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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: 154 Joined: 8-May 07 From: Germany ![]() |
Kerkes seems to talk about the beginning of the game and relative "low" levels while you appear to talk about a point rather in the middle of the game where better gear is avaible. So, given that the mage is relatively high level (hence he has acceptable saving throws) and has some equipment which improves his saves your thesis appears to be true. If no decent gear to boost his already low saving throw(s) (due to a rather low level) is avaible it's more likely that the mage in question will fail his saving throw.
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