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Messages - darkstorme

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2101
Doubtless as part of the V3 roll-out, Creatures doesn't initialize, or play.  Both avatars are facing each other from a distance of a few feet, and the only way to escape the "game floor" is to concede... and if that doesn't work, the emergency exit is inacessible, so you're stuck.

I realize there are many things to be done, but just thought I'd drop a line, as I hadn't seen it mentionned elsewhere.

2102
General Discussion / Homing monsters?
« on: March 07, 2007, 02:43:09 am »
Just looking for a confirmation from someone who knows the engine better than I... or a correction, if I've been thinking the wrong way the whole time:

When the Bioware AI "locks on" to a character, if the hostile monster doesn't lose sight of its target via HiPS, Invisibility, G Sanc, or some sort of artful Darkness + Hide trick, it'll follow the character until it or they are dead, ATs or not.  Is this correct?  If so, thanks, if not, I've some apologies to make for poor information in the past.

Thanks!

2103
General Discussion / Stuck in the Swordrusts
« on: February 25, 2007, 12:51:43 am »
Much as I'd prefer to leave the kudos to Inestil on top, Kell got himself lagged across the map in the Swordrusts, and is now enjoying a little cooking fire up on top of the cliffs, completely bewildered as to how he got there.

Any help down would be greatly appreciated.

Thanks!

2104
Just for Fun / With apologies to W.S. Gilbert...
« on: February 13, 2007, 01:14:27 am »
// I'm involved in a production of Iolanthe which is slowly draining my sanity.  This is my only explanation for this.

// To "The Nightmare Song" (attached)

Scene: Wild Surge Tavern

Enter Kell Ereptor, pale and shaken, fresh from the bindstone.

Recitative - Kell Ereptor

Death, undesired, robs me of my breath!
   Death, grisly death, my back and soul encumbered.
Monsters, nightmare-like, have sent me to my death,
   From which I will return when I have slumbered!
   
Song - Kell Ereptor (*cue orchestra*)

When you're sitting in Hlint, announcèd by that bint - yes, Doria; she calls you by name,
And you're really not sure when you told it to her, but she calls you by it just the same.
But you'd likely care less 'cause you'd have to confess that the manticores there got the drop on you
And before you could fight, cast your spells or take flight, you found out that they all were on top of you.
Their spines they had thrown, despite skill that you'd shown, you just couldn't avoid their attack.
And before you could mount a defense, you could count spines of twenty and two on your back.
Now you're bleeding to death and you find that your breath doesn't come, and that's just a bit fright'ning.
But you breathe once again when the monsters are slain by a figure who toasts them with lightning!
Seems a mage came around and was drawn by the sound of your fall and your subsequent groaning
And had whelmed up the spell, found the place that you fell, led by your insufferable moaning

He decided to help, though you're barely a whelp, and killed all of the monsters that rended you
Pulled a vial from his pack, poured it over your back, and the healing elixir then mended you.
But your troubles don't end, as your rescuing friend now collapses, when struck from behind
By a Kenku rogue there, from whose beady-eyed stare, you decipher what he has in mind:
He will vanish again, move behind you, and then stab his little knife into your torso.
And you'll fall - deja vu! - like before, and then you realize this is like then but moreso -
'Cause he'll step on your head 'til he's sure that you're dead, then take all of the gold from your pockets
Gemstones and rings, he'll take all of your things, even necklaces, scarabs and lockets.
So when he goes from sight, you get ready to fight - for your life and your items aplenty
When suddenly you see a party - not two, but many more, near five-and-twenty.

