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Dakk

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Everything posted by Dakk

  1. Item Revisions changes the item from the original and as such can not and should not be used to describe the item in question when talking about an unmodified (barely modified) game that does not include the mod which this information comes from. Wow, get agitated much? As it seems you're not able to let this go, let me remind you that the original questions was "what is the deal with the Ring of Energy?" and "does it really have limited charges?". IR, as you so astutely points out, is a mod, but Demi notes the changes he's done to an item compared to vanilla; hence the quote I posted answered both questions. At least that was my understanding. If it turns out that I still was mistaken, then *GASP* someone was wrong on teh interwebs!!1!
  2. IR has this to say about the ring:
  3. Cool! I just love it that the SR spell descriptions do exactly what they say EDIT: oh cool I actually didn't notice at first read that sword-prof will provide benefits, nice!
  4. From SR spell descriptions: Are the +10 bonus to the base unarmed THAC0, and no proficiencies apply? So the caster/wielder have THAC0 set to 0, with an additional +5 to hit (as quoted in bold) bonus on top (for a THAC0 of -5)? Do other boni apply, like STR and from items that grant bonus (gauntlets, bracers etc)?
  5. Great idea, but I would prefer Shout. Has a much more classic PnP feel to me. Shout is indeed a real classic!
  6. Absolutely. As you said, no one would use Deafness even if it were a 1st lvl spell.
  7. I've got a (surely) crazy suggestion. What if the duration was extended to, say, 8 hours, and another effect was added? From the description: If we interpreted this as an hesitancy to strike the caster, we could add a minor AC-bonus, like +1 vs melee weapons. Then, in comparison: Friends: 8 hours [debatable] +4 CHA +1 AC vs melee weapons Mage Armour: 8 hours base AC 6 (improves with level) Shield: 5 turns Immunity to Magic Missile +2 AC (+4 vs missile weapons) Be gentle on me More on the subject here.
  8. Cure Wounds Don't put too much effort into it Demi, the current (SR) system is excellent.
  9. No need for non-democracy, I'll vote with you I like Lightening bolt and Lightening storm, but the necessity for a name change is pretty meh.
  10. The extreme speed (casting and execution) is a trademark of the Magic Missile spell and I wouldn't alter it. Agreed, Magic Missiles is THE famous spell of D&D - and it's renowned for the speed of casting and (auto)hitting.
  11. As pictures sometimes speak louder than words, here's a nice screenshot which illustrates my point: http://i961.photobucket.com/albums/ae98/Gr...nk/Baldr038.jpg It's almost impossible to survive such an encounter at low levels without using invisibility before traveling, unless you reload the game of course. I think the problem in this case is a poor scaling of random encounters rather than SR's reduction of Invisibility to 8 hours (which is a good choice, according to me). Agreed with Salk (and Demi), the problem is not the 8 hour duration of invisibility - but the poor scaling of random encounters. Rather than lament the "nerfed" (I prefer "fixed") duration, have a look at BGSpawn instead, it might be what you are after!
  12. Hmm, I like that. I'd tell myself the RP reason is the clerics have received divine premonition/foreboding/omen/portents/[all of the above]....
  13. Out of curiosity; do you play with prebuff option 1 for clerics and 2-3 for mages? I seem to recall quite a lot of discussions on the SCS board that clerics don't have "enough staying power" - would option 1 help noticeably (I'm considering those settings myself)?
  14. 100% agreement, first thing I change in BGT with lvl1NPC.
  15. It actually put me off using it at all (in IWD). Move slow and can't cast any other spell during the duration? No thanks.
  16. Funny you should say that. .. oh no you didn't?
  17. Demi: bringing perfection to BG - carpet by hand knitted carpet
  18. For gameplay reasons, I'd agree with Ardanis. That also means Demi won't have to revert his own changes
  19. I think Ardanis and I are of the same opinion, and to expand: a) elemental resistance gained from armour, weapons, rings and what have you reaching 100% would give full immunity to damage but still suffer the side effects (slowed, LOS, etc) b) if magically protected with a Pro[energy/element] you should be totally protected (hey, it's magic!)
  20. Just wow. Stoneskin + ProEnergy = no more dmg animation and spell disruption even from elemental weapons! Cool. On a side note, this great hack doesn't make my work on ProEenergy serie of spells completely redundant because of spells secondary effects (e.g. SR's ProCold grant immunity to Ice Storm's slow effect), thus the question is: should I keep this features or not? I'd keep them to enhance the appeal of these protecion spells, but it may be just me. I agree, keep those features
  21. Let's not turn (a so far rather humorous) discussion into an argument... For the record, SCS(II) mages isn't really DavidW's precious mages, they're precious mages for a whole slew of people.
  22. Both of these hacks probably deserve at least a topic of it's own, maybe both here in IR. But I'll just paste the reference here and see where it goes No casting interruption if no damage (100% res) is taken (huge!) Flags for spells/item abilities to allow targeting of invisible characters
  23. Would non-rest-cured diseases be possible as an component Demi?
  24. That's actually a pretty compelling argument...
  25. This is so awesome I'm getting all tingly thinking about it
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