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Messages - Dorganath
I'm pleased to announce Weeping Lily as our newest GM. Weeping Lily will be operating primarily in GMT-friendly time zones.
Congratulations to Weeping Lily. We're looking forward to what you can bring to our little community!
According to the module, the crafted Wand of Clarity casts at level 3, which is intentional
According to the wiki, Clarity has a duration of 5 rounds + 1 round/level, or 8 rounds...or about 48 seconds.
So while this is not exactly 30 seconds, it's not too far away from it either.
Yes, actually, I thought about doing a bonus event myself.
The end of my hear has been so super busy though, so it kept being little more than a fleeting thought.
With luck, I'll get that set up today. Server could probably use a reboot as well.
Alright, so you're saying you received only 9 axes, not 9 stacks...not some combination totaling to 50 throwing axes.
I'm just trying to understand the precise nature of the bug report.
You are correct that there is no actual "Exceptional" throwing axe, as described in the post that davidhoff referenced above, but the exceptional result yields the same as item as a non-exceptional result.
Sorry to butt into this thread, but I might be able to offer perspective to your questions.
Having a Spellsword character myself, I think what makes "RP sense" is less a matter of the class and more a matter of the character itself. I also think that the path one takes to get there, be it a pure caster path or a caster -> fighter path or even an fighter -> caster path...I think that's really a matter for the character's RP and not the RP behind the class itself.
Spellsword, despite the name, should not imply focus or even preference on any particular weapon. Since having a collection of specialized "Spellweapon" classes would be unwieldy and a little confusing, and since NWN has this nasty habit of enforcing mechanics in a rather all-or-nothing sort of way, the various weapon feats are kind of necessary in order to give the class its full flexibility for all character options. Things might be different if this was a tabletop setting without programmed enforcement of rules and rerequisites, but unfortunately, it's not. And yes, your point is taken about how it's somewhat odd to require all those weapon feats, particularly when the average Spellsword will not avail themselves of all the weapon options, but there really isn't a good way to have meaningful prerequisites while still allowing the player to sort of specialize and give the Spellsword the freedom to select the weapon of their choice.
My character, by way of example, decided to train as a Fighter for a while, starting at Level 6. This was an organic development for him. He started wearing light armor and using a sword rather than a staff, got frustrated with the random spell failure, etc. He eventually returned to focusing on developing his magic, got better armor that was made for spellcasters, and migrated back to a quarterstaff. And then, later in his life, he found himself in a bit of a "defender" role of sorts, so he reached back into his more martial training and worked to combine the two. As far as all the weapon feats go, he more or less ignores those weapons he never really used or doesn't care about. So while he can mechanically use battleaxes and heavy flails, he doesn't. If he did come across some, I'd RP him as getting familiar with it, because the only weapons he really has any experience with are a quarterstaff (his main), long/bastard sword (his backup/special-purpose) and a dagger.
So as for the thinking behind Weapon Proficiency (Simple) on top of Weapon Proficiency (Martial), simply put, they cover a different set of weapons. Your average Wizard doesn't have either, unless they take one of them instead of a more caster-oriented feat. Their default of Weapon Proficiency (Wizard) only gives access to a small subset of weapons and less than the "Simple" proficiency. Together, "Simple" and "Martial" cover the span of the most common set of weapons, giving the Spellsword a wide range of options. If a Spellsword wanted to go with something in the "Exotic" range instead, that would require additional training and of course extra feats, but that's, again, an RP choice for the character.
To put it another way, the RP is not necessarily a Wizard training with all the various weapons but rather being able to train with those that they want...and having the sense that just because mechanics say one can use an otherwise unfamiliar weapon doesn't mean they should or have to or should even claim to know. And because the Spellsword character had some martial training under their belt, there'd be nothing stopping them from picking up a flail or a battleaxe instead of their sword or staff, RPing some training with it and adding it to their arsenal.
IMHO, the RP is not defined by the line items on the character sheet. Rather, it is enabled and supported by them.
Quote from: "davidhoff"&cid="2763072"
Without giving any real specifics, there are a few traps set on chests and doors which can be disarmed but not recovered (at least by design intent!). These specific traps "respawn" after a period of time to become active again, and these traps are specifically forced (through scripting) to not be recoverable. This system was developed and often used in conjunction with another system of self-relocking doors/chests/etc. Such locks can be picked/unlocked, and at some later time, they'll re-lock themselves anew. There is at least one of these in the Hidden Monk Enclave, there is at least one of these in the Thorn Dungeon. There are a few others here and there within the module, and primarily at/near "boss" areas.
There's another layer or to as to how this all works together, where (and why) the system is used, etc., but the gist is that there is a mechanical behavior in use that is atypical of how traps normally work.
