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 Entirely too difficult

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GPharaoh

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Join date : 2008-09-23
Age : 29
Location : NYC-Brooklyn

PostSubject: Re: Entirely too difficult   Sat Jun 05 2010, 22:11

well i never noticed it lie about saves as i never made CoT. I just knew it doesn't add saves from items, the one like saves vs mind affecting. I think it does show universal saves on char sheet. It's been quite a while last time i played.
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Abriymoch



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Join date : 2009-02-15

PostSubject: Re: Entirely too difficult   Sat Jun 05 2010, 22:36

It will only show Universal, and Fort/Ref/Will.

But even the separate bonus it doesn't show are still affected by the +20 cap.


If you had +18 Universal saves, and +6 to saves vs spells, you'd be missing out on 4 of those saves vs spells, as 18+6=24.
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GPharaoh

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PostSubject: Re: Entirely too difficult   Sat Jun 05 2010, 23:44

yeah, just that only these Universal/Fort/Ref/Will would be shown on char sheet. Affected by +20 cap limit. That's why i said char sheet doesnt lie abut saves just because it doesnt add saves vs death magic/mind affecting/etc.

Well i never went over +20 cap so idk if it does show more or not, that's a different story than.
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Sarah the DM



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PostSubject: Re: Entirely too difficult   Sun Jun 06 2010, 13:21

I rewrote the spell DC script. Let me know how it works out.
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Abriymoch



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PostSubject: Re: Entirely too difficult   Sun Jun 06 2010, 15:18

PROBLEM!!!!!


Level 60 cleric and implode only has a DC of 13 with `48 Wisdom!


**EDIT**
In Fact, all of my spells are 13 and Lower in DC.


Sunbeam was having a DC of 0.

**EDIT AGAIN**

Even Hellball has a DC of 15
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Sarah the DM



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PostSubject: Re: Entirely too difficult   Sun Jun 06 2010, 20:46

Fixed that one. It only affected level 60 and above. Please continue to let me know if there's something I missed. Thanks!
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Sarah the DM



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PostSubject: Re: Entirely too difficult   Tue Jun 22 2010, 06:22

Any more feedback on whether the spell DC changes make the module more reasonable?
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Abriymoch



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PostSubject: Re: Entirely too difficult   Tue Jun 22 2010, 18:01

They help up to about D14. After that the changes aren't noticeable.

What would seriously help is increasing the DC of spells that have 2 saving throws to survive, like Phantasmal Killer and Weird (both Illusion spells, NPC makes 2 checks to live). If DCs on spells like these were increased it would be cool.


Spells with 2+ DCs:

Phantasmal Killer
Weird
Great Thunderclap
Banish
Sunbeam
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harmjustice

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PostSubject: Re: Entirely too difficult   Fri Aug 06 2010, 20:15

Is kt to difficult?
I'd say @ times it is , when irratated after haveing a good time crawling thu dungeon's with my toon...Only to get into a fight to much for me,
yes dying thats not the worst of it...no
I't's when you have to respawn
leavin half your gold on the ground,
thinking now I'm not haveing fun,

Only to die a second time when you go back into the dungeon...
Now gold is 1/3 less then when you started ,
and with this heavy bag of unidentified items that I cannot offord to have id'd.

Eyes open that I gotta rebuff and recover two bags of gold to identify my items...
Is kt to difficult?

I'd like to see the gold drop go away if you die, instead just delete the toon...






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Abriymoch



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PostSubject: Re: Entirely too difficult   Fri Aug 06 2010, 20:46

harmjustice wrote:
I'd like to see the gold drop go away if you die, instead just delete the toon...
And that would make me quit and try to make nobody play here ever again.

That, Or I'd hunt you down and kill/delete every character you have.

I've never heard of a worse idea.
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