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Messages - WarriorOfTheLance

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41
Trade and Market Hall / Glitch walks in and purcheses
« on: February 21, 2013, 05:43:37 am »

Glitch walks in and purcheses the following (gold left in respective chests)

Ring of Wizardry 2 - left 3100 true

Gnomish lense - left 6300 true

Fey horn - left 2400 true

 


42
Trade and Market Hall / Glitch tips the cook without
« on: February 20, 2013, 11:15:32 am »

Glitch tips the cook without taking any food

1400 gold left in chest.

 


43
Trade and Market Hall / Glitch walks in and buy's
« on: February 20, 2013, 11:14:11 am »

Glitch walks in and buy's claws of the lich, 7339 gold deposited in chest.


44
Trade and Market Hall / Glitch'nich buy's Greater
« on: February 20, 2013, 04:28:04 am »

Glitch'nich buy's Greater Mage Armor, ring of Wizardry 3

left 10100 true

left 4860

14960 total.

(if i get a discount credit me ;) )


45
NWN Ideas, Suggestions, Requests / Re: Reworking the Sneak System?
« on: February 15, 2013, 05:37:51 pm »
Quote from: mumbles
i see them as good support class , Disclaimer here - purly mechanicly wise ,
they let there friend engage firstly (fighters) after scouting ahead telling them how many etc....
then they duck in to the shadows and once the pure muscle of the group has engaged they either sneak in flanking the enermy,
aiming for all the weak armoured points (sneak attack) Or sit poping them with arrows.

So my surgestion would tie into this it wouldnt over power them, just allow them to give more support
, poping out of the shadows unexpectedly and stunning them maybe whilst they are otherwise occupied.


A support class, I keep hearing that from a lot of folks here. Support for what?
 fighting enemies? I suppose if that's the only goal that exists, that would be fine.
AD&D is not all about fighting, it's not about mining, it's not about killing things, it's not about just any one thing.
A rogue is a class, plain and simple.  It could be used to support a team of fighters getting them through doors, or removing traps,
but calling it, or any other class a support class is kind of demeaning.
It's kind of like saying my class is better than your class... when in truth you can play the adventure (the original champaign)
all the way through and beat it with any class.

Being that AD&D simulates real life using various kinds of dice calling one class more important that some other class is like saying
 soldiers are more important than farmers in real life... in truth one could not exist without the other and both play very different
 and very important roles supporting each other.

When no DMs are present running a quest it's my feeling that the fighters like to feel the most important.
Most mages are shot to the back, along with rogues and clerics that aren't built for fighting.. most of the fighters on the server
 (that i've played with) and some of the fighting clerics and pallys, don't seem to have a lick of strategy when it comes to using the
 group and are usually seen rushing in separately trying to prove their worth.. (example villiage of the mists for those of you that were with).
That is a limit that can truely be a party killer.

When a DM shows up the server feels more alive to me, less mechanical.  I appreciate a good dm that comes in and out of the blue stirs up trouble.
Especially trouble that slows down a fighter (and I'm not talking about more monsters).
I wish the server had more things to slow down one sided parties. Things that would make a groups talents all be used and not just rely on a single
class.

To support my arguement I'm going to quote an excerpt from a book, sorry.
Here it is from the book AD&D Dungeonscape 3.5:
Chapter 1, page 14

"Rogues:
Your purpose in the dungeon is, frankly, to do everything. You are the skill expert, and the rest of the party relies on your expertise.
Other characters probably do not have disable device, knowledge dungeoneering, and open lock, so make sure you have plenty of ranks in
those skills."

46
NWN Ideas, Suggestions, Requests / Re: Reworking the Sneak System?
« on: February 15, 2013, 07:58:49 am »
I'm not sure how big an area a set trap can take up, but maybe increasing the area the trap covers could be something to think about, i'm sure there has to be a way to do this, maybe some kind of script that places identical traps, one to the right and one to the left of the original trap the player placed to cover more space... that would increase the usefulness of the rogues skills more than trying to make them a fighter. Traps are to the rogue what spells are to the mage.
Assassins i could see doing more damage, as they are trained in being more deadly with weapons, but that's just an advanced rogue... an assassin would go in and kill the leader without having to take down the leaders forces... or go in and assassinate all the catapult operators, or even just sabotage them to explode when used... that sort of thing.

Think Hitman.

