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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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#2
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Forum Member Tactical reputation: 1 Posts: 266 Joined: 15-July 08 ![]() |
Hmmm...if hardiness has casting time of 0, and can still be interrupted (and it can) I don't think modifying Enrages would make a significant difference, people usually use it as a pre-buff anyway.
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Post
#3
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Forum Member Posts: 112 Joined: 16-August 08 ![]() |
Hmmm...if hardiness has casting time of 0, and can still be interrupted (and it can) I don't think modifying Enrages would make a significant difference, people usually use it as a pre-buff anyway. Imo, enemy's chance for disruption will be lowered quite significantly with casting time=0. Besides, it would be a really nice little tweak, gameplay and roleplay wise. |
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