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Demivrgvs

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  1. Spell Immunity i second that motion You forgot that within SR True Seeing is also a full SI:Illusion as per PnP. Didin't we discussed it and reached a solution? If I'm not wrong SCS needs almost only SI:Abj and SI:Div, and thus "secretly" replacing spwi590 and spwi592 with Spell Shield and Non-detection respectively should be fine. If we add Mind Blank I could also replace spwi593 with it (I know we would have a mage cast an 8th lvl spell with a 5th lvl slot, but it's a minor issue imo). What do you think?
  2. 8th lvl spells Remove Paralysis already works against stun, but I guess your concern is that such spell is not available to mages unlike Break Enchantment. That being said, I think too many times stun is not caused by an Enchantment spell or spell-like ability. Greater Dispel Magic was introduced only with 3rd edition, and even if I don't have much against it I don't think it would add much to the game either, other than making bards better than inquisitors at dispelling. Furthermore it would need a 6th lvl spell slot, and those are already kinda full. It might be more interesting something like Otiluke's Dispelling Screen to add some spice, but it's hard to tell how it would fit the game, and the AI wouldn't be able to use it unless a modded AI takes it into account. pw blind was op, and i dont concern myself with cheesy spells. simulacrum doesent work for everybody, it depends on how you play. i never use that or project image because it makes me feel like a dirty cheater vanilla pro energy offered 75% protection from everything. that meant you could "almost" shrug of anything. combinded with pro elements you would be immune to everything but acid, but that hardly matterd as the 'take damage' animation would still be in effect and disrupt any and all but the quickest spells. maze has never been a spell worth a 8th level slot, and i suspect thats why ALL tactic mods made the npc mages switch it. this is all besides the point anyway. no matter how many and who thinks what spells are usefull, mind blank should be apart of the arcane library! Vanilla's PW:Blind was OP yes, but both SCS and SR tweaks it (though the former probably did it for for AI friendliness rather than balance reasons) and I think it now is more or less balanced and extremely effective (in theory it's uber easy to counter it with any character able to cast 3rd lvl divine spells but the AI cannot cope with it much). Within SR both Project Image and Simulacrum cannot be exploited anymore and are both very effective. Simulacrum in particular is outstanding imo. Protection from Energy wasn't very appealing imo because of the "damage animation issue", but now it's an incredible defensive layer. Maze was, and still is higly understimated imo. I'm glad SCS uses it because I think it can be used to a great effect to remove from the battlefield the most dangerous threats (e.g. melee characters generally don't have high INT) and thus potentially change the tide of the battle. It's not a straightforward spell like Horrid Wilting, but in some circumstances it can be great. Mind Blank That being said my "issue" with Mind Blank is not that I don't have space for it, but that I don't like it to be a mere arcane copy of Chaotic Commands that uses a spell slot three lvls higher, and that I kinda liked mages to not be as good "buffers" as clerics. I cannot nerf CC nor I think it should be nerfed, thus if we really cannot live without this spell (I can) I need to convince myself that Mind Blank has advantages worth its much higher spell slot. Let's see: * it last a full day (8 hours is the max cap within SR to avoid the "rest exploit") but CC lasts more than enough (up to 4 hours) * it protects from fear (Spook, Horror, etc) * it should protect from few Divination spells like Know Opponent, which the AI never uses, or Know Alignment, which is completely useless * I'm not sure but judging by its PnP description I think it should protect from spells like Doom, Chant, Emotion, and probably even Malison (am I wrong?) What do you think?
  3. I can confirm this. Disintegrate Right now the only nerf I planned was to lower its save penalty. Its damage output seems insane but:a) we can't lower it much without making this spell unappealing compared to lower lvl ones imo b) on a failed save this spell should "disintegrate" almost all non-bosses Greater Globe of Invulnerability What's confusing for the AI? It detects and counters it quite effectively. The only small issue I can think of is that high lvl mages could ignore it (aka not dispel it) and cast 6th+ lvl spells against the protected mage, but casting a spell removal and then use any other spell (which is what SCS AI does against it) is still the most effective way to face GGoI imo. Mind Blank Turning CC into Impregnable Mind is only a cosmetic change, other than that the spell will remain as per V3. Impervious Sanctity of Mind is a divine spell, while Mind Blank is almost its arcane version. Long story short CC and Impregnable Mind were two different 5th lvl spells within AD&D (see here), and together they granted almost full immunity to mind affecting spells, but BG2's CC already grants all sort of immunities, deprecating ISoM and making Mind Blank extremely unappealing (8th lvl slots are not cheap). Ice Storm & Meteor Swarm I suggested to make Meteor Swarm deal haf elemental half crushing dmg and the same could be done to Ice Storm indeed (it works like that in 3rd edition). That being said I'm not 100% sure because these spells are Evocations, not Conjurations, and thus they should be made of pure energy (magic or elemental dmg). Should Protection from Elements (and its 5th lvl cousins PfCold & PfFire) still grant immunity to them in case we opt for a similar tweak?
