getter77 wrote:Lots of nifty ideas from other folk thus far...excellent.
As an aside it would be cool if you'd check your PMs on the Codex.
getter77 wrote:Lots of nifty ideas from other folk thus far...excellent.
VentilatorOfDoom wrote:It's a level 9 spell. The cream of the crop. It's fine as it is. In other games Mass Dominate is an AoE spell (NWn2 for instance) and it doesn't matter how many targets you catch in the AoE. Having *only* three attempts to dominate, as opposed to 5 attempts in Darksun - is already enough nerfing. Maybe one thing: don't allow several attempts at the same target in a given round. E.g. using all 3 attempts on the Balor to finally overcome his saves.
Tiavals wrote:The rest of the 9th level spells aren't nearly as powerful as it is. Greater Disintegrate would be inferior in all but the strangest situations compared to it. Not only do they have the same range, but Dominate Monster gives 3 chances for the save to fail, where in Greater Disintegrate it's just one.
Tiavals wrote:And look at Acid Burst or Meteor Shower. They are nowhere near the jump in power compared to 8th level spells that Dominate Monster is. It's much simpler to tune Dominate Monster to the same power as the rest of the spells, than it is upgrade the rest of the 9th level spells.
Dominate Monster is more than 3 times as powerful as the 8th level spell preceding it. Acid Burst is merely a bit more powerful, and somewhat more versatile.
screeg wrote:2. resurrection -- too easy. Personally I would like to see a game with no resurrection whatsoever. It never fits with the rest of the gameworld. How would a king ever be assassinated with resurrection available from the nearest temple? Why aren't merchants selling life insurance? If priests literally hold the keys to life and death, why aren't the temples the rulers of the whole world? The real availability of limitless resurrection would result in a completely different society.
Ideas:
> Permanent loss of one point of a random stat (less desirable since it could be gamed), or of the unit's primary stat! Yes, I'm that hardcore.
> Permanent loss of ten hitpoints, or according to a formula, ex. 4 hp +2/level.
> Permanent stat damage to party Cleric performing resurrection.
> Resurrection spell available to party only in form of artifact or uncopyable scroll (could be quest goal/reward!)
> Each temple will only offer one resurrection of one character for the entire game.
> Temple will not accept money for resurrection but only a powerful magical artifact.
> Characters themselves can only be resurrected one time, ever.
> Resurrected characters are reduced to the beginning of the previous experience level, ie. a minimum loss of one full level of experience. This last one is my least favorite, since "spending" experience points isn't much more painful than spending gold. There will always be more, and the whole fun of the game is in acquiring it, so I don't know if it would be an effective incentive to play well.
According to these pages http://nwn2.wikia.com/wiki/Dominate_Monster and http://nwn.wikia.com/wiki/Dominate_monster both Neverwinter Nights games had a single-target version of Dominate Monster.VentilatorOfDoom wrote:In other games Mass Dominate is an AoE spell (NWn2 for instance) and it doesn't matter how many targets you catch in the AoE.
Yes, that's an interesting possibility. Single-target with sickened on a successful save sounds good too, together with reducing the duration of Dominate and Control spells to a fixed 8 rounds.VentilatorOfDoom wrote:It's a level 9 spell. The cream of the crop. It's fine as it is. In other games Mass Dominate is an AoE spell (NWn2 for instance) and it doesn't matter how many targets you catch in the AoE. Having *only* three attempts to dominate, as opposed to 5 attempts in Darksun - is already enough nerfing. Maybe one thing: don't allow several attempts at the same target in a given round. E.g. using all 3 attempts on the Balor to finally overcome his saves.
Isn't that a somewhat harsh judgement? Meteor Shower lets you deal 24d8 points of fire damage (108 on average). How would you go about making it more powerful? It's true that it's easier to weaken Dominate Monster a bit, than to make every other level-9 spell more powerful.VentilatorOfDoom wrote:We need more level 9 spells which are more powerful. The existing ones are too lame for lvl9 spells. Except Dominate Monster.
