dogo
Neophyte
Posts: 19
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Post by dogo on Jul 9, 2018 20:04:45 GMT
Suggestion: Remove Caltrops from the module entirely.
As sad as it would be to not craft Spike Traps, Caltrops are very problematic. They deal constant no-save damage, are permanent after used, and will not even identify who used them if they log off or leave the area, making them essentially a trap that keeps giving.
Players who are not very aware of how they work may use them against NPCs without knowing they can effectively kill a PC with very low HPs outright or someone who is running away from NPCs to escape/heal (I am also fairly sure Subdual Mode doesnt even prevent "real death" by Caltrops). Players who ARE aware of how they work can use them to detect invisible/stealthed PCs from across the module, and effectively make areas permanently guarded against them.
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Post by meadows on Jul 9, 2018 20:48:52 GMT
Caltrops are PERMANENT? Lemme test this.
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dogo
Neophyte
Posts: 19
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Post by dogo on Jul 9, 2018 20:57:28 GMT
They will remain until they have dealt 25 points of damage, but I /think/ they become permanent if the user has logged off and the server cant attribute the damage to the PC.
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dybil
Fresh Blood
Posts: 3
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Post by dybil on Jul 10, 2018 23:18:39 GMT
Acid Splash: Change to 1d4+1 Damage Electric Jolt: Change to 1d4+1 Damage
This will bring these spells in line with Ray of Frost so people might actually use them for flavor. -------- Summons -------- Spell Focus: Conjuration adds 1 round / caster level duration. Greater Spell Focus: Conjuration adds an additional round / CL (2 rounds/CL total).
---------------------------- Magic Circle Against Alignment ---------------------------- Buffs Protection from Alignment in an AoE
-------------- Melf's Acid Arrow -------------- Damage over time duration increased to 1 + 1 round / 2 levels
------ Grease ------ GSF: Conjuration increases the duration to 2 rounds/level
--- Web --- GSF: Conjuration increases the duration to 2 rounds/level
------------------ Gedlee's Electric Loop ------------------ Area of Effect increased from Small to Medium
------------ Ghostly Visage ------------ SF: Illusion increases concealment to 20% GSF: Illusion increases concealment to 30%
---------- Flame Arrow ---------- The caster launches 1 conjured fiery arrow at the target creature for every 2 caster levels. Each arrow does 2d6 points of fire damage. Reflex save halves the damage for each arrow.
CL 5: 4d6 damage (unchanged from vanilla) CL 6: 6d6 damage CL 8: 8d6 damage (unchanged from vanilla)
This will give casters a little boost in the midlevel before they hit max level on the server if they choose to use Flame Arrow.
---------- Invisibility ---------- Current: 3 rounds + 2xCL rounds SF: Illusion increases to 3+3xCL rounds GSF: Illusion increases to 3 + 4xCL rounds
probably a bunch of additional changes and possibly tweaks to the numbers, not sure about standard SF: Conjuration for grease and web
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Post by Kaila Kaine on Aug 4, 2018 10:16:39 GMT
Mark functionality - It'd be real handy to be able to leave temporary place-ables via some sort of @mark command to allow people to leave descriptions and flavor text around the world, such as the site of a particularly gruesome battle, or a Warden could leave a mark on a tree or the ground to warn people of danger up ahead. These points of interest could easily be destroyed by bashing at them.
Undead Slayer ammunition - These are rare ammunition that you can only find in very small quantities. I tend to try to save them for use against bigger, more dangerous mutations.. However the DC to save is too low in my opinion, making them pretty much useless in every encounter unless the target critically fails their roll. The only time i've ever procced the instant kill is when I accidentally shoot a regular zombie.
Different craftable ammunition types - I would adore a system where we could combine ammunition with certain items to create a new kind of ammo with those traits. An easy example would be combining bolts with alchemist's fire to create flaming bolts. Or doing the same with holy water to create makeshift blessed bolts. This would allow people who have a ton of regular mundane ammo with no bonuses to be able to augment their arsenal.
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Post by grantalliams on Aug 9, 2018 22:57:43 GMT
Grant AlliamsToday at 3:53 AM So i thought of a cool tel kara item for druids, have it be some form of heavy armor (making it ironwood or something) and call it Nature’s Protection. The stats could be something simple like additional spell slots with bonuses to AC against chaotic or evil (one of those two). This will make it equal to the holy crusader armor which comes from eledrith i think, but at least it would give them something because ik many asked for something like that. Also to make it a bit better i guess you could maybe add more spell slots then the HC armor or keep the one lvl one and the one lvl two and give it a druid themed once a day spell that it can use or something like that. Sorry if this sounds/looks dumb i am really tired and thought of this as i was about to fall asleep. The main reason i was thinking if this though is so there might be less requests and because of the location, druids wandering into the swamp, it makes sense why some druidic armor would be there. Also btw i dont plan on playing a druid XD i just like making up ideas when im procrastinating on falling asleep
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Post by grantalliams on Aug 12, 2018 10:31:54 GMT
-What if with the new rest timer one of the professions was one that could actually make health kits?
-could be a use for the asylum medicine sence its all unlabled maybe this profession can use those to have a chance to make kits from them and if they fail it gets wasted like crafting points. That being said i dont think medicine should be the only way to make them because it still comes down to searching for them
Both of these were ideas that were discussed on discord that should be saved.
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Post by Kaila Kaine on Aug 14, 2018 5:03:36 GMT
Elaborating the above idea.
Asylum Nurse/Warden Profession. Individuals who worked at Seven Oaks Asylum and have knowledge on what goes into making the strange and hazardous medicines. As such they are able to create medicines from the existing supplies leftover in the Asylum with benign effects.. Or they could create more potent poisons. The Asylum Warden/Nurse would have a pretty checkered history for RP as well.
This profession would essentially be a sort of apothecary profession, allowing players to convert the asylum medicines to either make healing supplies or poison, using their Heal skill (in place of a Medicine skill).
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