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.

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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

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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Resting and Natural Healing

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 Skill and Med kits

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 and Traps

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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Spells and Special Abilities

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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