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 Changes 2 Spells

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harmjustice



Posts: 56
Join date: 2009-04-18
Location: Earth

PostSubject: Changes 2 Spells   Sun Sep 06 2009, 20:49

Have you been changing spells on Drow Myrmidon's in drow they now completlt paralis you so you are help less...

I have a deep request can you make it so when we use raise dead on an undead they die...
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Sarah the DM



Posts: 456
Join date: 2008-09-04

PostSubject: Re: Changes 2 Spells   Mon Sep 07 2009, 06:04

I have thought about the raise dead and resurrection spells for some time. In original D&D, casting raise dead or resurrection on an undead would restore it to life, not kill it. That would be exceedingly difficult to do, as I would have to create living versions of every undead in the game. There's no way that I know of to switch an undead to a living creature short of deleting the undead and spawning the live version in the same location.

As for letting the spells just destroy the undead, that could be considered. You'd likely have to do a touch attack and then they'd get a saving throw and magic resistance check.
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Sarah the DM



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PostSubject: Re: Changes 2 Spells   Mon Sep 07 2009, 06:07

As for spells, they haven't been changed recently. The Drow Myrmidon are more effective, because you need to roll a saving throw against all spells now. There are no immunity items left in the game except for artifacts and set bonuses, and the set bonuses have lost most of their immunity properties.

You shouldn't see any items with immunity to any of the following:
Critical hits
Death Magic
Poison
Fear
Disease
Knockdown
Sneak Attack
Paralysis
Mind Affecting

You can help protect yourself with a freedom of movement spell I believe.
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harmjustice



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Join date: 2009-04-18
Location: Earth

PostSubject: Re: Changes 2 Spells   Mon Sep 07 2009, 07:40

I discovered by casting mind immune help to avoid it...
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Sarah the DM



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PostSubject: Re: Changes 2 Spells   Wed Sep 09 2009, 07:57

If everyone has immunities to all the special attack forms, then KT becomes basically a physically slug fest. I originally started KT because DX was just that. Everyone was immune to everything and players couldn't even hit each other (the ACs were phenomenal). Absolutely nothing matter in DX beyond getting the right items.

I started adding immunity items back in the module this year, based on pleas from some players, and now I regret it. If you run into a monster that you can't melee because it disarms or knocks you down, then evade it, summon up something to shield you, or find another way to survive the encounter.

Casters complain that everything is immune to their spells while they themselves want the very same immunities!

If we're going to have a server where character development, like skills and feats, matters and spells actually work, that's fine with me, but it's a two-way street. If you want to scare a monster to death, expect to have to survive some of the same stuff.

I greatly reduced the penalty for death, btw, so dying isn't fun but it's not going to ruin your character.

The end goal here is to provide more variety than simply bashing things on the head until they die. Maybe rogues will actually be able to use their sneak attacks again, and maybe fighters will do a few extra points in melee against the far more common non-critical immunity monsters that now populate the server.
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DarkSky



Posts: 151
Join date: 2008-09-06

PostSubject: Re: Changes 2 Spells   Wed Sep 09 2009, 10:17

For the casters, all I wanted is one spell to take hold, it don't have to be everytime and for the immunity NA, I have had items that didn't have any immunity at all and did very well with my buff even if they didn't last that long Smile.

It's not only this server that casters are out #, why, cause they are good. I played a caster for a long time, but as of lately she is crafting more than anything and thats ok.

Good job here Sarah. God Bless.
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Sarah the DM



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PostSubject: Re: Changes 2 Spells   Wed Sep 09 2009, 10:48

On KT, casters are pretty powerful. With default Bioware spell scripts, casters are no match whatsoever for a fighter. All the fighter has to do is get close and it's over for the mage. At least KT gives casters reasonable amounts of damage.
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harmjustice



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Join date: 2009-04-18
Location: Earth

PostSubject: Negative energy protection LAMN!!!   Thu Sep 10 2009, 20:32

Why doesn't the negative energy protection , help against mutated spiders?

