level * caster
level / 2. The cost of the spell in XP is spell level * caster level.
There is a scroll delay between when the player first starts to create a
scroll and when it is actually added to his inventory. It default to 24hours
per 1000gp of base cost of the scroll. If the PC logs off, they will
still be able to create the scroll when they next log on, as long as the
module has not been reset.
If the player goes into combat during this time of waiting they will fail
the creation of scroll, and loose all costs of creating it.
To create a potion you must have an empty bottle and place it in the lab.
Then cast the spell that you want to create a potion of on the lab. All the
bioware delivered potions except bless are in this release. It will charge
you xp and gold based on the caster level of the spell of the potion, not
your caster level.
To create a scroll, you
must simply talk to the NPC Scrollmaker, usually located in Mage Labs, or in
large towns. Follow his instructions exactly and you will receive your
scroll in the amount of time equal to 24 hours*the 1000gp base cost. (So, a
level 1, Magic Missile Scroll would take a 5th level Wizard 1/3 of a day to
create.)
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Searching
A new search and trap
system has been introduced as of release 1.7.0 to better emulate PHB rules
and to get rid of the automatic "Take 20" roll. In order to detect traps, a
player must now use a "Search Tool". This tool completely replaces the NWN
search button. The search toll is the thing that looks like an eye in your
inventory. Drag it to a quick slot for easy use.
Secret Doors
Secret doors have been
introduced that work with the search tool. These secret doors are also
passively detectable by elves. Any elf who walks within five feet of the
door may discover a secret door if a successful search check is made.
Traps and Locks
When using this system,
in order to disarm traps or open locks, the player must now use the HC
"Thieves' Tools". Traps of DC 21 or more may only be detected and disarmed
by Rogues. You may not use the thieves' tools if you are untrained in disarm
trap or unlock. Do so only at your own risk. The HCR thieves tools are sold
in towns.
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Spell Changes
The Summon Creature line
(I-IX) now lasts the duration given in the PHB, i.e. 1 round per caster
level. (Plus 1 round to make up for NWN Game mechanics).
There is now a "Summoning
Creatures book" that allows a caster to choose what creature to summon.
The Cure <blank> Wounds
series of spells has been modified such that they do not cure for maximum
when cast on Players.
The spells Raise Dead and
Resurrection have been modified to apply the resurrection penalty of level
loss per PHB.
Material Spell
Components
When material components
are turned on, Clerics and Paladins must now carry a holy/unholy symbol to
cast any divine spells. Additionally, spellcasters must now buy the
components for the following spells:
Circle of Death, comp is
Crushed Black Pearl and costs 500 gold. (Comp burns away on casting)
Create Greater Undead, comp is a large Black Onyx and costs 500 gold. (Comp
burns away on casting)
Create Undead, comp is a small Black Onyx and costs 250 gold. (Comp burns
away on casting)
Greater Stoneskin, comp id Diamond Powder and costs 500 gold. (Comp burns
away on casting)
Identify, comp is a Pearl Infusion and costs 100 gold. (Comp burns away on
casting)
Mordenkainen's Sword, comp is a Miniature Platinum Sword and costs 250 gold.
Raise Dead, comp is a Small Diamond and costs 500 gold. (Comp burns away on
casting)
Resurrection, comp is a Small Diamond and costs 500 gold. (Comp burns away
on casting)
Restoration, comp is Tiny Diamond Powder and costs 100 gold. (Comp burns
away on casting)
Shape Change, comps is a Jade Circlet (Focus, must be worn) and cost is 1500
gold.
Stone Skin, comp is A Little Diamond Powder and costs 250 gold. (Comp burns
away on casting)
True Seeing, comps is Mushroom Ointment and costs 100 gold. (Comp burns away
on casting)
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Wild Magic and Null
Magic
No, not druid spells.
Wild magic is magic gone
awry -- usually due to the magical nature of the area (such as a planar
area) or perhaps due to some really powerful wards and glyphs. The possible
effects are random (and not always good or bad).
