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Messages - IDii

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1
NWN Ideas, Suggestions, Requests / Re: Tumble and Weapon Masters
« on: March 03, 2007, 10:49:08 am »
Bear warrior probably gets it because it's otherwise a relatively weak prestige class compared to the monstrous weaponmaster.

And it would make all those combinations that end up with 7 weapon master levels just more silly when you save points and max out tumble every few levels when you level as WM.

Balance reasons is probably the answer.

2
NWN Ideas, Suggestions, Requests / Re: Arcane Archer ideas
« on: February 25, 2007, 11:16:19 pm »
Well I'll be brief here to say something. What are you comparing arcane archers to when you say they lack flavor? Look at the other prestige classes and say which one of them has that flavor anyway? Most of the abilities either add some combat power or do something that is totally useless in combat but might be fun to play around in Hlint for a few minutes after you get it.

I'd say the only classes that have more flavor than the arcane archers are shifters, palemasters, red dragon disciples once you have the wings. And that's only cool for being unique.

Rest of the classes are full of abilities that are about as cool as what the arcane archers get. Less useful probably but about equal in the coolness factor.

3
General Discussion / Re: THE ULTIMATE WEAPON
« on: February 19, 2007, 11:29:05 am »
Yep, monsters can't crit on Layonara since the difficulty setting is at "normal" instead of "D&D hardcore".

The difference is that monsters don't get crits, players don't get attacks of opportunity on them when using ranged weapons or potions in melee.
Also charm and domination on PCs only makes them dazed. Hold, paralyze, stun and petrification effects on players last for a shorter time too.

Would make an interesting difference if it was changed... heh, but things aren't really built in that mind. Most encounters would just murder people.

Anyway this is totally offtopic.

4
General Discussion / Re: THE ULTIMATE WEAPON
« on: February 19, 2007, 10:32:58 am »
Falchion would indeed be worse if the weaponmaster feats would work with the custom weapons.

Now just imagine if we enabled D&D hardcore difficulty and monsters could crit on players too. Take one of those greataxe-wielding fire giants for example, they hit for like 60 damage normally. You'd be looking at 200 damage crits every now and then.

I suppose we don't often think how easymode it is for the PCs here... hehe.

5
Would be so cool if I could find the old old forums to check my registration date. =)
Four years in a week or two though.

Time flies in good company though.

And now I started thinking about all those cool people I met on Layo but who aren't playing here anymore... oh well.

6
NWN Ideas, Suggestions, Requests / Re: Armor time to put on?
« on: February 18, 2007, 05:43:01 am »
Downside?

Feats required: Heavy Armor
Weight: 50.0
Armor check penalty: -8

Well of course that's not really a problem if your class has heavy armor proficiency, has enough STR to carry it anyway and doesn't use any skills that would be lowered by the check penalty.

However you can't really compare armors like that. Different people wear different kind of armors, that's how D&D has always been. Like you have fighters and paladins with their full plate, rogues with their lighter armor and higher dex to go with it. Rangers get their dualwield bonus with light armour but no one's telling a ranger to not specialise in the use of heavy armor and shields if they want to.

Even a rogue could wear full plate. As long as you got enough STR to carry it and high enough skills to not be too bothered by the -8, and the feats of course. But why would a rogue usually wear a full plate when they get a higher AC from just their dex modifier (talking about NWN with its +12 dex from magic and whatever).

Though yes I have to agree it's a bit sad that only three or four of the armor types in NWN are used. It's either cloth (0/0), leather armor (2/6), chainmail (5/2) or full plate (8/1) you see. Worst I think is people not making their armor look like what it should. Like the typical thing you see in NWN is a full plate with a full metal torso and the rest of the look is all cloth, bare hands, etc. But that's how NWN deals with armor... not much to do about it.

EDIT: Well that was totally offtopic. So I'll add a bit more here.

I have to agree with the people here who say it's up to people themselves to RP the taking off armor and equipping it. And it should take a while. Though if you're just running around yourself, I don't think it's that important to stop for a minute to equip your armor and emote it and all. However in a group it makes a bit more sense and watching people change their clothes while talking to people or while running is quite horrible to watch... at least when they're not emoting it.
I suppose a high dex character would be able to change clothes while running... I would really like to see that happen sometime with proper emotes. Hehe.

