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Minor bug & one annoying thing

PostPosted: Thu Oct 29, 2009 9:08 am
by Marinx
Hi,
I play THE game for several days and I must say it's excellent. Keep up the good work.
Also I noticed minor bug which it's not important for gameplay just for the looks. When I created my cleric, I forgot to give him a name which I like. So I noticed that you can rename your characters through character screen. I renamed him and the name changed but the name in description of his background did not. It stayed same as it was when I created charracter. Not a big deal, I just want you to know.
Also in some spells descriptions are mentioned that target of spell can roll a saving throw but in Saving throw entry says None. Unfortunately I didn't write down which spells. I'll try write down next time I found error.

Now about one thing that annoys me. It is spell ranges. 15 feet !!! You got to be kidding. When enemies is so close to my wizard it usually means that my wizard is going to be dead in the next round. And almost all enemies, regardless of their INT, smell my wizard from a mile away and concentrate their attacks on him. I don't know if this bother someone else but I suggest that you change spell ranges to the original in the 3.5 or something like that. Because of this, most of the time my wizard is useless in combat.

Best regards

Re: Minor bug & one annoying thing

PostPosted: Thu Oct 29, 2009 11:55 am
by VentilatorOfDoom
Marinx wrote:Now about one thing that annoys me. It is spell ranges. 15 feet !!! You got to be kidding. When enemies is so close to my wizard it usually means that my wizard is going to be dead in the next round. And almost all enemies, regardless of their INT, smell my wizard from a mile away and concentrate their attacks on him. I don't know if this bother someone else but I suggest that you change spell ranges to the original in the 3.5 or something like that. Because of this, most of the time my wizard is useless in combat.


some spell ranges are really kinda too small, especially some ray spells like vampiric ray and enervation ray etc.

Regarding your wizard, what do you do when fighting enemies? You kill the casters first. Enemies act exactly that way in KotC.
Protect you wizard better by AC and other equipment (mithril light shield, mithril leather armor, dex bracers, cloak of displacement), you won't be damaged if you won't be hit.

Re: Minor bug & one annoying thing

PostPosted: Thu Oct 29, 2009 2:20 pm
by Marinx
VentilatorOfDoom wrote:Regarding your wizard, what do you do when fighting enemies? You kill the casters first. Enemies act exactly that way in KotC.
Protect you wizard better by AC and other equipment (mithril light shield, mithril leather armor, dex bracers, cloak of displacement), you won't be damaged if you won't be hit.


I don't talk about enemies with higher INT score, I'm talking about enemies with animal INT (1 or 2), enemies with INT or 3 or 4. I don't think that those enemies have tactics and logical reasoning developed that much. And how they know which char is a wizard before he cast a spell??? My wizard don't wear a pointy hat just plain clothes and looks like a farmer :mrgreen:

Re: Minor bug & one annoying thing

PostPosted: Thu Oct 29, 2009 3:26 pm
by VentilatorOfDoom
you could try to overload the enemy AI by playing all Wizards, so that they can't focus

Re: Minor bug & one annoying thing

PostPosted: Fri Oct 30, 2009 8:55 am
by Marinx
I never thought about that in that way :idea:
My next party is going to be all wizards :mrgreen:

Re: Minor bug & one annoying thing

PostPosted: Mon Nov 02, 2009 8:12 pm
by BlueSalamander
Thanks for the post, Marinx. You're right about the name change making the description wrong, I might have the programme change the description automatically in the future.
Re/ the spell descriptions, I will need to know which spell(s) this concerns.
Now the spell ranges. I know it's short. But that's why it's called "close range". The way it's described in the original rules is ridiculous in my opinion. 25 feet + 5 per two levels, meaning 50 feet at level 10 and 75 feet at level 20. What kind of area do the D&D designers think battles take place in? This makes close range equivalent to medium and long range.
Anyway, back to the point; the next game will have feats to increase spell ranges. Re/ vampiric ray, the original spell was vampiric touch so really no reason to complain about that one.