Understandably, from a player's perspective, what respawns and what doesn't isn't always obvious...which is kind of the point!
I'm starting to wonder whether there's come confusion as to what constitutes a "respawning" trap.
There's some traps which go off every time they're triggered, but these are not "respawning" traps. There are a lot of these in-game.
There are some traps which can be disarmed and which come back some time later. There are a very few of these in-game and are always on doors, chests or other containers. Most of the ones listed above are not truly respawning traps.
For example, the ones "on the way down" in Thorn are just normal traps for sure. That they're recoverable (or possibly not) is as things are designed. There are 1-2 truly respawning traps in Thorn, and we're testing those to make sure they're working as intended.
As a general rule, we're not going to go in and change things like recoverability or DC unless we see for some reason things are not well-balanced in one direction or the other. This leaves the most likely cause of this alleged variation in results as either "luck of the draw" or some kind of runtime hiccup, neither of which is considered a bug (though it may be considered a time to reset the module!).
If a trap is truly a respawning trap and is somehow recoverable, that is definitely a bug (or at least a transient malfunction), but any fix for that would be to make it non-recoverable, not the other way around.
So anyway, this is a long-winded way of saying that this post has drawn our attention to traps which should not be recoverable but possibly have been recovered all the same...and so for that, thanks!
This is most likely not a bug....referring of course to the original post.
To be clear, the "bug" would have been this particular trap suddenly becoming recoverable. There have been no updates to that area or the traps within for a very long time. I created the respawning trap system a number of (8+) years ago, and it has been in-place and unaltered for a very, very long time. What is more likely is that a "tired" server caused the associated scripts not to trigger as they should, thus allowing the trap to be recovered due to a glitch. A subsequent reboot of the server restored normal operation.
If you somehow discover that other respawning traps are recoverable, that would, in fact, be a bug. It is not a bug that this normally unrecoverable trap is not recoverable.
The best ways to get a GM to help you out are:
Quote from: "Ebonith"&cid="2762964"
I am honestly not sure that there are any Sacred Fist-specific items or even items which might include Sacred Fist in the list. I think the former is really unlikely, as Sacred Fist characters are fairly rare, and their presence in drops would be noticed. On the latter, I think it's more likely that the gloves are either general use (i.e. no class restrictions) or Monk-only.
Milty's advice is pretty sound, however, and considering that a Sacred Fist's melee damage increases over time, this can be a pretty potent combination.
Sacred Fist also gain Sacred Flame at level 7 (which is admittedly somewhat short-lived, but fire + divine damage) as well as No Shadow Blows at level 8 (which makes their fists "magic" for penetrating DR and improves over time), so there are actually class-specific options for overcoming the problem you stated.
Just as confirmation, we've changed the password back to the usual one. For any of our existing players, the "usual" password is once again in effect. For any new players, please go through the Character Approval process to gain access to the password.
Though our direct participation in the NWPAD event is now concluded, our Anniversary Bonus Event will continue through this coming weekend.
Generally speaking, any items that have a class requirement are inflexible, in that if they can only be worn/used by one class, they cannot be worn/used by another, even if that other is kinda-sorta like the specified class. Wizards cannot use Sorcerer-only equipment and vice versa.
Sacred Fists are typically clerics first (though Paladin Sacred Fists are possible). In order to use Monk equipment, a Sacred Fist character would have to take Monk levels. I won't comment on the feasibility of this (not my department!), but there could well be some RP implications here as well, and recall that we require five (5) consecutive levels in new classes when multi-classing.
Official Sacred Fist info available here: http://layonara.com/nwn/sacred-fist
I confirmed the error. At the moment, the actual contents of the chest reflect what is listed in the database, which is the official record of what is in the chests. And I verified that the database is updating correctly when items are removed and added, so this appears to be a matter of the description on the chest itself not updating for some reason. I tested another chest in the house and it seemed to have the same issue, though the contents listing happened to agree with the contents.
I looked an another chest in another house and it seemed to behave exactly like it was supposed to.
So, for the moment, the only answer I have is that the description is wrong, but the actual contents are correct.
There are no exceptional throwing axes of any kind in our palette.
There was, however, a bug in the crafting database.
For most CNR items, the "Exceptional" result is the same as the non-exceptional result. For a few items, there is a different item that returns on an exceptional roll, but throwing axes are not one of them. That said, there was a typo in the database for copper, bronze and iron throwing axes for the exceptional result that referenced a non-existant item. The result is that an exceptional result returns...nothing.
I've corrected the database, so that an exceptional roll will return something, though it may not take full effect until the next server reset.