Null Magic is simply
that... for some reason, the area/object/creature nullifies spells.
Sound Familiar?
When a Familiar dies, the
familiar's master will lose 200xp x level of the owner. The owner will
be given a chance to avoid half the penalty by making a successful Fortitude
check.
Feeding a familiar will
no longer heal it fully. Sorry, but the ability to spontaneously heal is
reserved for Artifact Familiars. Familiars now heal as PC's do (1 hp per hit
dice) when resting.
Summoning a familiar is
free for the first time. Any subsequent summons cost 100gp per the PHB.
If you feel your familiar
is getting a bit too daring, simply unsummon it.
***A note for anyone
playing in our Campaign: Our DM does not allow the familiars that are not a
part of the PHB. This means, no Pixies, no Hell Hounds, no Mephits, no
Panthers, and unless you are evil aligned, then no Imps.
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Animal Companions
Animal Companions are now
created to be 1 hit die greater than the player.
Turning Undead
Evil Clerics may now
dominate the most powerful undead creature that was supposed to be
destroyed. The rest of the undead that were meant to die will now follow the
cleric.
Determining the turning
levels for pure Paladins and Paladin/Cleric multiclass is now correct as per
PHB p. 56.
Paladin Powers
The Paladin now has the
power to detect undead. It's per the PCB, except for lasting auras.
The Paladin has an aura
of courage that he can activate once he reaches level 2. It lasts for 2d6
rounds.
Single Character
Servers
A new setting
enforces a rule of each player (via CDKEY) is allowed to play with only one
character. The restriction lasts until the next full server reset, upon
which the player now must play with only the first character he logs in as.
This means no dying, logging off and making a new character to bypass the
rules.
***At this time, we do
not use this feature. Don't see a need with our current players. :-)
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Player Killer Tracking
and Banning
The PK Tracker system
will make it so that if anyone kills more PC's than <pre-defined server
number>, they are booted from the game and cannot get back in in any form
till the server resets. Note that PK's against members of your own party
do not count against your total allowed (whoops, fireball)
Healing Potions
There are four new
potions that may be used on others rather than just self. They are the Cure
<blank> wounds series. They appear under miscellaneous since Bioware has
potions hard coded as self only. These potions cost in accordance with the
Player's Hand Book.
Sittables
All chairs, benches,
stools, rugs etc. are able to be sat upon. Also, beds, cots, and throw rugs
are able to be sat upon or "used". This makes for a more realistic world.
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Summoned Monsters and
Random Encounters
The summon monster system
adds more than 200 creatures to the possible results when casting Summon
Creature
.A wandering monster
system is in place, so that means there is a chance of wandering critters
when players rest.
Communication
There is a bulletin board
system for players to post messages on. Perhaps NPCs will also post up
notification of quests too!
Natural Light Sources
Natural light objects
have a duration per the PHB. HCR Torches are dimmer so that a lantern
can be brighter than a torch. In the PHB, torches have a radius of 15' and a
lantern 30'. These items are sold at merchants in the world. To use
lanterns, you must also have oil. Place the lantern on the ground, and then
right click on your oil flask, select "use item's special power" and then
choose the lantern to fill it with oil. You can then pick up your lantern
and carry it as you would a torch. You may also build campfire with oil
flasks. Place the flask on the ground, and click on it to use it. It will
fire right up.
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Grenade Like Weapons
and Oil Flasks
Oil, Holy Water,
Alchemist's Fire and Acid Flasks can be thrown per PHB pg 109, 113, 114, and
138. They are used as a grenade like weapon that will do damage to the
opponent, and perhaps even make a splash effect doing area damage as well.
(Or damaged to other foes around the one hit with the weapon.)
Where's the beef?
Players may use a
skinning knife to carve meat from dead animals and then cook it on a
campfire.
Monster and NPC
Corpses
Tired of watching seeing
your awesome kills simply vanish into thin air, only to leave tons of loot
in a tiny little bag?
Worry no more! When
monsters or NPCs die, they leave their corpses behind. Use this to search
for loot instead of the loot bags.
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