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Post
#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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Forum Member Tactical reputation: 1 Posts: 266 Joined: 15-July 08 ![]() |
Luck adds to saving throws and damage. However, the damage done is always capped regarding of the weapon you use. For example, say that a Riskbreaker wields a non enchanted long sword - 1d8 dmg vs. a vanilla oponnent. He adds himself +2 to luck. He would still be dealing 1d8 dmg (+all of the dmg modifiers) but would :
- on a roll of 1 do 3 damage - on a roll of 2 do 4 dmg etc. On a roll of 6,7,8 he would do the same damage (8 + damage modifiers). No "extra" dmg can be done with raising your luck. It does not affect critical hit chance I believe. This post has been edited by Kerkes: Oct 2 2008, 10:14 AM |
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Lo-Fi Version | Time is now: 9th September 2025 - 01:09 AM |