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Desolate Dancer

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  1. Well yes indeed I also believe that CL attribute is a better (and standardized) way to interpret a wand's power, but there's a very important advantage of the +X descriptor: it is quick and easy to tell which item is better. When you move the cursor over the item, it will be in the name of the item, therefore you can make minute decisions e.g. which to sell, which to buy, which to drop etc... The CL would look out of place in the name field, which means that the only way to differentiate would be the open the item description and this takes time. Tbs, I was once working on a standardization to provide a CL to all items with enchantment level, mostly to all weapons, armors and shields so that there would be a general rule for all their possible traits: - on hit effects - equipped effects - charged abilities - per day abilities
  2. I agree. A given item should not scale with the user character's level since the item's power should only be tied to the item itself (its enchantment level). Case in point however, I had an idea some time ago: why not make different enchantment levels for wands too? My idea would be to have +1, +2 and +3 wands, and perhaps some unique wands could have a +4 enchantment (e.g. Wand of Wonder, Rod of Absorbtion) in their name field. So let's posit the following example: - Wand of Magic Missiles +1 fires 1 magic missile (caster level 5) costs - Wand of Magic Missiles +2 fires 3 missiles (caster level 10) - Wand of Magic Missiles +3 fires 5 missiles (caster level 15) Following the above example, Monster Summoning should represent I, II and III spells by the same name for the 3 enchantment levels. Cloudkill should have a duration of 2, 4 and 6 rounds. Sleep, Paralysation should have an incremental duration or penalty save, whichever is more feasible.
  3. An interesting idea, though I'm not sure if it's an improvement upon the existing Teleport effects, and it would require quite a bit of workaround and playtesting to recreate an already existing function. What would be the point of limiting the effectiveness of this effect? As a side note, I also had an idea related to the Wing Buffet opcode a couple days ago: to use it as a clerical spell (e.g. Withdraw, Divine Grasp/Hand, Saving Grace etc...) that can be cast upon your ally. It would be a nearly instantaneous casting time much like Stoneskin to make it combat-oriented, and it would cause your ally to drift toward the caster at great speed (e.g. Wing Buffet-toward original caster), thus 'saving them' effectively if they are low on HP and are otherwise helpless. I can see the use of such spell, and it fits well with a cleric's agenda. Then again, I'm not sure if it would work out all that well as I haven't tested it yet.
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