A mage throws some fire, makes the kenku expire, then brings you along with their merry band,
And vouchsafes to you (and some stragglers too) that they're looking for treasure in Fairyland!
But the fairies aren't weak, soft, defenseless, or meek - they're powerful, learned and hearty,
And they summon a beast (fifty hit-dice, at least) that spells doom and decease for the party.
So you flee in the dark (it's no walk in the park) and through shadows you're once again creeping
'Til you stumble upon an evil cournagon which for some cause or other was sleeping!
But you've wakened it now (though you're still not sure how) and it turns to you, eyes set afire,
And you're sure that the wood that surrounded you could serve quite well as a funeral pyre.
Comes a sound from behind, and you turn with your mind set awhirl from a spell's sudden flaring,
And as fighters charge past, into demonic blast, you look past with a shudder despairing...

(accelerating)
For there's spiders and gnolls, orcs, goblins and trolls, and a vicious dark elf, and Pyrtechon himself, and a orc casting spells and some fiend from the Hells, and some nasty undead and wyverns overhead, and a carpet of rats and a cloud made of bats, with their eyes set on you, and the fighter run through, then a pain so intense that it gives you the sense you'd be better off buried in clover;

So you perish at last, but the Death Void has passed, and the quest has been long - ditto, ditto my song....
And thank goodness they're both of them over!

Kell collapses into a seat at the surge, orchestral cadence.

// *****************************************************************************************************************
// My apologies for the poor quality of the midi - it's not mine.   The Gilbert & Sullivan web archive is a great thing, but somewhat limited.
// For a better recording of the original, look here.

2105
General Discussion / Donate Your Level Day!
« on: February 08, 2007, 10:45:04 am »
As an initiative towards reasonable donation, I hereby nominate Friday, February 23rd as "Donate Your Level Day"!  The way this would work is very straightforward.  On Friday, Feb. 23rd, 2007, sum the levels of your characters and donate the dollar amount you come up with.  (Or, if you're like me, round it up to the nearest $5, and then donate it.)

Even if half the characters who have been active in the last two weeks donate, that would be nineteen hundred dollars.

And (with the possible exception of Ozy ;)), it's really not that much to give.

2106
Poetic License / A young, pretty elf walks into the Surge...
« on: January 26, 2007, 11:43:13 am »
*A pretty elven woman walks into the Wild Surge Inn, chooses a seat by the fire, and brushes the snow off the cover of a harp, which she proceeds to tune - by the time she's done, she's drawn the attention of many of the regulars - which, of course, was her goal. She strums an experimental chord or two, then starts into a proper accompaniment, and her lilting voice quickly joins it...*

//The song is available in midi form as an attachment to this post.

Friends, fellows and strangers, I'll sing you a song,
A story; its object a young elven maid.
A maiden accursèd, though she did no wrong,
The curse a default she should never have paid.

The elf who I sing of - Therise Silverstar,
The child of a house bound for power and fame,
Ensconced 'mongst the treetops of Voltrex afar,
The best of orators all held the proud name.

Great speakers they were and they held such high hopes for the beautiful young elven lass,
Her parents, they dreamt that some day young Therise would ascend to the elf noble class.

Therise was exceptional - straight from her birth,
She was gifted with beauty, grace, cunning and charm -
The pride of her fam'ly, her village and clan,
All endeavoured to see that she came to no harm.

Her hair was a waterfall, chocolate and gold,
Her eyes were hypnotic, her skin alabaster.
Her figure was lithe, but enough (truth be told)
That at even that age, males' hearts would beat faster.

At this point in my tale, most list'ners assume
That Therise had a future of power and grace
Unrolling before her, but do not presume:
The curse that befell her has yet to take place.

She was trained as a speaker, with smoothness of tongue, expected in one who would rule
The Silverstar family the crown of the elves, with Therise to be set as its jewel.

Alas for her family, and for the elf
Her form and her voice were beheld by a mage;
His lust for her made him demand for himself
Her hand in a Bonding, e'en at this young age.

This impudent mage was not homely; indeed,
The man was a gold elf, face noble and proud.
But within him his heart was contorted with greed,
More akin to a Drow, if such things were allowed.

The girl's mother and father were nobody's fools - despite the elf's fair shape and face,
They recognized evil, protected their child, and told the mage "No" in her place.