It would seem only fair that it works... else affraid wise I will just have to leave the spiders for there next victims ... affraid
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Sarah the DM



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PostSubject: Re: Changes 2 Spells   Thu Sep 10 2009, 22:12

The original negative energy protection spell gives 100% immunity. I rewrote that long ago, as I thought it a ridiculously overpowered spell. I don't know of any other spell that gives 100% immunity to a particular damage type. Such things as the fire shield only give partial protection.

When I rewrote the spell, I based it's power on the caster's level. A higher level caster gets a greater degree of negative energy damage reduction and a higher saving throw bonus from negative energy.

To tell the truth, I should probably do the same thing with clarity, as it makes all mind-affecting spells worthless. It could be rewritten to greatly increase your odds of survival but still give a chance of failure.
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harmjustice



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Join date: 2009-04-18
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PostSubject: Re: Changes 2 Spells   Thu Sep 10 2009, 22:33

I don't mind that you want things to be a challenge, but I used ring with lvl 15 not ptoin lvl 5, and as barbarian, wm I have no other option (even tho anything else in the dungeon I can fight, the Harm on hit without and defense makes it an immpossible encounter)... Also when I went to hell I get hellballed kd is automatic ,can you give us a disiplin check at least for hellball's kd attack, cause when you get kd'd from that then sneak attacked that sucks causes instant death...

I don't like to die without a fight... pale
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Sarah the DM



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PostSubject: Re: Changes 2 Spells   Fri Sep 11 2009, 13:01

I'll check on the spells you mentioned and post a response on this thread. I actually redid harm a long time ago to allow a saving throw. Hell ball I'm not sure of.
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Warchief



Posts: 84
Join date: 2009-02-09

PostSubject: Re: Changes 2 Spells   Fri Oct 02 2009, 13:10

Sarah the DM wrote:
With default Bioware spell scripts, casters are no match whatsoever for a fighter. All the fighter has to do is get close and it's over for the mage.


Not that true. All a mage has to do is use bigby to pin a fighter or just have mestils acid sheath, Elemental shield, death armour and epic warding and a fighter will most likely kill him or herself before he/she kills the mage. Also one other spell that gives 100% immunity to a type of damage is shadow shield which give 100% immunity to negative energy. Also it would be really neat to see the spell Great Thunder Clap do sonic damage to give mages a spell that does sonic damage to those creatures that are immune to every other elemental and magical damage(if any creatures exist) and to give them an alternative spell that they can use if a creature is mostly immune to elmental damage.
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Sarah the DM



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PostSubject: Re: Changes 2 Spells   Sun Oct 11 2009, 14:47

In regards to casters destroying fighters, you assume the caster already has all the protection spells in place. However, I agree the Bioware version of Bigby's is way overpowered. Some of the Bigby versions don't use normal saving throws, like a reflex save. Those particular ones almost always worked against humanoid-sized creatures.

When I played the default Bioware modules, I never had any problems destroying any of the assorted casters with fighter characters. Playing against a human player, especially one who has all of their protections in place, would be an entirely different matter. I remember how frustrating it was playing online against Bigby spammers.

I hope that the fighters and casters are evenly balanced on KT. The meteorite is a great equalizer for casters who think they are unstoppable. It works both ways, though. A fighter without buffs would be a pretty easy target for spells since the immunities are gone.
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DarkSky



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Join date: 2008-09-06

PostSubject: Re: Changes 2 Spells   Mon Oct 12 2009, 23:05

All is good, but I never thought or said my caster was unstoppable, just let one knockdown her down and it's all over and that's with buffs, so I will stop playing them now and make the fighter's!.... cheers
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DarkSky



Posts: 151
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PostSubject: Re: Changes 2 Spells   Fri Oct 30 2009, 17:50

Back to the casters. . . . What have you done to the bigby's hands ? I know they were a little overpowered but now I'm getting Bigby's Resisted in higher dungeons where it's needed more? I can understand them all not taking hold but come on this is a little much I think, I have notice that a lot of my spells are weaker than they should be, why? Is it more less over for casters now? Am I the only one seeing this. Sad

I'm sorry if I upset anyone over this but I enjoy playing a caster or did.
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