And then about the slow thing. I think I've said it before that I disagree with making heavy armor slower to move around with. I mean if your character has 30 strength and can carry a few tons of ore... What's stopping him from running around in a bit of metal that's made to be moved around in.
If we were living in a real world here, of course you couldn't run in a full plate... probably not even really move by yourself. But this is more like a roleplaying game that's not supposed to be realistic. Besides some of the metals may be lighter or the armorsmiths could have ways to craft the armor so that it's durable but lightweight.

Not to mention it would be kind of difficult to implement with the speed stacking things. Like a freedom of movement before equipping your armor would probably make you immune to the slow and stupid things like that.
Also half the characters in a group moving at a slower speed and having to put on their armor every now and then would just make things frustrating. It's about fun after all.


7
General Discussion / Re: THE ULTIMATE WEAPON
« on: February 17, 2007, 12:21:45 pm »
My answer would be common sense.

8
NWN Ideas, Suggestions, Requests / Re: Invisibility sphere
« on: February 17, 2007, 12:01:34 am »
Yeah, invis sphere kinda makes you phase out and in of invis.
Cast it once before attacking some things... then it just randomly kept putting me invis after I had already cast offensive spells. Was kinda handy.

But yes, making it a mass invis sounds like a cool idea. Seeing as it's totally unstable now.

9
Some metals give enhancement bonus (+damage, +attack bonus) but they don't lose it when you enchant them with elemental damage.

10
General Discussion / Re: Called Shot
« on: February 15, 2007, 05:42:53 pm »
They stack. It's an awesome feat if you spam called shot arm on something for example.

11
Trade and Market Hall / Re: Selling some aloe leaves and spider silk
« on: February 15, 2007, 12:21:05 pm »
Alright, I shall find you with the goods then.

-Nightleaf

12
General Discussion / Re: Why X Familiar is Broken Thread
« on: February 14, 2007, 09:54:45 pm »
Right then.
In this post X = pixie like everyone else who posted here seems to think.

If Layonara was a MMO and we all paid to play here every month:

Rogue: "Hey... Um, you guys need a rogue in your party? I can open locks and disarm traps."
Wizard: "lol? u kiddin m8? we dont need u we have pixi familiar with skillfocus with traps and locks. we dont need u to steal our gold!
Rogue: "Well... I could sneak ahead of your group to scout so you won't run into any ambushes."
Wizard: "ROFL m8 inviz pwnz j00 sl0w stealth."
Rogue: "Well... I do have to say with my 20 rogue levels I deal quite a nice amount of sneak attack damage, being useful in combat too."
Wizard: "LOL! m8 we got weirdz and wailz lol. l2p nub reroll!1"
Rogue: "..."

But since it's not a MMO and no one's being paid for doing things about game balance there's only so much time and so much work that can be done with that time.
Of course it would be really cool if the pixies would be changed so that they wouldn't have maxed rogue levels, ranks in all rogue skills with skill focus in a few of them too.

But that takes a lot of work.

Might be just easier to remove the whole familiar anyway.
But I do have to say it's annoying to struggle with a trap and then watch a few levels lower pixie just magically appear from someone's pockets, disable it and disappear as mysteriously as it appeared.

13
General Discussion / Re: Portraits
« on: February 14, 2007, 07:51:50 pm »
Yeah it's still in the original game files. Though they replaced it with another portrait in HotU.
Looked it up and that portrait is called "po_gn_f_06_"

So you can extract that one from the original NWN files and either rename it or keep the same name. If you do keep the same name though, everyone without the portrait in their portraits folder will see the other sorcerous gnome portrait though.

14
Trade and Market Hall / Re: Nymph Cloak wanted
« on: February 14, 2007, 08:10:35 am »
Very rare... very sought after. Wouldn't hold your breath over getting one soon.

15
NWN Ideas, Suggestions, Requests / Re: Rangers Spells
« on: February 12, 2007, 12:06:51 pm »
I'm really just interested in game balance. But of course I wouldn't go for anything too artificial.

So I'm just trying to give some ideas to make them a more competent class and more fun to play without becoming anything they aren't meant to be.

