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#1
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Forum Member Posts: 522 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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#2
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Forum Member Posts: 522 Joined: 12-April 06 From: Netherlands ![]() |
The Riskbreaker is designed to go with 2-weapon style and use his own improved haste abilities to fight opponents. He has little defense except for Blur and a decent AC bonus every few levels.
Some quick math: Considering this, his amount of attacks per round will probably be around 6 on average. It depends on proficiencies and on the fact that his improved haste is not always up. I'm guessing that he has a good enough THAC0 to hit tough monsters for about 3-4 times per round. 15% chance to gain a bonus would then be around once every two rounds, hence quite often. Against bad AC foes, the occurrence is higher since you hit more often each round (5-6 times). That is slightly worrying. The AC decrease is fine, the 20HP heal is fine, but I'm concerned that if Hard Hit triggers too often, the bonus damage becomes unrealistic. There are some possibilities to make it seemingly more balanced. 1. Lower the conditional damage so that it becomes 10d4+4 or make it 5d8+8. To me, that is already an astonishing amount of bonus damage. 2. Lower the chance to 10%. The rest of the abilities look fine. Chain Breaker Stance may seem too powerful to people, but considering that you gain less improved haste abilities throughout your leveling than that of the previous riskbreaker version, that particular bonus of Chain Breaker Stance is fine. |
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#3
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![]() ![]() Senior Mod Tester Tactical reputation: 4 Posts: 1112 Joined: 27-March 07 From: UK ![]() |
There are some possibilities to make it seemingly more balanced. 1. Lower the conditional damage so that it becomes 10d4+4 or make it 5d8+8. To me, that is already an astonishing amount of bonus damage. 2. Lower the chance to 10%. I agree. I think the combination of GWW with 'Hard Hit' and a nasty melee weapon would be too powerful with 10d8+8 bonus damage happening 15% of the time. Btw what kind of damage is the 'Hard Hit'? Also does the Regeneration of 12 hp per round from the Chain Breaker Stance include the doubling from the Improved Haste? Or will it work out to be 24 hp per round? |
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