Re: Minor bug & one annoying thing

PostPosted: Mon Nov 02, 2009 10:24 pm
by MonkeyLancer
BlueSalamander wrote:The way it's described in the original rules is ridiculous in my opinion. 25 feet + 5 per two levels, meaning 50 feet at level 10 and 75 feet at level 20. What kind of area do the D&D designers think battles take place in?


*Donning his devil's advocate robes*
Outside? At least in my warped mind that's where ranges like that may sometimes be used. When the battle is nearly over and you want to pick off those last fleeing goblins? on rooftops? in the defence of a siege on a city/castle wall? Shooting at dive bombing griffons? When archery is used en masse at range they aren't firing at individuals, but the ranges are pretty significant. And in naval combat where I think there is a fair amount of RPG modules, and I don't mean cannons. I'm not sure what D&D rules are about artillery ranges offhand, but a small to medium sized ballista has a flat trajectory out to about to 200m.. :geek:

Sorry, but I felt I had to annoyingly but in my two cents.

edit: after posting that I feel I should add that although alot of wargames,strategy games,RPGs of any genre be it sci-fi, modern, medieval etc. get fighting at range consistently short. When it is done right e.g. Battlefront games such as Theatre of War all of the fighting is done at excessively sniping range with unusual accuracy at extreme ranges it isn't terribly realistic or fun either... please don't mind my horrible run-on sentence. So I suppose my point is that I think those ranges are available in D&D for unusual circumstances...I think :roll: :?

Re: Minor bug & one annoying thing

PostPosted: Tue Nov 03, 2009 3:28 pm
by BlueSalamander
I agree that there can be in a campaign some battles involving great distances. (There may be a battle against spellcasters and archers standing on castle battlements in KotC 2.) But, these are unusual circumstances in Dungeons & Dragons, and even when it happens it doesn't make much sense to call a distance of 50 feet or more, a "close range", IMO...

Re: Minor bug & one annoying thing

PostPosted: Tue Nov 03, 2009 4:57 pm
by Marinx
BlueSalamander wrote:I agree that there can be in a campaign some battles involving great distances. (There may be a battle against spellcasters and archers standing on castle battlements in KotC 2.) But, these are unusual circumstances in Dungeons & Dragons, and even when it happens it doesn't make much sense to call a distance of 50 feet or more, a "close range", IMO...


I don't understand how you mean "unusual circumstances in Dungeons & Dragons". Almost always I have played D&D on the table, even close range 25 ft +5 every 2 level was little short. 15 feet is cca 5 meters and it's even shorter than 3 point in basketball.

What kind of area do the D&D designers think battles take place in?


Well they probably thought about outdoors where almost every campaign is located, except for h&s dungeoncrawl. Even there are usually large enough caves.

EDIT:

Yesterday for the first time my cleric cast "Righteous might". While the spell lasted he couldn't cast any spell. Is it is a bug or if not then you should put in spell description that while under effect of righteous might you can't cast any spells. Maybe after enlarging your character and enlarging his weapon, the game thinks that character holds 2-h weapon which was previously medium 1-H weapon. Right now I'm not at home so I can't try it out, but I'll try remove weapon from cleric hands when I got back home.

Re: Minor bug & one annoying thing

PostPosted: Fri Nov 06, 2009 3:57 pm
by BlueSalamander
I mean hack & slash dungeon crawl. Ruins, castle rooms, tower rooms, corridors, caves and cave passages. My impression is that most D&D action happens indoors, in rooms from 20x20 to 30x30. So why base the magic system around outdoors situations.
As far as I can see the reason for touch/close/medium/long ranges is to give an advantage to spells of higher range versus those of short range. If you can reach most creatures with close range spells then there is no advantage to spells of higher range, and we might as well discard the range system.

Marinx wrote:Yesterday for the first time my cleric cast "Righteous might". While the spell lasted he couldn't cast any spell. Is it is a bug or if not then you should put in spell description that while under effect of righteous might you can't cast any spells. Maybe after enlarging your character and enlarging his weapon, the game thinks that character holds 2-h weapon which was previously medium 1-H weapon.
Righteous might doesn't prevent spell casting. I'm not sure why your character couldn't cast spells, but yeah, try removing his weapon?