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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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#2
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
In the description of the Risk Decrement ability, we read:
QUOTE When surrounded by lots of enemies and when most other warriors may fall or surrender in despair, a high level riskbreaker is more than capable to break the risk involved in the toughest situations. So, the ability is mainly supposed to be successfully and effectively used when surrounded by enemies in tough situations. This can justify why we don't want it to be easily interrupted by the enemies. It's exactly the point of this ability to be usable when enemies are hitting you and the Riskbreaker should be able to activate it at once (casting time = 0). -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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Lo-Fi Version | Time is now: 9th September 2025 - 01:09 AM |