The mage, now embittered, swore vengeance that day,
'Gainst Therise (whom he blamed) and the Silverstars all,
And, with a last comment, he hastened away,
"Oration's your strength - it shall be her downfall!"

The family was wary; they cast magic wards
'Bout Therise's bedroom, to keep away spells
And magical creatures - they posted a guard;
After all, normal creatures can kill just as well.

But despite all this planning, the curse made it through, for the mage wove his spells with finesse;
Death wasn't the object - for all of his ire, 'twas their pride that he wished to address.

When Therise awakened - when she tried to speak,
The force of the curse was seen only too well;
Therise fell, contorted, pain-stricken and weak,
If she spoke in other than base doggerel.

A subtle curse, surely, but strong nonetheless;
No Silverstar mage had the power to cure -
Young Therise of her curse - they had to confess
That she'd have a lifetime of rhyme to endure.

But one mage offered hope - the best of the lot
He suggested the curse could be weakened instead
After long days of research, he gave it a shot
Knowing full well a failure would fall on his head.

He succeded in part - while the curse stayed in force, any rhyme would placate its compulsion
But her natural language was still beyond reach - she'd be met in debate with revulsion.

Resigned to her status, her parents then sought
To enroll their young daughter in school as a Bard -
The Bardic Academy: there she'd be taught
To placate her curse, though the lessons'd be hard

Now armed with pentameter, rhythm and verse,
Her voice trained to match her appearance so fair,
Rhyming her lyrics to assuage her curse,
And now armed with magic; let mages beware!

She set out in the world, promoting her name,
And seeking adventure - employment as well,
All her work meant to further build Silverstar fame
'Til such time as she'd magic to vanquish her spell.

Now as you've all guessed, I'm the elf from my song - my name is Therise and my geas remains,
But by all the heavens, that fillaanilmew
*she pauses in disgust, then a brief spasm of pain crosses her face and she hurries on*
will pay for his crimes *she grins* amid pithy refrains!

So gather 'round tavernfolk, strangers and friends,
And lend me your hands as you leant me your ears,
Your applause is most welcome (and coins serve my ends!) *with a wink*
I'll be back again often for at least several years!

*With a final, triumphant chord, Therise lets the last note die in the air, before grinning broadly and bowing*

// This was Therise's character submission, so I thought I'd post it here.
// For all those interested, the midi was made using Noteworthy Composer (so if anyone wants score form, that's available too.)

2107
General Discussion / *chuckles* He'll be after me for this...
« on: January 25, 2007, 09:06:40 am »
HAPPY BIRTHDAY, LightlyFrosted!

  *scampers away*

2108
General Discussion / Kell's stuck
« on: December 04, 2006, 04:31:18 pm »
Kell's stuck behind the fence at the Arcane Tower in Spellguard, so if someone can move him when possible, that'd be great.

2109
Just for Fun / Layo Jam!
« on: November 15, 2006, 04:18:59 pm »
Welcome to the "Darkstorme Harebrained Ideas Hour!"  Today's harebrained idea sprung from some info garnered from the "player behind the character" thread - that there are instrumentalists of one level of ability or another out there!  Now, from the meagre sampling available via the thread, we've got the following musicians:
  • 1 pianist
  • 1 oboeist
  • 1 clarinettist
  • 2 guitarists
  • 1 violinist
  • 1 trumpeter
  • 1 tuba player
 In addition to these musicians, we have a drummer. ;)  There are also a host of people who said that they "used to" play an instrument, or that they play one, but did not specify.. and I'm sure there are others out there!  So, the idea itself: a collaborative Internet performance, featuring Layo's musical talent!  (Not real-time, of course, that'd be silly.)  There are two ways we could go about this.  First, we could choose some actual piece of music that's available free of charge in score form and work our selection of instruments around it (this may mean that our poor overworked violinist will need to lay down multiple tracks), or we could have someone (a bassist, guitarist, or pianist) lay down a bass line and jam around it.  The latter is easier, I'll admit, but the former is far more intricate.  If there's some support, I'll dig up some scores, and we can vote/decide by consensus, and we'll establish the first track.  This track will be made available somewhere (TBA) in MP3 form (if audiophiles want to argue, they're free to do so).  Each successive instrumentalist can then download the (progressively updated) MP3, load it into Audacity, slip on some headphones and record their part overtop.  It might sound like carp, or it might sound amazing - but I'm guessing it'll still be a lot of fun to watch develop.  So, let's see a show of support, and then the first piece in a Layonaran concert can begin!