  4. I'm with you on this, in fact I said I would have limited Raise Dead to temples, and kept it rare and "complicated". I myself almost never used Raise Dead in any of my games (I tend to reload after the battle is over, even if I win), and I do appreciate those so brave to seriously play a "no reload" game...but this is D&D, and more precisely BG, thus we can't make Raise Dead almost unusable, it's out of SR's scope imo. When it comes to add a temporary CON penalty, I may agree with it. I suppose it's there to make sure that without a full rest you can't be resurrected 10 times in a row without problems, right? Still, it's a roleplaying feature that I fear many players may end up hating.
  5. Raise Dead & Resurrection Yes please. Yay for PnP Mmm...wouldn't it be a "must comment out on install" change for most players? I don't see how making elves immune to it would benefit the gameplay. By the way, even half orc are not affected by it within AD&D. The CON penalty seems permanent, why do you say semi? The manual actually says that character's starting CON indicates the maximum amount of times he/she can be raised from dead. I suppose this was just a way to avoid the easy spamming of this spell, and conceptually I may agree (raising dead should have been limited to temples imo), but adding limitis or permanent penalties seems more an invite to not use the spell at all rather than an interesting tweak. Am I missing something? P.S I forgot Slay Living is supposed to be the reverse of this spell...
  6. I was going to say the same, though I tend to agree a little more with Ardanis and DavidW. When it comes to "balance" instead of "concept" I'd say summons shouldn't grant xp. It's probably not a game changing issue, but this game already offers really too much experience points, too easily. This is true only for the "Planar Binding" serie of spells, in BG terms a very limited amount of summoning spells (vanilla's Genies, Conjure Elementals, and gated demons). And considering only summoned demons still work this way I'd say such point could be valid only for them.
  7. Cleric & Druid's spellbooks Actually I'm not deciding it myself, I'm following PnP, and I was even quite "forgiving" for player's sake because else I should have removed from druids quite a lot more spells (e.g. Doom, Bless, Cloak of Fear, etc.), and clerics should have the incredibly more restrictive sphere system used by Divine Remix. Only Morninglords of Lathander should be able to cast from the sun sphere, and druids were never able to cast the Cause Wound serie of spells. What's CS by the way? P.S Cleric should be able to handle undead monsters with their innate ability to Turn Undead (if not, what's there for?), and already have a bunch of anti-undead spells. Actually it's not a matter of divine spells being counterparts of arcane ones (not to mention gate is another arcane spell thus I don't see much difference in that regard), it's that, as you noticed, summoned demons are extremely powerful, and letting a L14 priest summon a 24HD Pit Fiend would be outstandingly OP. In theory I could restore Gate, but it would still summon weaker creatures than its 9th lvl counterpart for obvious reasons. I even though about making it more like PnP, using good aligned creatures too for non-evil characters (e.g. Devas), but that's another story. Last but not least, I really don't think priests should be better summoners than mages (the latters even have a specialized kit, the Conjurer), there's absolutely no reason behind it. I'm sympathetic to this, but I don't think it will happen, sorry. Heavily modified or replaced spells When it comes to compatibility I assure you there's no such issue, but I partially agree with you. Anyway this is something I very rarely do, when it happens it's for good reasons*, and I never do it without asking player's opinion. I consider SR a community mod almost as much as a mod of mine, thus I try to discuss everything with players (which also makes much harder/slower to mod trust me), and what you see generally is the end result of long debates. Both NB and Symbol changes were heavily discussed back then, especially the former. If your wishes meet the ones of the majority of the community then it's quite probable I'll please them. Long story short, I always encourage feedback (even negative one) and feel free to open discussions on those things (like this post) but remember I can't please EVERYONE, I think it's obvious such task is almost impossible. *Vanilla's NB was almost broken because the AI cannot cope with blindness as players, whereas Symbol of Fear was kinda weak as a 7th lvl spell considering a 1st lvl spell can both cure and protect the entire party from it (in fact it's a 6th lvl spell in PnP - as a side note I may restore it as such). I agree, in fact this won't happen in V4, and Mages will probably get both Animate Dead and Summon Shadow. Summoned Creatures We recently discussed this a little and within V4 quite a few summoned creatures will be slightly weaker (e.g. less hit points), but most of them are very fine in terms of concept, abilities and