The idea of min-maxing, or optimizing your character design, may be anathema to many members of the roleplaying community, it is nevertheless valid and, due to its very existence, governs the path a module design may take. This means that while your halfling bard with base 13 in all attributes may have done fine in the single-player game, your experience in Three Towns may be somewhat unpleasant. Three Towns is primarily full PvP, which means that not only might you want to keep an eye out on other players who may not have your best interests in mind, but you should be careful about where you toss that fireball, unless you don't mind crisping your teammates along with the enemy.īecause of the difficulty in Three Towns, it will be greatly to your benefit as a player to have a solid handle on "strong" character design. This means that monsters and NPC's can and will critical hit, use talents like knockdown and disarm, and generally defend themselves to the best of their ability. Three Towns runs using the D&D Hardcore Rules difficulty setting, and a custom created AI system. In addition, most use 3T's custom built artificial intelligence. Monsters in Three Towns are all custom-created, and with the exception of certain very weak or very strong monsters, all have character classes, intelligently chosen skills and feats, and 75% to 100% of their maximum possible hit points (as opposed to the NWN standard of 50%). Chalk it up to experience and make a note to return later, or with a larger group, or both. Encounters are not scaled to the level and number of the adventurers who may come across them they simply exist where they exist, and if your new character winds up in over his head, it's probably because he stumbled into an area where overpowering enemies were present, not because of a fault with a spawner. The enemies are custom-designed to be challenging but not stupidly overpowered, many changes have been made to otherwise buggy and unbalanced spells and systems, and the difficulty in getting metal-based gear can be daunting, especially at the start of your career. The first thing a player needs to understand about Three Towns is that it may be more difficult than other modules or persistent worlds. These small settlements are poorer than the Three Towns, generally speaking, but usually have they provide an alternate base of operations for adventurers seeking to stay closer to the enemy's deeper holdings. There are more settlements than just the Three Towns, but these are relatively isolated, by circumstance and sometimes by choice. What limited manpower the towns possess is dedicated to holding their lines at the passes into Fer and Arakan, but they lack the sheer forces required to drive them from the Contested Areas. Together, this fragile alliance has thus far managed to hold the enemy in the central fields, known commonly as the Contested Areas. Each town has its own strength and resources Wheaton its grain and sheltered position, Fer its access to what little iron is left in the mountains, and the skills of the dwarves who make them their home, and Arakan its closely guarded magical secrets. These towns lie in a somewhat triangular formation at the eastern end of a landmass, blocked by impassable mountains to the north, inhospitable forests to the south, and the enemy pressing in from the west. The Three Towns takes its name from three small settlements that have entered into a mutual trade and protection pact in the turbulent years following a Cataclysm: Wheaton, Fer and Arakan. The Three Towns is a server vault persistent world.
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