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![]() Premium Member Posts: 305 Joined: 25-February 07 ![]() |
I'll be making several suggestions (or at least bringing ideas) to the appreciated, great IA game developers. Even if you don't like my idea, maybe it will spark one of your own. Critto can let me know when he's no longer interested in hearing these ideas from me.
![]() My first idea has to do with weapon proficiencies. Simply put you get more proficiency slots as you spend more time with weapons. Dual classes would get slots according to whatever class they are currently. Maximum weapon proficiency slots per weapon type: 1 for wizards and sorcerers; 2 for clerics, druids, thieves, ranger-cleric mc, thief-cleric mc, and bards; 3 for caster-melee types (rangers, paladins, multi-class caster-fighters); 5 for straight melee classes (all fighters and barbarians). Wizards/sorcerers can’t have combat styles, but all others can. APR increases are not limited to warriors. Kits can’t increase the number of proficiency slots, except in very rare cases. For instance, rangers in more modern DnD versions can specialize in the use of 2 weapons or in archery. Consequently, it makes sense to me that a ranger specialized in archery can have 5 slots in bows. This post has been edited by rbeverjr: Feb 22 2019, 12:20 AM |
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#2
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Forum Member Posts: 607 Joined: 20-November 09 ![]() |
QUOTE Looks interesting, however, to be honest I think the whole "immune to silence/level drain" mechanic is flawed because you either immune and rip the respective enemies to pieces or have to suffer for a lot of time without practical ability to do anything. Agreed. As far as I remember, the only creatures for which this really stands out are Green Dragon, and Ancient Dragon because breach works against those monsters. The other fights with silence - Dracolich, Orcus, and Twisted Rune - have monsters that are immune to breach. Another option is to make Green Dragon/Ancient Dragon immune to breach to level the playing field. I believe the shadow dragon and Fiirkraag, and Saladrex are susceptible to normal weapons so the silence isn't that bad.QUOTE Also I am against any new items(apart from robes/amulets) that give -casting speed, ONLY necro should be able to achieve -5 and that should be his superpower (insta RRR breaches and such make even demogorgon fight far easier) I think the necro PC superpower is both the ridiculous number of spells afforded by Memory of the Apprenti in a customizable spellbook and high chance of getting RVE regen or doubling party hit points. With the new gloves from The Four mod, currently all mages can achieve -5 casting speed. Vecna/Memory of the Apprenti (-2), Foreknowledge(-1), Amulet of Power (-1), Gloves of Spell Weaving (-1) Sorecerors can access RVE and don't need the gloves of spell weaving. I'm not sure the difference between -4 and -5 casting speed is that meaningful. It's certainly helpful and makes the micromanagement in certain fights such as Layene, Demogorgon, or Ancient Dragon easier to execute. Key spells with casting time <5: Flame arrow, magic missile, melf's acid arrow, lightning bolt, fireball, ray of fragmentation, sunfire, haste, improved haste, RVE, comet, dragon's breath Key spells with casting time 5 or higher: Cone of cold (5), breach (5), spell immunity (5), lower resistance (5), chain lightning (5), globe of invulnerability (6), ruby ray of reversal (5), spell turning, wish, spellstrike, QUOTE 4. Ring of... - no more immunity to LD please smile.gif it's not that much of a danger really, player has scrolls of PFLD, summons, that clerical spell, restoration spells and such + mages have PFMW Level drain on mages used to be more annoying pre-EE because one would have to go through and re-select spells. I think I just brought that in because of the Amulet of Power component. |
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