qualities. I know, and I agree, though SR almost gives for granted that SCS will be installed with it. What I said above (about nerfing some summons) is particularly true for demons and celestials but don't expect them to become extremely weaker than they are now Summoned creatures granting XP Well, time permitting I could make it so that only AI summoned creatures grant XP, removing possible exploits. I'll take it into account when I start to seriously work on V4. Summoning Cap SR doesn't remove such cap, though many players asked for it, and I may be favourable to add it as a separate component. Do summoned demons ever had a cap? I'm not sure. Anyway, SCS removes their "summoned demon" flag, thus any eventual cap, and it's not SR's "fault" if you end up fighting tons of them. Various I'm sympathetic, but I'm not sure this will happen. Vanilla's items are very "outdated" in this regard, and don't use actual spells but custom effects. I could spend a lot of time to explain you what this means, but let's just say that I would have to seriously alter the itm files to make them work as they should, and that I'm not sure doing it within SR is a good thing (even if it can be done via patching code the end result would be a heavily modified item). That being said, how many times SR spells are so much different than vanilla's ones? Not to mention you can consider spells cast from items as custom spells rather than perfect copies of the original ones, which is even more true in vanilla because it's exactly what they are and how they work. Except a few "must have" re allocations (e.g. SCS ones are mandatory for compatibility reasons) such component will surely be separate from the main one, though, as with many other IR components, I'll always give for granted they are installed for various reasons.
  8. Invisibility Sphere only thing to make it p&p is to attempt an aura via scripting. play-wise, it'd be more trouble than it's worth trying to keep all the avatars bunched up onscreen.I know, it's more or less what happened when I precviously made Pro vs Evil 10' work as per PnP Magic Circle Against Evil (as an aura with small AoE), most player hated it because it was too hard to use effectively. In this case the implementation is also almost impossible afaik, thus you're probably right about it not being worth the effort. Mmm, I can probably, it would make it work more as an "get away" rather than Mass Invisibility, and a group of thieves using it to "mass backstab" a second time wouldn't mind the shortened duration.
  9. Invisibility Sphere It's vanilla's behaviour afaik, but you're indeed right, it's almost a fix rather than a fix. Will do thanks. P.S I never found a way to make it work more like PnP instead of like a Mass Invisibility. In theory a Mass version of a spell is always 3 lvls higher than the single target one, whereas it's just 1 lvl higher here, is it a problem or the spell's power is so low that it doesn't matter? Pixie Dust for example is "correct", but it look quite unappealing if I'm not wrong.
  10. (Improved) Mantle You do have a point, but at the same time I can assure you that even the "lesser" Mantle within SR (and SCS) grants immunity to almost anything within SoA (how many creatures have +4 weapons/attacks?), not to mention Improved Mantle (+5 ench is very very rare if I'm not wrong). That being said, I do agree that for some reason the fact that you can't really be certain the spell is going to be as effective as you expected makes these spells somewhat unappealing (and the fact that PfMW is so appealing makes it worse). Anyway, the change is "drastic", as it turns the spells into AC monsters, completely altering the spell concept (as you say yourself). I'd like to have more feedback from players on this matter, while at the same time I need to think about it a little more. P.S the +x AC/saves idea come out from Cloak of Protection serie of items (Mantle seems to hint a similar magic) Absolute Immunity You mean immunity to ANYTHING? I "only" suggested to make it grant immunity to any form of damage (PfNW + PfMW + Pro from Energy). Making it grant immunity to everything (thus including Free Action, Chaotic Command and Death Ward) scares me...wouldn't it be even more powerful than Time Stop? It would work almost as a Time Stop (though you can be de-buffed), but with slightly higher duration, and uber fast casting time (1 instead of 9!),
  11. That's what I was trying to say too. Let's say that with a short duration (4-6 rounds) only fighter-mages would really find this spell appealing imo...though I think it's outstanding for them, even with a short duration. Yes. As you can use Protection from Magic Weapons and the Protection from normal Weapons & Mantle with them... you can combine any and all other spells with them too, same goes for the AI casted spells, but that's it's own subject... In this case even via sequencer you can't combine them, simply because one "cancels" the other. Regarding PfNW and PfMW stacking if cast via sequencer it's true, it's a clear exploit/cheat, and I may be able to fix that (via secondary type)...
