Demivrgvs Posted June 2, 2007 Share Posted June 2, 2007 Is it possible to make these spell as per PnP?Cause as they are now a character who fails the save is dead for certain. I mean, a sleep state effect should be broken if the sleeping character is hitten. Is it possible for example to add a "cast spell on condition" to do so? Link to comment
aVENGER_(RR) Posted June 2, 2007 Share Posted June 2, 2007 Hm, I suppose this could be done by using effect #232 - Cast Spell on Condition with parameter 2 set to 0 (On Hit). The spell which is to be cast should contain effect #2 - Cure Sleep. IIRC, the sleep state works properly in the IWD games but that could be hardcoded into the IWD version of the effect itself. Link to comment
Nythrun Posted June 2, 2007 Share Posted June 2, 2007 I did something like that to make IWD Song of Kaudis work in the BG2 engine, it's probably as close as you'll get (IWD even has a version of stun that breaks on damage). Neither of these spells cause sleep in PnP though Link to comment
Demivrgvs Posted June 2, 2007 Author Share Posted June 2, 2007 Neither of these spells cause sleep in PnP thoughYes i know it, but i don't know another way to do them with the effects avaible with the BG engine...i'll try with the cast spell on hit if you don't think there's another way to better portrait them. Link to comment
BigRob Posted June 3, 2007 Share Posted June 3, 2007 One thing to bear in mind though is that in PnP, a sleeping/unconscious humanoid opponent can be killed instantly without recourse to an attack roll if the attacker takes a round to prepare, something that is not in the BG engines. Link to comment
Demivrgvs Posted June 3, 2007 Author Share Posted June 3, 2007 Well then...another way to portrait the spell even better could be adding a delayed effect every round that remove the sleep effect with a succesful save vs. spell. That would be even more akin to PnP i think...but it's very hard to accomplish cause it means adding up to 20 effect to every spell effect for every casting level. Link to comment
Avenger Posted June 3, 2007 Share Posted June 3, 2007 Adding a cast spell on condition (on hit) which wakes you up is the best way. That doesn't involve modifying all the other damage causing effects (which is impossible too). Link to comment
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