jawsofhana wrote:Another way to solve it is to create dynamic difficulty spawns with triggers. I honestly don't know how easy/hard it is to make, so it's just an idea. The area trigger would spawn the monster of the same level as the highest party member. Is there a way to set a level of a monster dynamically?
This is really not a good thing. The few servers who used this in NWN1 had a lot of issues with high level players running through the zones leaving impossible monsters for other people who came through.
If the game had supported instances, this would be a good idea, but not with the level span we get here.
I too played on a server where the spawns would scale, there was still a range of difficulty tho. For example if a lvl 40 char went into a lvl 1 area. instead of spawning 4 zombies, 15 would spawn. In other places there seemed to be a pool of monsters with a min an a max, and depending on the party rating some variation of type and quantity would spawn.
The server also had the rule that you didn't leave spawns around. If you spawned it you killed it, or got help from others (best effort). The DMs were always creative in reminding players about this if they "forgot" especially if it was a high lvl passing through a lower lvl area.
I think shouts are disabled here, but one thing that would happen because there was an XP/gold penalty, players would request ( shout once wait and talk via tell after that ) a rescue. Working this into RP was a challenge, but it did result in rescue teams forming up and going in to save the group lying on the floor. Sometimes the DMs would use this opportunity for more impromptu surprises for the rescuers.