![]() |
The Black Wyrm's Lair Terms of Use |
![]() ![]() ![]() ![]() |
![]() |
![]()
Post
#1
|
|
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. |
|
|
![]() |
![]()
Post
#2
|
|
![]() Forum Member Posts: 14 Joined: 10-February 09 From: Okinawa, Japan ![]() |
My personal thoughts on the 2 handed deal are that if you are going to have a single class fighter, then 2handed weapons are probably where it's at. R/C, Ranger, F/M all tend to dual weild due to generally wanting the extra weapon to make up for weaknesses. Riskbreaker's getting 2handed makes sense partially just to put them back a hair. You don't put Kensai up front as meat shields, Riskbreakers won't be different. Big, nasty, mess your world up hits seem to be what it's about. The play style just makes more sense to me.
Also, any plans to add good scimitars or katana's with v6? There are a few, but they're rather limited and don't come anywhere near some of the other options at the moment. Same could be said for anything without a high end +5 option (clubs). |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 9th September 2025 - 06:34 AM |