  12. Reflected Image As I tried to say, I'm unsure myself. I do saw the huge potential of the spell and I made it start with a really short duration...I then added a small duration increase to keep it interesting for higher lvls because I thought 4 rounds was too little for a mage who already have to renew more important buffs and cast offensively at least half the time during a battle. You do have a point here. Even if AoF can be used together with other sources to reach a much higher effectiveness, RI is much more effective if cast by a high lvl caster. Good, let me know then. If I had to nerf it I'd probably not be as drastic as 4 round though, 5-6 rounds should be enough.
  13. Those are 7th and 6th level spells... the 1st level spell can do the the same 50% of the times. And that's a lot for the party, as it saves a 5&6 or a 7th level cleric spell, 50% of the times, in close combat when the mage needs just a few seconds more so the melee'ers can finish the monster...If you insist... I haven't mentioned a single 7th lvl spell there (two 6th and one 4th) and those were just examples. If you need a quick temporary way to avoid serious threats there are low lvl spells too in that "similar spells" list, like Invisibility (cast and run away) or Mirror Image (for the first hits you have 1/9 - 1/8 chance to not be hit, instead of 1/2). I'm not saying RI sucks in those cases, but it's not where it shines. The main role of RI is to protect fighter-mages who often find themselves in melee, not to act as an "emergency escape" spell. That being said, StixO may be right about reducing the duration, I'm simply not convinced enough.
  14. Reflected Image Are 10 rounds enough to consider it a pre-buffing spell? ...that you'll never use it, because you can't afford to lose 1 round every 4 on this spell. Erhm, did you actually read the response you quoted ? If the buff is an emergency response, it doesn't need to be casted every 4 rounds... but when you have 5 hit points and the next hit will definitely kill you... I do read the response, but probably you didn't...unless this is only your usual annoying behaviour to simply create some havoc. StrixO also said "if we insist on needing this buff to have enough of a duration for pre-buffing along with every other higher level buff" and I was responding to that. Edit: and no, this is not a spell for emergencies imo, because 50% of times it won't save you. If you're bout to die and need a quick escape or protection you go for Mislead, Stoneskin, PfMW or similar spells which can really save your ass (100% chance) for a limited time.
  15. Reflected Image Are 10 rounds enough to consider it a bre-buffing spell? I generally consider pre-buff only long lasting spells (e.g. at least 2 turns if not 1 turn per lvl). A shorter duration may cause what David says imo, that you'll never use it, because you can't afford to lose 1 round every 4 on this spell. Regarding RI being comparable with a 5th or 6th lvl spell: it's clearly not my intention, and I'm not sure it comes even close to that. We can try to compare it with the 4th lvl Stoneskin, but the latter is twice as much effective, lasts an entire day and is more difficult to tear down with spells (a simple Divination of 3rd lvl can get rid of RI). Summons I made Shamblers as per PnP (I forgot to put them in the on-line topic), thus other than reducing hp (from 146 to 106 if I'm not wrong) I don't see anything wrong about them. What's there you don't feel right? That's not fair.
  16. I'm not entirely clear what the new version does. But a 4 round duration probably makes it fairly useless at high level. A fighter/mage already needs to pause every 4th round to renew PMW or the like, not to mention stoneskin. They probably don't have time to keep a second protective spell up. Ehm...actually I was asking your opinion on the Skeleton Warrior matter. Regarding Reflected Image, I made it work as a permanent single image, not affected/disrupted by damage. This means a permanent 50% miss chance, which more or less is a half strength Stoneskin. To balance such powerful effect the duration is very limited: 4 rounds +1/3 lvls up to 10 rounds for a 18th lvl caster.