2110
The reasons given for limiting trap use through ridiculous crafting requirements are all very much valid.  Spamming traps is a cheap way to win a fight, and it's reprehensible to hide behind the "in real life, my character would set ten thousand traps, because he believes in having the upper hand!" excuse.  It takes 5 seconds (or so) RL to set a trap.  If it were real, it'd probably take a few minutes of careful work.  Odds are, when laying traps, your rogue/ranger/whatever does not have a few days to properly prepare a region.  (If they did, this could surely be managed through DM intervention.)

But, of course, at this point, you're saying "But Darkstorme!  You wouldn't start a new thread just to rehash a dead topic!"  Ahhh, you're a clever one.  No, I wouldn't.  Ladies, gentlemen, and unearthly beings of indeterminate gender, allow me to introduce the Darkstorme trapcount limiter version 0.5!  (It's in the zip file attached to this post.)

What the trap limiter (demo module) does:
- In the demo, you can only set three traps.
- Upon setting the fourth, the trap vanishes, and you receive the trap kit back.
- Uses no heartbeat scripts
- DOES use a large switch statement, but that runs in O(1) - or as close as one can get to O(1) in NWScript.

What it does not do:
- Decrement the trap count on an individual, upon the disarmnament/triggering of a set trap.

And herein lies the problem/challenge to those wiser in the use of the Toolset than I.

I have an easy solution for triggering, but that leaves disabling... which would, I presume, be used almost as frequently.  So, the options are as follows:  (a) implement a decrement counter in the trap scripts (minimal cycles used, I believe, with the structure defined as in "traptriggered" (in the module)) or (b) someone can tell me how to configure the 2da to replace the traps set by the trap kits with near-identical duplicates which have their onTriggered and onDisabled script slots full.  That would make this a trivial implementation.

Now, what is my goal with all this?  The same as I stated in the above-referenced thread - the lowering of the materiel cost for trap kits.  With the trap limiter in place, the trap-spam abuse becomes a thing of the past, and traps can resume their RP and tactical role.

I await your adulation - throw True, not flowers, please...  (Or, if you hate the idea, flame me.  Either way, I'd like to know opinions - but do try the module first.)

2111
Just for Fun / Ultimate (Heat) Deathmatch
« on: September 28, 2006, 01:54:08 am »
Simple question:  Will humanity beat entropy?  Will we eventually find a way to beat the Ultimate Timelimit?  The physical laws, as we understand them, say no - but we've found exceptions and loopholes to physical laws in the past.

So, your opinion - will we find a way to reverse the heat death of the universe?  A way to combat entropy directly?  Or will we go gently into that long night?

(Or, do we have another option I've not listed?  If so, add, elucidate, and give us this insight!)

2112
This is just a general suggestion - I only mention it because I've not seen it in quests or mentionned in the forum w/r to quests - regarding those who give out quests (the characters, not the GM controlling them.)

They seem to show the same remarkable broad-mindedness exhibited by the regular individuals in Hlint.  While the Hlintarians may be accustomed to good-aligned all of the above, there's no reason (save if the individuals' names and deeds are known to the character) that they should want them involved with anything they need done.  Their mere prescence ought to cause trepidation, hesitation, or outright refusal to deal with the party if "that" stays with them.  If the character in question is wearing feature-obscuring clothing, an illusion spell, or a disguise, this should suffice, but if they're displaying their nature openly, they ought to encounter more resistance than they do.

