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#1
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Forum Member Posts: 524 Joined: 12-April 06 From: Netherlands ![]() |
The Riskbreaker is extremely interesting, but he seems more like a chore to keep alive. I have some ideas on how to play with him (I started a quick game to try out some things), but he could use a fun upgradeable ring and/or amulet that provides some protection options to take him out of the continuous baby-sitting bin. Without such a bonus, I believe that the riskbreaker will not be played. People should have an incentive to play him. Have people find the item in the early game, then have them upgrade it in the mid-game.
Perhaps the item should provide "Shield" thrice a day for when blur runs out after the so-manieth time the opponents cast "True Sight". Further bonuses might be something like +2AC, +2 saving throw vs spells, 10% resistance to fire/cold/magic damage. Later improve it to +3 and +15% or something.... minor bonuses add up through an entire game. |
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Post
#2
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![]() ![]() Gold Member Tactical reputation: 3 Posts: 959 Joined: 29-June 07 From: Budapest - Hungary ![]() |
Long sword has a problem: no good +3 long sword in early game. But cause of JD sword, it is a best option at end.
Clubs are very at start, but no good high end club, so in high end game you won't have good blunt weapon. I would use clubs with non fighter warriors, since they can put only ** into weapon proficiencies, so you can max. out more weapons, and you won't feel your club skill as wasted points. I would say to use long sword and flail if your protagonist is not ranger. Phosphorous and FoA+3 are good early weapons, FoA+4/FoA+5 and Phosphorous are good weapons even at end also. If you don't need to use blunt weapon, you can use 2 long swords (Daystar, The Truth, JD sword, Angruvadal etc.) in ToB. |
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Lo-Fi Version | Time is now: 9th September 2025 - 01:09 AM |