With Mask of the Betrayer, it was. Not with Storm of Zehir, there you started at level 4 I think. If another game like Storm of Zehir was released I would buy it, regardless of the starting level.getter77 wrote:Wasn't that kind of the shake of things with people on NWN 2 > MoB > SoZ?
The idea isn't so much to have a single huge campaign like in KotC 1, but to have a variety of modules with different starting (and ending) levels.I should suppose that a 1-20 campaign fleshed out with an eye for replayability to be pretty well reasoned though, and a feat in and of itself.
Well, they're good ideas for new enemies but I think for the summoning the original (balanced) four are enough.-Hooray for more outlandish Elemental stretching
Yes, I know that you gain these bonuses. What I don't understand is 'physically' why should a small creature gain a bonus to their ranged attacks? The bonus to AC comes from the fact that a small target is more difficult to hit than a big one, but where does the DEX bonus come from?-Well, +2 DEX and +1 Attack Roll are pretty handy for Bow users, especially given the earlier Sideline about how +ToHit to create a chance to deliver effects matters more than raw numbers. So while the Micro-Archer's raw damage is down alongside Str, the accuracy and such rises nicely as suddenly everything becomes a much larger target to hit than otherwise. I guess if using a Composite or some such that benefits from high Str it makes the downside even harsher, but still.
Well, for example the first effect makes the target sickened for 1d4 rounds. If you were to choose that effect instead of the normal one for your level, perhaps it would make sense that the sicken duration be longer than just 1d4 rounds, or perhaps it doesn't matter.-I don't quite follow you on Chromatic Orb in terms of duration concerns? I was just picturing it doing the usual 2d10 damage at CL 19/20, with all else up to that point being as it currently is----but then with the feat taken you could then pick from the past effects under the spell progression at will with each casting.
Cool. I think the animal companion just makes things too complicated and unfair (you basically get two creatures to control for the price of one).-Presuming all work on boosting the base as was clarified on the Spider, I'd say that the Familiars are in pretty good shape. The only other direction they could be taken is something more akin to an Animal Companion, but IIRC that was moreso a Ranger/Druid thing?
I agree that counterspell fits with the class but the fact is, he's already great at counterspelling. Because he's likely to have learnt whatever spell he's trying to counter (meaning he can counter by casting the same spell, rather than a spell of higher level and same school).-Understood on the Sorcerer. Hmm...what about some sort of called Counterspell bonus? Kind of like how a Favoured Enemy is done for Rangers in past games, only School/Class based? It would kind of fit given the whole "mastery of all" angle.
On that matter would you say it's better to give 2 spell picks at every level up? Or just one, or even zero (as in Baldur's Gate).-I'm always a fan of more spells at higher levels, so as to really give players pause for thought in the few they'd get to pick from a host of them.
Well, the Death Ward and Mass Death Ward spells can't be cast before combat. They're not absolutely necessary either, since you can buff by focusing on spell resistance and high saving throws, and you can also rely on resurrection spells.screeg wrote:instant death magic --too binary. Against high level spellcasting opponents you more or less have to have protection from death effects. If there's one spell you absolutely must buff before combat, I think it reflects poorly on the design.
This thread http://www.enworld.org/forum/d-d-legacy ... ction.html discusses just that. The common method is to cast Soul Bind to imprison the soul in a gem.How would a king ever be assassinated with resurrection available from the nearest temple?
Perhaps in some game worlds they do.Why aren't merchants selling life insurance?
Because they were defeated by good-aligned player characters?why aren't the temples the rulers of the whole world?
That's what I was thinking; if there's a permanent penalty of even a single ability point, then any time a character dies it's better to reload and try the battle again. It would make death effects even more frustrating.Tiavals wrote:That'd only lead to the player always loading when someone dies. Which makes it meaningless.
That's what I was thinking; if there's a permanent penalty of even a single ability point, then any time a character dies it's better to reload and try the battle again. It would make death effects even more frustrating.
On that matter would you say it's better to give 2 spell picks at every level up? Or just one, or even zero (as in Baldur's Gate).
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