As much as I love Layo, I've seen far too many of the races which are, on the whole, evil (such as Kell's own, of course), accepted with open arms.  I expected that Kell would have to earn the trust of those he met, or keep his nature hidden at all costs, but instead, this is only true with a limited few individuals who don't trust ANYONE, let alone a Tiefer.  I realize it's sometimes hard, but even those who know a few good individuals of the race in question ought to be suspicious of a new case.

It's been said before elsewhere, but I know that quests have a powerful influence on the future RP of the participants, so I'm posting it here.  Thanks, and thoughts?

2113
Just for Fun / Weekly INT Check
« on: August 02, 2006, 09:46:21 am »
(Disclaimer:  All use of any in-game names in INT Check® is strictly for entertainment purposes - the social events, locations, and intruiges detailed herein do not have any bearing on the game arc itself, which the author has no control over.*)  Without further ado, then, the weekly INT Check®!   On a recent raid of one of the Underdark caverns near the surface of Mistone, a Drow party was surprised, and a number of documents seized.  The documents are ciphered, but the suspicion is that they pertain to upcoming Drow attacks.  Copies of the documents have been made widely available, in the hopes that some clever adventurer might be able to decipher the plans before the attack.   Document 1: (Easy DC)   Ivreqev'ven or cenvfrq:  Vs jr zrna gb nggnpx Sbeg Yynfg, jr'q orfg tngure bhe sbeprf arne gur Mnvatr Evire.  Gur pbzovangvba bs pbire naq rnfr bs geniry jvyy terngyl snpvyvgngr n fzbbgu ragel vagb pbzong, naq gur sbeg jvyy fheryl abg ubyq bhg ntnvafg n shyy envqvat cnegl.  Gur nggnpx, nf fpurqhyrq, jvyy gnxr cynpr va gur yngre qnlf bs Bpyne, jurarire bhe gebbcf ner cercnerq.  Erfcbaq jvgu nal pynevsvpngvbaf be nygrengvbaf gb gur cyna.
   Document 2: (Medium DC)    bortftoaots nr qtsodrf'  :ro;pm od toqr gpt yjr yslomh. og er vsm dorxr s djoq sy pmr pg yjr d,s;;rt qptydz  ejo;r yjru ,ohjy nr rcqrvyomh sm syysvl nu ;smf, eoyj yjr vp;;sqdr pg n;ppfad msbu. yjru ditr;u eo;; mpy nr rcqrvyomh sm syysvl nu drsz  er eo;; droxr s hs;;rpm sy yjr d,s;; qpty sy yjr hi;g pg nshots. smf dso; imfrt vpbrt pg fstlmrdd yp ;ro;pmz  yjr qs;ytu frgrmdrd om yjr fpvlustf eo;; mpy dysmf shsomdy id. smf er pihjy yp nr sn;r yp drvitr s htrsy frs; pg ytrsditr. lo;; dp,r pg yjr ditgsvrtd. smf ,slr hppf pit rdvsqr om yjr brddr; er vp,,smfrrtrf gpt pit rmytsmvrz  vittrmy yrmysyobr yo,rysn;rd q;svr pit droxitr pg yjr djoq om rst;u frvo;st. eoyj yjr syysvl yp gp;;pe deogy;u. yp sbpof yjr mpyovr pg yjr djoqad vsqyitr dqtrsfomh.  trdqpmf eoyj smu v;stogovsyopmd pt s;yrtsyopmd yp yjr q;sm.
  Document 3: (Hard DC)   QZ KOLIQXB WI'PDN'M VMVS:   NPQ LILZQWH JTMW CZ BTN VCOT YFCMEC WM BA NGNINUWMP M YFYAQLSHKQ RB ZWDC VIXQ JG U AGATUKQA UOQXM, SGXXXMCVS RZFCERCH UMPWWA FX RCASDWMM ADF ZWDV OHL RNONCDNG.  ZZAV HBMDN, KY KMW WHNUUHLIFN OAMZCG UVP JQKCUAS LMEXILKQB HI AGLQYAEOIFTK RBPIPN TIZF QOGXEQWLM.  FQS CTXDGCWZ NBUJXNG CVRRZNZMCWIV MWR MINXHUOQ CC NIWN DFION PYNAAS NPQ YFCVORDUT MCHUKW, BC NPQ MSZMZBSM EUUZ VM DNBXMDNR CUBXHYVF XF OAQUSMA MWR NPQ MSZMZMSLA OJB VM EUOOOTCSLMP FWNP YRBCUMU RLWI KZIWP CC VM EYWFB.  SRJYV FQS GIWNIJ WR XIL NAAQYA, M OWAPFNFM' WD JGMIEBWHA' SDWFL IXIFL NN TUDADFYL MB COZ OXJYZ UMSHBUCM.   CB IXIFL MUGI AQAJY CE FSFT FX SMBMKZCAT J DIAUCWPM DNDOBMCWIV RXF NPQ PICTP - XF UB XNOMB M ASJCFJHCWZ XT LMXROVQXRHS IZM SZNULWYVOH.  HBQE FCOTP ASKCUAS IVXH O MUMUZ ZZMLHCWZ XT ICD VOHXAFSL BA JQWWYYZCAT, KIN EADZX AQAJY CE FSFT UW HYZYB CZ UUBRCZQLHCWZ.  NAJTAHAYVF XDJWDCIHQFRSM KADZX, IPMWNQAWOFTK,  KS ZINAWWIFNR NW NNHNMD BSLDQ XIL WIW WHBQASMBE.  FS QQXU SMBMKZCAT J PUAQ XT IXQAONQAWG CV YJF, UVP YFIKQMS ZZAV HBMDN.
   Why the Drow encrypted messages in Common is anyone's guess. ;)  Regardless, what are the plans for Drow attacks?  Cryptogram fans - enjoy!    *Though subsequent INT checks may (if I have time to set it up) have actual in-game results.