  17. Skeleton Warriors Indeed I know this (it's not in a hidden manual but the base 2nd ed MM), and that's another reason I never nerfed them, but like aVENGER and David I also think that being 100% true to PnP isn't always the best choice. Furthermore, if you really want to be 100% true then you should also know that these creatures cannot be controlled without a circlet of power, that a caster wouldn't be able to control more than one SW at once, and that PnP Animate Dead spell doesn't allow to summon any powerful undead, only lesser skeletons and zombies.Just one thing to remember about skeleton warriors: they can be turned. I don't think the vanilla AI ever tries to turn undead, but SCS(II) does. That presumably reduces their attractiveness versus non-undead creatures with the same stats.Interesting notion, and great job as alwyas David...but that actually has little to do with the main cases where this 3rd lvl summon is really OP, like fighting beholders and mind flayers. And just that you're following this, may I ask your opinon on this matter? Reflected Image Well, it seems there's not such consensus thus I'll take my time to decide if nerfing it is really necessary...though I'm almost sure I did some "calculation" back then to compare RI to MI.
  18. Reflected Image This is indeed a hard spell to balance. If most players agree such a short duration doesn't cripple its appeal I may be fine nerfing it. I thought that using a very slow progression (+1 round every 3 lvls) was enough to limit it, but I may be wrong, and I don't want it to overshine Mirror Image, I only want it to be a viable alternative instead of a useless Lesser MI. Skeleton Warriors Indeed I know this (it's not in a hidden manual but the base 2nd ed MM), and that's another reason I never nerfed them, but like aVENGER and David I also think that being 100% true to PnP isn't always the best choice. Furthermore, if you really want to be 100% true then you should also know that these creatures cannot be controlled without a circlet of power, that a caster wouldn't be able to control more than one SW at once, and that PnP Animate Dead spell doesn't allow to summon any powerful undead, only lesser skeletons and zombies. Well, they would probably be fine as a 6th lvl summon (Create Undead), but their 90% mr could still be exploitable occasionally (e.g. a group of SW can wipe out a beholder's lair with ease except Elder Orbs). I kinda like Animate Dead, Summon Shadows and Create Undead to be themed, summoning skeletons only, shadow-like undead and zombie-like undead respectively...but your suggestion is probably a valid alternative to nerfing SW.
  19. It's not the way I do it (and it's fairly obvious from the CRE files that it's not the way the developers do it). And (unlike 3.0 or 3.5) the AD&D leveling system really isn't suited for this sort of method of assessing creature strength (and there is no direct map from creature HD, THAC0 etc onto character level, THAC0 etc.)Not to mention that creatures without an actual "PC class" cannot be build Jarno's way at all, and at least half of vanilla's creatures hadn't a class assigned. Jarno, I could put here a "wall of text" to describe you how I build creatures but I think most players really cannot care less of it, thus let's return to more on-topic matters. A "nerfed" Planetar may have base thac0 7 (3/4 of 18HD) and 128 hit points (if we want summons' hit points to be more similar to AD&D progression instead of 3rd ed one). Edit: It's not the way I do it... But the point was, that in the case of the Planetars, Demivrgvs did, as you can see from looking at the stats... like I pointed out in the post before the last...NO. I DIDN'T.
  20. Planetars Jarno, it's kinda pointless to continue debating such a useless thing. The planetar could have the very same stats, resistances, abilities, and so on while being a true cleric, which is more or less what happened in vanilla. The Pit Fiend example is very simple to understand, as it's quite clear he is not the class displayed by cre file, just like Elementals and most summons don't fit any class at all (what are they? fighters with less hp and worse thac0 per HD?). Creatures have tons of special qualities and abilities, they don't fit any class, I only use base classes to help me build them, especially when I have to deal with spellcasters. If we want to slightly nerf celestials (e.g. worse thac0) I'm open to discuss it, and I can probably agree on some aspects, but the whole "18/18 vs 18" is really meaningless.
