![]() |
The Black Wyrm's Lair Terms of Use |
![]() ![]() ![]() ![]() |
![]() |
![]()
Post
#1
|
|
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. |
|
|
![]() |
![]()
Post
#2
|
|
Forum Member Tactical reputation: 1 Posts: 266 Joined: 15-July 08 ![]() |
Arkain's post is true. This discussion actually started about "luck" attribute. I wanted to point out how luck increases saving throws by an insane amount on "easy" difficulty setting (+6), so you'll see mages throwing 3 consecutive saves even at lvl11, with 2 +1rings and a +1 cloak, and their base saving vsDeath is 12 or 13...
Hope now you see what I mean by "impossible" : 13-3(from rings etc) =10. +2 penalty from spell=12. They must roll 3 times a number from 12-20 to survive. Try fighting Pirate Coordinator and see for yourself just how many times a mage rolls 3 consecutive saves. (6,4% of the time, I believe) ![]() This post has been edited by Kerkes: Oct 3 2008, 09:18 PM |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 3rd May 2025 - 11:36 PM |