Maybe the rogue could be master of disguise as well, maybe give them the ability to disguise themselves among the same sized creature, (some sort of clothing or something that makes the monsters behave differently till they are found out)

47
NWN Ideas, Suggestions, Requests / Re: Reworking the Sneak System?
« on: February 15, 2013, 07:54:00 am »
Rogues that get caught.
Well rogues that get caught need to run to their fighter friends yelling mission failed... time to hit them hard! hehe.

48
NWN Ideas, Suggestions, Requests / Re: Reworking the Sneak System?
« on: February 15, 2013, 07:46:43 am »
I also think (if they can't already) that rogues should be able to lock doors and even trap them quickly... with a DC based on their skill... that could save lives.

49
NWN Ideas, Suggestions, Requests / Re: Reworking the Sneak System?
« on: February 15, 2013, 07:44:39 am »
Quote from: Polak76
Hehe...my palemaster takes skills in set-disable traps.  I'm building up a nice collection of trap kits.  I'd love to see however traps and poison being a little more powerful.


i'm sure there are lots of mages that take some set-disable traps skill, but if you are (like me) it's very low compared to a real rogue and what they could do, and i am sure there are some nasty traps out there... mages wish their spells would do more damage as well, some of them know to stack the spells for double and tripple the effects... the same holds true for traps, stack them... a good rogue can set more powerful traps than any mage can do, unless the mage is suffering from loss in other skills he needs to try and be a rogue... and i agree, there should be more powerful traps available to the rogue... that's the rogues true usefulness, not in weilding weapons.

50
NWN Ideas, Suggestions, Requests / Re: Reworking the Sneak System?
« on: February 15, 2013, 07:26:39 am »
Another idea about traps, rather than only placing your own traps, recover the enemy traps you find before the party goes ahead, turn them around to be your own traps, use what you find that the enemy has placed to trap you, to trap them. turn the hand of battle the other way.

too many rogues i think want to treat sneaking like invisibility for the mages... well sneaking is much better than invisibility, if used properly... fighters do the damage, rogues have other uses, and shouldn't be played like a figher or a barbarian.  I think maybe there should be more things for a rogue to do, such as activate things that maybe the enemy thought they were in control of, balistas, catapults, statues with magic powers that the enemy was going to use against the party. sneaking in and causing chaos is what a rogue would do best. Sabotage.  A mage can turn invisible or cast greater sanctuary and go look ahead, but not many mages can set up a nice fat trap in the middle of the road...  sneak right through enemy territory and turn the balistas on the people that thought they were in control of them... toss fire bombs and disappear into the shadows.  As for HIPS being bugged, it might be kind of bugged but i think it has more to do with the enemy's spot check and listen check. most people forget about the listen check, mostly mages thinking invisibility makes them silent. Using HIPS works on your hide check and trying to disappear right in front of someone doesn't always work, so neither does HIPS..  After you hide, if you start moving your now using your move silent skill, every round the enemy gets a new spot check and a new listen check to try and see or hear you... they could succeed at any time.

A party with a good rogue and a good mage that can work out strategy could be a powerful pair, suppose you walk into a huge cavern filled with baddies walking around and you notice they've set up traps, you sneak in and recover those traps for yourself and set them up all on top of each other at a location.. now you signal your mage who is standing by to where your traps are... now you need a distraction.. so the rogue, well he pops out the shadows on the other side of his traps and lures the two separated groups of baddies closer to his trap, and disappears, signals his mage friend again and pops out the shadows again this time luring them right into the traps as a whole unit, if the traps don't get them, the mage with an aoe spell or fireball or some other nasty will finish them off in one big puff.

51
General Discussion / Re: Problems logging in
« on: February 15, 2013, 12:33:18 am »
My appologies to the entire group for shooting what i thought was only one animated sword... i shouldn't have been so hasty to bring it to us as i'd never been in that dungeon before. Hope you all got out safe, those that were left after my blunder.

52
NWN Ideas, Suggestions, Requests / Re: Reworking the Sneak System?
« on: February 14, 2013, 06:11:09 pm »
People don't always think about sneaking i guess when playing a rogue.
When playing a rogue most people sneak ahead and see what is there... but that is not what a rogue would do... they would sneak up and place traps in the way of the on coming mobs and then go back... that is the usefulness of sneak, most people don't even loot the traps.

53
Trade and Market Hall / Re: Angels Guild--Adventure Outfitters
« on: February 12, 2013, 08:22:35 pm »
Glitch buys lion bag, left 5050 in payment chest.

