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Messages - darkstorme

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21
Layonara Server / Re: Resistances and Enchantments
« on: January 24, 2012, 05:22:30 pm »
Yes, but the purpose there isn't to increase mechanical advantage as it is in a compound bow.  The purpose there is to make the crossbow more resilient and less likely to break, as well as reducing the cross section of the bow.  It doesn't actually improve the crossbow's draw strength.

So the advantages that the cams impart on bows, in-game, make sense, but it wouldn't make sense for the cams to have the same effect on a crossbow.  Crossbows already employ mechanical advantage to impart substantially greater draw strength than a bow.

22
Layonara Server / Re: Resistances and Enchantments
« on: January 24, 2012, 04:55:56 pm »
Also, given the nature of a compound bow, it doesn't make much sense to apply its cams to a crossbow.

23
Layonara Server / Re: Resistances and Enchantments
« on: January 24, 2012, 04:28:32 pm »
And in answer to your question, Dracogear, yes, the table applies to crossbow bolts as well.

The metal rules do not; metals for melee weapons only affect their ability to penetrate DR (and apply a slight damage/AB bonus).

You can, however, apply a silver or titanium enhancement to a weapon (as discussed in the first two posts) to give it a damage bonus against undead/lycanthropes or Pit creatures respectively.

24
Ask A Gamemaster / Re: I think I did something wrong.
« on: January 24, 2012, 12:42:13 pm »
That can result from video card settings or from an error in the hak file.  You can try re-downloading it; if that doesn't fix the appearance, you can adjust your video card's settings.

The latter I'd suggest with caution, however, if this is the only glitch you're seeing.

25
Ask A Gamemaster / Re: Weapon Customization and Looks
« on: January 22, 2012, 12:28:17 am »
It's also worth pointing out that the kukri is a weapon type that is not one of the types that came with stock Neverwinter Nights.  Those types - short sword, longsword, greatsword, dagger, axes, etc. - have/had the entire community working on different models for them.  The kukri, the katar, and a variety of other weapons were community-made... which, in turn, means that fewer variants were made by the community as a whole.

Edit:  On checking the toolset, the Kukri is a native weapon, so in this case, it's clearly as Shiff said - some weapons are the favourites for modders.

26
To reinforce what Alatriel said, a devout Aeridinite would deliberately not wander into areas where they suspected they would likely encounter someone/something that would leave them no option but to employ violence.  So it wouldn't simply be abusing the mechanics to go into the goblin wastelands, but actively out of character.

27
From an implementation viewpoint, I should point out that reconfiguring the spell hook scripts (and 2das, and anything hardcoded into the spellscripts themselves) to _not_ use material components would be nontrivial.

In addition, consider all the spellcasters who already took Eschew I/II/III.  I guarantee that they'd all want rebuilds for their suddenly far-less-useful feats... again, a non-trivial task.

Personally, I rather like material components.  It reminds me of days around a kitchen table, with my wizard going into town to pick up components.  *chuckles*

29
Ask A Gamemaster / Re: Non-lethal Methods
« on: January 21, 2012, 03:17:59 am »
Quote from: drakogear
aberrations? How so? There living creatures too aren't they? Beholders, Delver, Driders, Ettercap, Mind Flayers (Otherwise known as Illithids), Umber Hulks, Will-O'-Wisp


Not exactly.  Most of those creatures were magically created by twisting the natural forms of existing creatures (or in some cases, combining them with things from elsewhere).  As such, they fall under a different section of Aeridin's dogma.

There have been a number of threads on the topic of "What creatures are fair game for Aeridinites?", so if you look through Ask a Gamemaster and Roleplaying, you'll probably find a few.

Quote
As I've noticed a couple times before though I think if you get far enough away from them then they well stop... at least the coast pirates just outside central did when I ran from them a few times. They stopped and went back to there camp witch then triggered some sorta patrol script or something. They didn't return and stood around like there were originally.

Though maybe that's just them... and maybe a few others. Note, Barb Fast Movement helped to get away.


