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urdjur

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Everything posted by urdjur

  1. I've just started out using SR and thinks it's a wonderful mod! I play a solo sorceror game mostly, so here are a few suggestions from my perspective: *The MS 1 hobgoblins are great, but run out of arrows pretty quickly (long before duration expires). I don't think it would be unbalanced if they had enough arrows to more or less last 3 turns of constant firing (60 arrows each, no?) *The SR documentation on familiar state that some familiars like the rabbit can "find/remove traps" when they can in fact only find them. I thought SR upgraded the familiars to also remove traps, but I now have to find another way to handle traps as a solo arcane caster. I like it this way though - it makes no sense that a rabbit can disarm a trap. *As it is now, your familiar will set off a trap, but a summoned creature will not. This is completely unrealistic and not PnP-like. It wouldn't unbalance the game IMO if this was allowed, no more than the Knock spell. It also gives you a high level use for low level summons (always welcome for a solo sorceror). You would still need a thief to F/R traps on containers though, so this tactic doesn't make the thief obsolete (it also costs you a spell to accomplish). Before SR, I used PS: Mustard Jelly to safely trigger traps as a solo arcane caster, but the rebalanced PS in SR (which I otherwise prefer) negates this tactic. (Note: There is another mod allowing NPCs and summons to set off traps, but I'd rather not use it as I find it unrealistic and potentially unbalanced that NPCs would set off their own traps. It'd be much more elegant if it was a property of the summon itself). *Melf's Minute Meteors (and I'm assuming Energy Blades too) does not allow a strength bonus to damage, despite being a thrown weapon. Was this intended? IMO, if the missiles have weight, the bonus should apply. If they don't, it shouldn't. More later as I get more familiar with the higher level spells...
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