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#1
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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. |
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Post
#2
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Forum Member Tactical reputation: 1 Posts: 266 Joined: 15-July 08 ![]() |
Riskbreaker's abilities can be interrupted in IA5, which is indeed (imo) not a good way to handle "Risk Decrement" because it is supposed to be used in "high-risk situations" anyway..
As for innate abilities of fighter types such as Hardiness, I don't know. They can be interrupted, but I never managed to interrupt Hardiness cast by the enemy. So, for the sake of non-cheesynes I'd say that abilities should be cast instantly. This kit really looks very powerful now....makes all fighter classes quite obsolete, at least on paper. imagine this in vanilla.... ![]() |
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