2114
Just for Fun / Roll an INT check...
« on: July 26, 2006, 09:21:48 am »
Lower DC this time than last - an adaptation of a classic puzzle.  You and your travelling companions are exploring a tomb somewhere on Dregar.  The party's rogue, while searching for traps, stumbles across a hidden door to a chamber hitherto unexplored.  It is only after you and one other party   member step through the newly opened door that you discover WHY no one ever reported the room's existence - a heavy stone slab slams down, a secondary door, sealing the room.  You turn and smite the rock with your sword, to no avail - the glimmer of protective enchantments ward the stone against any sort of harm, physical or magical.  As your companion crosses the threshold into the room proper, there is a low hum and the eerie whine of a spelltrap activating, and the green glow of a feeblemind spell outlines your hapless companion for a moment.  A hurled dagger destroys the source, but it's too late:  without any readily available cure, your companion is now essentially mindless - capable of obeying commands, and not much else.  Growing ever more concerned, you spy a plaque on the wall, and three containers sitting below it, as well as two tables with raised circles - likely pressure plates - in the centre of the room.  The largest of the containers appears to be full of diamond dust.  The plaque reads as follows:  
Heed my words, intruders all Or those who seek to raid my hall Thy fate is sealed, entombed forever Unless thou art both quick and clever Sitting right in front of thee Exist the tools to set thee free Place two urns of equal weights Upon the tables' trigger plates But 'ware, if thou should place them ill Thy stone-walled tomb with gas will fill And chok'd to death, thou shalt await For company to join thy fate  In plainer text, I shall explain:  The urns are of equal weight, but varying capacities - the largest can hold eight pounds of dust, the smallest three, and the middle vessel five.  Mind thou dost not spill - my mechanism, ancient or no, is quite sensitive.  Let this be a lesson to thee whether thou escapest or not - do not meddle in the tombs of thy betters.  Oh, and as a final thought - the urns themselves are of insufficient weight to trigger my mechanism, and every ounce of the diamond dust will be required to make the door yield passage once more.
   So, left entombed but with a hope - if you can only figure out how to place equal weights of dust on the two pressure plates, you can escape.  But if you get it wrong, you and your mindless companion are doomed.  Can you make it out alive?  //PM me with your solutions, as before! // 5 minutes or less (unless you already know the solution) == DC 16 // 5-10 minutes == DC 14 // 10-20 minutes == DC 12 // >20 minutes = DC (2 / (time required - 19)) + 10

