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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 ![]() |
If you put it that way, sure.
Innate abilities and spell should work in a different way. Spellcasting can be disturbed but innate ability should not be. IMO That depends on how you look at an innate. If you say it's everything under F12, then many spells that are innates should be streamlined too.
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Lo-Fi Version | Time is now: 9th September 2025 - 01:13 AM |