16
NWN Ideas, Suggestions, Requests / Re: Rangers Spells
« on: February 12, 2007, 11:17:53 am »
Well rangers get invisibility purge too. I wouldn't exactly call that a nature spell either.
True strike on a ranger would be about the same as a divine favor on a paladin. Well worse actually but it's a different kind of spell, one that fits the ranger better. A paladin with true strike would be bit of a bad joke.

I'd be worried about rangers getting true strike if they could deal insane 30-100 damage hits all the time. But when's the last time you've seen a ranger do that?

Blade thirst is a waste of a spell slot actually. +3 weapon for round/lvl? Yeah right.

And any non-cleric class ditching the mage and going off alone will only happen in your dreams.

Sorry about sounding a bit sarcastic here. I was just kind of trying to imagine a ranger doing something even remotely powerful and for some reason ended up in a weird mood.


17
NWN Ideas, Suggestions, Requests / Re: Rangers Spells
« on: February 12, 2007, 03:46:13 am »
Well I'll list my opinions of spells to add here. Just spells that exist in NWN already.

It's not necessarily spells they have in PnP but I think they'd make some sense.

Level 1:
- True Strike

Level 2:
- Bull's Strength
- Barkskin

Level 3:
- Spike Growth

Level 4:
- Stoneskin

I'm somewhat going to compare the ranger spells with the paladin ones. Since they have the same spell progression and I can say I've played a paladin a lot here.

Alright then a bit of explanation why these. The level one spell, True Strike would be about as useful as the level 1 spell paladins get Divine Favor. Short duration combat spells both, and about equally powerful seeing as the true strike duration is pretty short and rangers aren't usually huge damage machines like paladins.

Then the lvl2 spells... Bull's strength would make sense since paladins get that and Eagle's Splendor too. This way both classes would get two of the ability spells. Barkskin would help the rangers' defense abilities quite nicely and would about bring them up to the same level with the paladin spells since they get Aura of Glory that's awesome.

The Spike Growth as a lvl3 spell would be useful for controlling enemies in a combat situation which is somewhat a ranger thing. So you could use a bow and make your enemies slower with the spikes and damage them too. Cool stuff, mostly a flavor spell though.

Then finally stoneskin as a lvl4 spell. They get the lvl4 spells at like lvl14 and I think it would be a pretty appropriate level to give them something defensive and scaling with levels like stoneskin. It's still not an insanely useful spell. And seeing as how paladins get things like Holy Sword and Death Ward at lvl4, it would make sense to give rangers stoneskin as their "highest" spell or so to speak.

18
General Discussion / Re: Wich server too play on
« on: February 11, 2007, 04:28:53 pm »
They aren't actually west/east coast servers... But the world itself is split into different parts that are on different servers.

West is the server to start on.

19
NWN Ideas, Suggestions, Requests / Re: We need another Ranger Post!
« on: February 11, 2007, 12:09:56 pm »
I was kinda waiting for one of the ranger players to post here but since they either missed or ignored it I'll say something.

I agree with this, the rangers need a bit of boost in their combat powers. However it shouldn't be done by boosting their spellcasting or giving them supernatural abilities like hide in plain sight.

The favored enemies of the ranger are the most unique thing the class has. And currently the ability is a bit underpowered I think, only giving +1 damage and an additional +1 per 5 levels. Adding this extra damage bonus at about level 12 would be a good idea I think.

Only problem with it would be that it just about means every lvl12+ ranger has to be releveled. Less of course if it's made a lvl16 feat.

20
NWN Ideas, Suggestions, Requests / Re: Rangers Spells
« on: February 11, 2007, 12:05:51 pm »
Well it's Polymorph self they get in NWN, not Shapechange which is a lvl9 spell. Just to clear up any possible confusion above.

And personally I think rangers are more like combatants than casters. They get high BAB together with paladins/fighters/barbarians. The spells are just little extra.

They should of course get spells that boost their combat abilities in the same way as paladins do. Which they about get. Except the paladin spells are a bit more combat oriented since they're more the warrior/tank type.

Anyway I'd rather see some improvements in the other ranger areas than their spells. Though I think they could use barkskin, bull's strength if they didn't get that already and some other little buffs I guess.

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