2115
General Discussion / Possible new source of CNR (Semi-serious)
« on: July 24, 2006, 07:23:04 am »
This would be unremittingly evil, most likely... but it's an interesting concept, so I thought I'd propose it in General Discussion and see the reaction.

What would happen if you mined a creature upon whom you'd just successfully cast Flesh to Stone?  What is the mineral content, say, of a petrified elf?  It would be a thoroughly evil source of CNR, but temptation towards alignment violation is always a good thing, IMHO.  So, minable enemies?  Thoughts?

2116
If LORE accounts could be associated with forum accounts, links to a user's characters could be provided on their user profile page - which would be a major timesaver on the forum.  It's a minor functionality thing, but I would like to see it implemented/help implement it, if necessary.

Thoughts?

2117
General Discussion / Stuck!
« on: July 18, 2006, 06:00:04 pm »
If anyone with magical, semi-cosmic (read, DM) powers could help, that'd be spiffy.. Kell's stuck on a hilltop in Blackford Castle, West.. while the view is spectacular, it is hindering my arrival at the subquest I was going to participate in.

Thanks in advance.

2118
Just for Fun / A Night Out
« on: July 18, 2006, 12:21:15 pm »
// Note - This is the first of these I've written in a while, but I've determined that there's only one solution.  Have fun!  // Second disclaimer - I do not claim to have any knowledge of the drinking preferences or company of the personages named in this puzzle.  It's all made up.  (So asking them won't help.)  One night, at the Wild Surge, Ozy, Rufus, Rhizome, Talan and Xiao settled down for drinks and discussion.  They chose a round table in such a way that each of them would have two neighbours, then placed their orders.  Shortly, the drinks arrived: Dark Dragon Pilsner, Green Forest Draft, Silver Buckle Gin, Will O'Whiskey and Xeenite Red.  Now, the following was true that night: [list=1]
  • Ozy and Talan were having a difference of opinion, and as such would not sit next to each other.
  • Xiao was recovering from a nasty case of mummy rot, and his stomach wouldn't take hard liquor or wine, so he stuck with a beer.
  • The individuals with green and red drinks sat next to each other.
  • Rufus' neighbours were drinking Dark Dragon and Will O'Whiskey.
  • Rhizome had recently had a bad experience with good gin (too much good gin, sadly), and so arranged to sit separated from the gin-drinker.
  • Beer drinkers tend to cluster, and this table was no exception.
  • Talan and Rhizome were sitting next to one another to discuss their latest adventure, and each tried the other's drink.  Neither tasted beer that night.
  • Ozy refused, on principle, to sit next to the lone wine-drinker of the group; Talan raised his glass to the wine-drinker in a comrade's salute.
 So....
  • Who sat next to whom?
  • What did everyone drink?
 Note: Green Draft and Black Dragon are beers, Xeenite Red is wine.    Post 'em here or PM me and find out whether you make your INT check! *grins*  Edit: Correct answers so far:

2119
Development Related Topics (DRT) / All the Trappings
« on: June 27, 2006, 01:09:33 pm »
Given that this was becoming an OT focus in General Discussion, I thought I'd make a post thread about it here, where it might do more good.  I'm also copying the pertinent comments here:  
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Niles09 -- Layo has a BIG lack of traps and locks. Layo generally fullfill(sic) what I expect of a dnd universe, or roleplaying universe, except the sentence: "deep dungeons filled with monsters and deadly traps." ...  
 
