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Dakk

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Everything posted by Dakk

  1. I'm inclined to agree with Salk.
  2. That's okay, I'll just raise it back to 90% locally But I recall you've mentioned to exclude the Warrior from 3rd spell compeltely and move it to 5th spell? Without consulting the Monster Manual I'm pretty sure the 2nd ed PnP Skellie Warrior have 90% MR - it would be a pretty substantial non-canon move reducing it to 50%... As I've come to trust your encyclopaedic knowledge of D&D Demi, I take it you know this but still thinks it's a good move (for game engine reasons?)? I wouldn't mind moving the SW to a higher spell slot though.
  3. Regarding the hostile-flag of non-damaging spells I'm still in favour of removing it Of course you could abuse it, but trying to stop intentional abuse should be lower priority within SR's scope compared to unintentional and unwanted side-effects. QFT ADD: This is something I've been meaning to ask you for some time but never got around to - Call Woodland Beings. It's a 4th level divine spell, and the summon you receive can cast 4th level spells..? So instead of casting Animal Summoning I (lvl 4) I could just summon a nymph that can do this: 1° Cure Light Wounds (x2), Entangle (x2), Shillelagh, Doom 2° Barkskin, Charm Person or Animal (x2), Resist Fire and Cold, Slow Poison 3° Call Lightning, Hold Person or Animal, Summon Insects 4° Animal Summoning I Intended?
  4. New post to avoid Wall-of-Text. Vampiric Touch has this line - does the exact same thing apply to Larloch's Minor Drain ? Contagion The divine and arcane spell with the same name (confusing ) have different saving throw modifiers, saving throws (death/poison) and even casting time - intended? Magical Stone Duration 5 turns, but description states "each stone expires after one hour". Blindness Duration 8 hours, but description states "permanently blinds its target". Luck Duration 5 turns, but description states "lucky in everything that he does for the next hour". Maybe I misunderstood something about time... Anyway - let me know if I annoy you!
  5. 1st lvl Invocation Spells You've totally convinced me about the merits of MM, it's fine details and thinking like this that's so gosh-damn impressive with SR! In early BG1 it is even more suicidal than normal for a mage to get close enough to use burning hands due to the inferior protection spells and the 4-10 HP issue. The increased damage of BH compared to MM is rather nice because of the large risk involved. Anything that makes a mage think twice about filling the level one slots with only Magic Missile is good in my opinion. Maybe I'm overestimating Magic Missile, but I still think it trumps the other level 1 offensive spells due to magic damage and MI-annihilating alone. I've been mulling the damage question for a while, and while I initially was inclined to slow down the damage increase/level, I'm now not so sure. It's much like Kalindor says, a BG1 mage trying to use BH will have to stand in the front rank (not party-friendly), and there he's a few critical hits from gibberlings, two bites from a wolf or a thump from an ogre away from death That being said, 5d4 @ lvl 5 is possibly too much, but 5d4 @ lvl 9 feels like too much a nerf given the above (I'd guess people would stack max MM's and 9d6 Fireballs instead). So unless you feel BH is unbalanced, I've convinced myself to actually leave it like it is. ...Shocking Grasp, Chill Touch, and Ghoul Touch I detest the hit-or-wasted spells myself... I really like option 2, but then I feel that all "touch" spells should work like that - and that might be out of the scope Option 1 would really be fine. I love it. The three CW-spells + Harm also? It's an awesome improvement in consistency and efficiency. Magically created weapons Great! Spiritual Hammer Well it's mostly consistent now, might have been worded more clearly (I take responsibility for that ) but it actually works like the description says! Fire Seeds: Good stuff.
  6. Feedback 1. Comparing Burning Hands, Magic Missile and Shocking Grasp, the first seems to come out strongly on top, and the last way behind. BH: 1d4 --> 5d4 @ lvl 5; auto hit, area effect MM: 1d4+1 --> 5d4+5 @ lvl 9; auto hit, long range SG: 1d6 --> 5d6 @ lvl 9; roll to hit or wasted, touch range, can also stun BH seems to win out both through the fast levelling of damage, but also the area effect. Though for the times when you have allies/neutrals in the area, MM would be the better option. But SG.. the damage is actually statistically the same as MM, but it's touch range and one-try hit-or-wasted (based on Mage THAC0, albeit with +4 bonus). The stun effect is a plus though. Any way to fine tune this? (see 2. also) 2. Spells with melee touch attacks; there are 4 divine - that all expire on attempt (hit-or-wasted), 2 divine equivalents (Spiritual Hammer and Flame Blade) - that last 2 turns, and 3 arcane (Shocking Grasp, Chill Touch, and Ghoul Touch) - of those the latter two have a 1 turn duration and only SG is hit-or-wasted. Possibly give SG a duration? 3. All good, but if you ARE proficient with the weapon (i.e. Specialized or Master) - will you benefit from it? 4. No proficiencies apply then, only base THAC0? 5. Fire Seeds: They have a +6 enchantment level, which I kind of like, but I seem to recall you saying "NO +6!!"
  7. What Ardanis said Oh and just to clarify, I thought Earthquake dished out a no-res death? If I was mistaken my only gripe is what Ardanis outlines above. But I absolutely not equal NPC death = reload! I'd "happily" have my entire band killed, as long as CHARNAME gets out alive it's all good. I really don't reload if I can help it, sometimes I'd even rather restart
  8. It may well be my personal bias but I think a spell should not insta-kill 'sometimes'. Either often enough to recognize it as a true death type spell and therefore treat it accordingly or never. Because unlike other curable debilitating effects (confusion, charm, hold, etc.) death is irreversible when it affects PC or, as in the example above, NPCs.Against opponents it may be fine to kill some once in a while (even if I personally don't like to kill enemies 'unintentionally' ), but when it is used against party and/or has no party-friendly flag it means a player has to treat it as a full power WotB - which Earthquake is not - otherwise they must take a gamble and reload when they lose. I absolutely sympathize. The spell is somewhat "non-lethal" (well, for an earthquake;)) but it has the potential for non reversible NPC loss (=reload) if you don't stack up on the protection spells. If I understand Ardanis correctly, it should either be deadlier (so NOT buffing would be foolhardy) or have less permanent death potential. Right now it's "meh Earthquake, nobody ever dies from it" and then the giant miniature space-hamster goes buh-bye.
  9. Of course "grease" could have an "entangle" effect. Walk barefoot on a greased floor, or with smooth shoes on ice - if and when you fall you are effectively "entangled" as you struggle to get up. Or for that matter, you could be stuck in really sticky mud...
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