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#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 Posts: 524 Joined: 12-April 06 From: Netherlands ![]() |
In v5, the casting speed of risk decrement can be a problem if you are truly swamped with foes. It can thus be a problem if your innate is disrupted. I've had it happen a couple of times due to bad timing and you have to rely on mages/clerics to do the rebuffing/healing for you instead.
Problematic, however, I would like to stress that if a mage or cleric is confronted with many foes and s/he has to rebuff, all of the spells have a casting time too, so they are equally prone to interruption. I don't see it as a problem for the mages/clerics, thus it wouldn't be a big problem for the riskbreaker, would it? Quite a few people seem to be waiting for v6. I've been philosophising many different party setups now too. I think I might still take a riskbreaker along eventhough I am currently playing one already in v5. |
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Lo-Fi Version | Time is now: 9th September 2025 - 01:07 AM |