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SquareKnot -- If all the rogue skills aren't useful until you either go on a quest or become 15th level and travel with a large, high level group to a formidible dungeon, then there is a balancing issue here. There is a shortage of opportunities for rogues to use their skills. Can you imagine telling a mage "You can only use magic from 3 schools unless on a quest or when you hit high level?" ... The only thing that makes a rogue special is the skills. [In rebuttal to one of Dorgonath's comments.]
 
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Stephen Zuckerman -- In the Crypts, Rogues are useless. The whole undead not having vital areas thing. There are no traps, no locks, and nothing to Sneak Attack. They're about as useful as a Brownie Fighter with a focus in Archery. ... Seeing a small XP reward for disarming a trap would be nice, too. What good is "practice" if you're not learning anything? You get XP for killing something. You get gold for killing something. How different is that from recovering a trap and getting a little bit of XP, plus the trap?
 I've included all that I feel to be reasonably pertiment and non-spurious from the original thread.  A number of Niles09's posts, while well-meaning, seemed to ignore Dorganath's responses.  I also feel, however, that Squareknot's analogy between wizards and rogues is apt, but not in the way that it was taken.  It was apparently taken as meaning that rogues ought to be as powerful as wizards - and on an open field, this just isn't true.  However, what SquareKnot was implying, from my perspective, was "how would you like half of what makes your character class what it is to be made useless until you're 12th level, when you'll finally have some use for it?  Even if a Rogue isn't a thief, they serve as scouts, clearing the way for the rest of the party.  With that in mind, even simple areas like the Hlint crypts ought to have traps that seriously threaten those that step on them unawares, in such a way that they'd want a rogue along - in the same way that you'd want a spellcaster along for a major battle.  In reality, there ought to be more traps than creatures in most crypts.  Which is cheaper to put in for your basic evil wizard/tyrant/lich?  Some sort of monster that requires upkeep, or a trap that will sit where it is until some hapless adventurer steps on the pressure plate/breaks the line of light/opens the door?  Finally, SZ's other point, that of an XP reward for traps, would be fairly easy to retroactively implement (bit by bit, though, most likely, if they're not dyamically placed traps), but should be (obviously) significantly less than would be given for a monster of equal threat level, for the simple fact that the trap isn't trying to hit you as you disarm it.  However, if the traps are sufficiently deadly to make a fighter pause, they'd probably kill a Rogue, so the risk of Spectacular Failure provides sufficient risk to justify reward on a successful disarm.  Something like:   // in the "On Disarm" event of the XP-granting traps  void main() {  object oPC = GetLastDisarmed(); if (GetIsPC(oPC) { int XPGranted = FloatToInt(GetTrapDisarmDC(this) * c / GetCharacterLevel(oPC)); // where c is some balancing constant GiveXPToCreature(oPC, XPGranted); } }  
 
Anyway, that's my two copper pieces.  Anyone else?  Rebuttals?  Praise?  Adulation?

2120
NWN Ideas, Suggestions, Requests / Tongues?
« on: June 27, 2006, 11:51:07 am »
The suggestion of the Draconic (Arcane) ear reminded me of a thought I'd had the other day - could a "Tongues" spell be scripted?  I'm just looking into server-side spell tie-ins, but if it were tied to a focus, that could work, I think.. the focus would just act as whichever ear you targeted the "Tongues" spell as.  It would greatly facilitate communications, and would allow for greater RP opportunity - a newcomer who doesn't speak Common happens into Hlint, a mystic figure makes a few passes in the air and starts talking to them in their own language...

I could see two major problems with this - one, that it might be unbalancing, as it would remove the need to RP appropriately to get an ear in a language (but as it'd take up a spell-slot and be shortlasting, that might not be a problem), and two, that it might be incredibly difficult to implement.. but interpretation is key to the wizard's role in a lot of PnP campaigns.

Thoughts, anyone?

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