54
Trade and Market Hall / Re: Angels Guild--Adventure Outfitters
« on: February 07, 2013, 01:35:38 pm »
*glitch'nich amthrmil walks in to the old guild store and places 10 diamonds in the big chest which is next to the little chest which is next to the counters*

55
*Glitch walks in and deposits 3000 true in the payment chest*

-2881 + 3000 = 119 credit.

56
-51,346 <-- debt
*Glitch'nich adds boots of striding +1 at 1600*

-51,346
+1600
-49,746

*Glitch adds platinum full plate 1x5000*

-49,746 + 5000 =
-44,746

*Glitch added Suit of Constructs to Other Metal Armors chest*
not listed
47,820 x 0.75 = 35,865
-44,746 + 35,865 = -8,881

-8,881

*Glitch added Black Kumade 1x (8000x0.75 = 6000) *
6000

-8,881 + 6000 = -2,881

57
*glitch takes grizzly bear leather armor*
4200
24,102 previous
19,902 new balance

// returned this item, Lil didn't want it... i'll wait for the adjusted credit/debt

// took my items from the "we don't want it" chest

alright going backwards a bit
19,902 + 4200 on returned item = 24,102

subtracting from credit for items that were rejected

2 - Element Wheels - 11,889 x2 (23,778)
Down to Earth boots - 51,666
Lesser Ladys Gift - 5,763
Scout Bracers - 2,826 * (gave myself 2826 )
Swashbuckler Sabre - 2,500
Iron Falchion - 2,027 ** (gave myself 1554 credit)

so, 24,102 - 23,778 - 51,666 - 5,763 - 2826 - 2500 - 1554 = -63,985

debt 63,985

now time for more credit
platinum nugget 5x100 = 500
coal 5x50 = 250

alright you are mistaken about me putting in two element wheels.
here is what the log states.
(1) Swashbuckler's Sabre Added by Glitch'nich Amthrmil on Mai 1, 1509 4:30pm
(1) Element Wheel Added by Glitch'nich Amthrmil on Mai 1, 1509 5:00pm
That means I added just one... but there were now 4 element wheels in the chest, not 3, 4.
here's how you can tell, the next 4! transactions are me removing element wheels... 4 in a row...
(1) Element Wheel Removed by Glitch'nich Amthrmil on Mai 1, 1509 5:30pm
(1) Element Wheel Removed by Glitch'nich Amthrmil on Mai 1, 1509 5:30pm
(1) Element Wheel Removed by Glitch'nich Amthrmil on Mai 1, 1509 5:30pm
(1) Element Wheel Removed by Glitch'nich Amthrmil on Mai 1, 1509 5:30pm
I couldn't have removed 4 after putting in only 1 unless there was already 3 of them in there.
you'll have to figure out who that was, but it was not me.

if you look at my transaction log on the forums as well you'll see i put in one element wheel.

next in the log i replaced 4 element wheels...
(1) Element Wheel Added by Glitch'nich Amthrmil on Mai 1, 1509 5:30pm
(1) Element Wheel Added by Glitch'nich Amthrmil on Mai 1, 1509 5:30pm
(1) Element Wheel Added by Glitch'nich Amthrmil on Mai 1, 1509 5:30pm
(1) Element Wheel Added by Glitch'nich Amthrmil on Mai 1, 1509 5:30pm

i will return the second wheel that you gave me because i did not add it and it is not mine. I will re-credit myself as well.
a
-63,985
+11,889
+750

-51,346 <-- debt

element wheel returned to "Items we will not accept" chest.

58
previous credit 28,776

glitch takes bracers of armor +2 at 3000 (4000 x 0.75)

puts in bracers of the scout at 2826 (3768 x 0.75)

glitch takes boots of the arachnea at 2500
glitch takes belt of acquisition at 2000


new credit 24,102

59
*glitch takes boots of the sun soul +3*
no price TBD
pays lense x 0.75 = 10,545

*glitch takes gloves of the hin fist +4*
no price
pays lense x 0.75 = 32,916

previous 68237
less total 43461

credit 24,776

glitch puts in blue suede shoes + 4000

credit 28,776

60
*glitch walks in and drops boots in the chest*
Down to Earth 68,888 x 0.75 = 51,666

previous 16,571 + 51,666 = 68237

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anything