  21. Planetars Sorry, I was wrong, it's not a Paladin/Cleric... but a 18/18 Fighter/Cleric, which is still as bad, cause their Thac0 is 2, with Strength 19 etc. It becomes better than many of the NPCs in the game, if they don't have special equipment for them, Anomen. In my opinion the Vanilla Planetars were too though for a summon spell... you just took their one unique thing, level 25 cleric and made it 18/18 fighter Cleric... which improves their Thac0, Hit Points, and melee damage resistances... and doesn't really affect their spells much. For godsdamn sake, they are 18HD creatures NOT 18/18 multiclass fighter/cleric. Does it have grandmastery like any 18th lvl fighter? No. Does it need to be a fighter to "legitimaly" have 3 attacks per round? No, it had 3 apr even in vanilla. Damage resistance has NOTHING to do with being a fighter. Was vanilla's cleric-only restriction denying the planetar from wielding a vorpal two-handed sword? No. Should I go on? I simply used the fighter/cleric template as a base upon which construct the creature. Are Pit Fiends 24/24/24 fighter/mage/cleric? No, they are tough fighters with spell-like abilitites from both divine and arcane repertoires. Regarding the 25th lvl thing not changing much...are you kidding? That would mean +14hp even with the less powerful 2nd ed hp progression table (which ironically is the exact amount of hp granted by being considered a 18/18 fighter-cleric hybrid instead of 18 cleric-only), better saves, slightly more powerful spells (not much), much more spells per day (a huge difference because of high lvl slots), extremely powerful Turn Undead ability, and in theory even HLAs! Furthermore Planetars are not 25th lvl anymore because such a high level should be kept for Solars as per PnP. The hierarchic order of Devas, Planetars and Solars is quite important imo, if only for the "immersion factor". Elementals Ok, I was wrong about the damage resistance, it's more effective than I thought. As I already said I'm open to lower the amount of hps of these summons, this is another good reason to go for it. Skeleton Warriors Yeah, buffed they become even more OP, because their innate (not-dispellable) 90% magic resistance make those buffs even more effective (e.g. try countering a group of hasted skeletons with Slow spells...good luck). You know what, I think I'm going to nerf mr to 50%, even if I'm pretty sure it will be unpopular.
  22. Call Woodland Beings I didn't used arcane spells simply because I opted to remain true to PnP (both AD&D and 3rd ed), and I don't even see arcane spells that would fit her so much more:- Charm and Dire Charm are "pointless" because she have Charm Person & Animal - Hold Person is outshined by Hold Person and Animal - Confusion as a 4th lvl spell would probably be welcomed back by most players, but I don't like to break a rule (druid-only) only for it, not to mention it would raise balance questions (the Nymph is a 4th spell itself, that's why I'd use only a 4th lvl spell which isn't "optimal" when cast by a low lvl caster). That being said, there'are several small changes I may work on for her like 1) adding her PnP abilities or 2) slightly revising her spellbook. 1) Blinding Beauty may actually be OP, because it's a sort of Mass Blind spell (though limited to humanoids) but Stunning Glance can be made as a sort of Command-like effect with a short 1 round duration to limit its effectiveness. 2) Doom should be replaced by a more druidic spell like Faerie Fire, or Sleep if we end up adding it a la NWN (granting her one more enchantment as you suggest). Magic Stone may be a better choice over Shillelagh considering her stats and role. We may add one additional Charm spell removing Resist Fire/Cold. The only spell which could replace Animal Summoning imo is Cure Critical Wounds...but I'd probably stick with the former to give her more staying power consider how fragile she is. P.S In-game nymph has her AD&D 50% magic resistance, while the summoned one never had it...that's a really huge difference. Summons Well, I want everything to be as balanced as possible, that's the very reason which made me start working on SR ages ago. That being said, priests don't need a Mordy-like summon at all, but if they have a 7th lvl summon it must be of considerable power, at least slightly more powerful that a Greater Elemental or an Air Servant. Still considering thac0 and AC assignments. Too many details for me all at once.As I said, this can be done. Elementals Assuming straight melee damage and 40% melee damage resistance, the party needs to inflict 188/0.6 (=313) damage to reduce to zero, I guess. Shambling mound is similar strong meatshield with resistance (melee, fire, cold, electric), and it regenerates.Perhaps I'm wrong but (188/100)x140=263. If we lower their hit points we also lower the effectiveness of their resistances (I'm not saying it's a bad thing, it may be what most you prefer). Are hps your only issue? What about damage outputs for examples? Skeletons The skellies are awesome, but I agree with Demi about the MR. Nerf them. I'd cut MR to at least 75% (50% sounds good to me), and reduce HP by 20% (SR's hit point assigment). An unpopular idea, I'm sure, but it's a level 3 divine...Yeah, 50% would probably keep them outstandingly powerful (especially considering it's a 3rd lvl summon) but at least not overpowered and exploitable. Are we the only two players who'd prefer to have more balanced Skeleton Warriors? P.S casting Magic Resistance on a nerfed Skeleton Warrior would be a really powerful buff. Thanks, and don't worry, I really don't take your suggestions as an offense. I do appreciate criticism when it's constructive.