Some spawns have a script (written for Layo!) that will prevent them from straying too far from their spawn.  This is meant mainly to keep them from wandering along roads after some player has dragged them away from their spawning point.  Not all spawns have this, as there are literally thousands of spawns in-game.

As a result, making it so all creatures wouldn't go on a cross-area rampage looking for the person who put them to sleep would be a fairly substantial task.

30
Ask A Gamemaster / Re: Non-lethal Methods
« on: January 21, 2012, 12:38:28 am »
That is correct.  It is difficult to play an Aeridinite.  On the plus side, undead, constructs, and aberrations are fair game!  On the minus side, none of those racial types are vulnerable to sneak attacks.

Nehetsrev is also right that if you "tranquilized" opponents with a Sleep effect, they'd still come after you when they woke up.  It's an unfortunate side effect of the way the game engine works.

31
Layonara Server / Re: Spam Accounts
« on: January 18, 2012, 01:50:36 am »
HenryMoiptlita was another spam account.  Managed.

32
NWN Ideas, Suggestions, Requests / Re: Paladin spell casting stat
« on: January 12, 2012, 04:18:08 am »
This is not something that can be altered; it's part of the Neverwinter Nights engine (and, for that matter, part of Dungeons and Dragons since 2nd edition).

Moreover, Charisma plays a part in Cleric abilities as well (turn undead and similar abilities).  Wisdom reflects (to an extent) the ability for a divine caster to connect to their deity, reflected in the number of spells granted by said deity.  Charisma represents force of personality, which is reflected in their outward expressions of personal faith (smiting evil, turning undead, etc).

33
General Discussion / Re: Gile's Birthday!
« on: January 11, 2012, 09:21:46 am »
Happy belated birthday!

34
Ask A Gamemaster / Re: Imp Whirlwind
« on: January 07, 2012, 05:39:34 pm »
The idea of the whirlwind attack is that the attacker is striking at everyone within their reach.  Since polearms in Neverwinter Nights don't mechanically offer any more reach than any other melee weapon, that means everyone within approximately 3.5 meters, or ten feet.

Myself, I see daggers as far more reasonable than, say, a spear for a whirlwind attack.  Far easier to lunge and dodge around a fight with a short blade than to try and whip a spear around, stab, whip it around to the next target, and so forth.  (It would be difficult to argue that they're throwing multiple daggers, since they only have one, and a "dagger" is a foot-long blade.)

35
Ask A Gamemaster / Re: Imp Whirlwind
« on: January 05, 2012, 06:59:30 pm »
No, an Improved Whirlwind Attack attacks everything threatened by the character, so everything within ten feet, regardless of the weapon employed.

36
General Discussion / Re: Happy New Year
« on: January 01, 2012, 01:57:12 pm »
A happy and healthy 2012 to everyone! :)

37
Ask A Gamemaster / Re: immunity to illusion question
« on: December 31, 2011, 10:21:48 am »
I'd have to check the spellscripts to be certain, but IIRC, immunity to Illusion spells only apply to spells that are cast with the immune individual as the target.

So anything with the caster as the target (Shadow shield, displacement, etc.) would have no save, and therefore immunity would not apply.  It's not how it works in D&D, but is one of the limitations of the engine.

38
General Discussion / Re: Ambiguous Interactive Dungeons - NWN1
« on: December 30, 2011, 12:40:31 pm »
Just FYI, we have upgraded to 1.69.

I cannot speak for those who developed the AIDs, of course, but the general procedure on the Vault seems to be simply to give credit where credit is due... which, clearly, you have. :)

39
General Discussion / Re: It's a boy!
« on: December 15, 2011, 05:29:20 pm »
Congratulations, Gil!  Now you can stop losing sleep over the suspense, and start losing sleep to the crying! ;)

40
NWN Ideas, Suggestions, Requests / Re: Hunting and cooking
« on: December 11, 2011, 02:14:08 pm »
The deer example you gave is interesting, because that's definitely one of the animals that gives meat when it's killed and skinned.

In addition to simply roasting the meat over a fire (despite barbecues being the manly way to cook meat), there are recipes in the Baker's Oven that call for various animal meats.  Try 'em out!

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