  23. Call Woodland Beings Yes, sort of. In theory I planned to have more creatures for this spell (e.g.dryads for mid-low lvl druids and then nymph at higher lvls), but then I dind't had the time to work on so many summons and kept only the nymph. The point is that the nymph summons only two wolves, while a mid-high lvl druid can cast up to five wolves with ASI. That being said, I agree that for a mid-low lvl druid the nymph is a better choice in almost all cases, but that because I didn't managed to make the spell scale with caster lvl a bit. Still, I really don't think I made the Nymph much more powerful than vanilla's one, considering the latter had powerful spells such as Confusion (the 7th lvl divine version, though you can count it as 4th), Mental Domination, and Mass Cure (a 5th lvl spell! ). I simply granted her a much more appropriate spell selection. Summons Well, he is not the only one of the opinion that some(most) the summons are a bit too much... Well, you're the second then. Sure, though you could spare me the unnecessary lesson about 2nd and 3rd edition considering you do know I'm well aware of PnP rules of any edition (including the horrible 4th). Elementals How the hell 188 becomes 313 is a mistery. Anyway, earth elemental resistances are there to compensate fire resistance of the fire elemental, and in general to make each elemental different. Furthermore I removed the their vanilla's outstanding immunity to magical weapons, which was making them much more exploitable than they are now (e.g. I do remember a couple of fire elementals wiping out the entire Unseeing Eye dungeon in vanilla). That being said, you have a point, and if most players want to slightly lower their hp using 2nd edition progression for HD higher than 9 I may agree, but don't try to say that a 16HD elemental can compete with a 20th lvl fighter, because even a 10th lvl fighter with decent equipment can beat a Greater Elemental within this game. Skeletons It's already there, as skeletons are resistant to anything but crushing damage. I simply used values almost identical to in-game creatures instead of something so radically different as you suggest. If you instead had told me about Skeleton Warrior's magic resistance being OP, then I would have fully agreed with you. Planetars Man, it's a 18HD creature not a 18/18 paladin/cleric...consider it a 18th lvl cleric if you want. Now, I can easily agree they are over the top, but they are HLAs, and you can't summon more than one at a time. Are they much more powerful than in vanilla? If they need a little nerf I'm all for it, but only if most players agree, and it doesn't conflict with SCS (where fiends and celestials need to be and are outstanding creatures as per 3rd edition). P.S I do have plans to somewhat limit them. Turning HLAs into innates you won't have more than 1 planetar per day, and (un)Holy Word may get PnP ability to banish them (perhaps even Banish spell itself could be able to do it as long as a save is allowed to negate the effect, but I'm not sure).
  24. SR V4 I don't know, I'll probably be back on SR within a month yes, but after IR V3 I have to work on Kit Revisions thus I'm not sure how much time a new SR release could take, it could be 2 months, but it could just as well be 4. Divine Confusion/Sphere of Chaos I partially agree with you that Confusion-like spells doesn't seem to fit clerics much (I replaced Rigid Thinking with Contagion myself), but they do have other Enchantment spells like Hold Person, Mental Domination or (Greater) Command (they had Rigid Thinking too in theory). I'm not sure I have strong arguments to replace it with somthing completely different. Summons You're probably the first one asking to tone them down instead of improving them. I'll look into Shamblers but it's a 7th lvl summon, thus very hard to balance when compared to things like Genies or Mordy Sword, not to mention that it has to be quite stronger than a Greater Earth Elemental for example. Which other summoned creature seems too powerful? AoE spells causing neutral characters to go hostile First, I'd reconsider following Anvil's route that strictly, and second, can't you use Nature's Beauty solution?Probably yes...I simply didn't thought back then that having Web as an hostile spell could be a problem rather than normal behaviour.
  25. AoE spells causing neutral characters to go hostile Probably any AoE spell that has negative effects on those affected. I discussed this very thing not long ago, and I kinda agreed. What Jarno says is a good reason, though spells cast on others automatically break invisibility, but what you say is also true and may cause serious exploits...thus I'm not sure I'm fine removing the 'break invisibility' (aka "hostile") flag from those spells. Save Penalties Then you'll be glad to know that SR V4 will indeed cap save penalties at -4 (no more -5 and -6). There won't be a "fixed" rule for save penalties anymore, as the saves will be based on the spell effects to balance everything out (more or less as PnP AD&D): for example Entagle might remain with no penalties (it had +2 bouns in vanilla) but the new "slippery" effect of Grease probably requires an easier save like +2 bonus because it completely disables the targets making it potentially OP.
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