Title: true sight Post by: atebatsam on October 10, 2005, 08:08:48 PM I’ve stumbled across some items that give permanent true sight. Needless to say, I am very against this, and I don’t feel my opinion is in the least bit biased :) One, it totally nerfs any stealth build and two it makes the spell completely pointless as well as skill points in listen, c'ept for the affinity bonus. Also, how many npcs immediately caste sanctuary or invis when being attacked? I understand as far as dragons and other powerful npc’s but as far as it being a regular item I must protest. (I actually feel the same way about perm haste items, however walking around at normal speed in this size of a world would be torture.)
Title: true sight Post by: Drakaen on October 10, 2005, 08:21:37 PM That is a good segestion... the haste part can be a problem with the benafits... maybe find a way to increase only walking speed... nothing else
Title: true sight Post by: perk31 on October 10, 2005, 08:22:44 PM Tell me where and what and I will get rid of it.
By the way, most people will have to run at normal speed since I think only one item has haste on it now. *S* Title: true sight Post by: atebatsam on October 10, 2005, 11:00:27 PM certain paladins have the true sight. as far as haste, there's expedious retreat, and monks natural speed increase, so perma those items might not make going anywhere a bore. plus limiting haste items might make potions of speed more valuable. (although, from a gameplay pov, going from haste to no haste really sucks :) )
Title: true sight Post by: Podilarius on October 11, 2005, 09:44:12 AM Quote from: "atebatsam" certain paladins have the true sight. as far as haste, there's expedious retreat, and monks natural speed increase, so perma those items might not make going anywhere a bore. plus limiting haste items might make potions of speed more valuable. (although, from a gameplay pov, going from haste to no haste really sucks :) ) certain Paladins DO have true sight ... but trust me when I say it is removable by a rogue .... o and I guess you found out then that certain paladins will attack you when they percieve you ... so you must be evil .... *evil laugh* Title: true sight Post by: atebatsam on October 11, 2005, 09:49:41 AM right, its removable, and thats the problem :) i think perm true sight is way too powerful an item for pcs. if i wanted things like that, i'd just play through HoU.
Title: true sight Post by: Podilarius on October 11, 2005, 11:05:49 AM Quote from: "atebatsam" right, its removable, and thats the problem :) i think perm true sight is way too powerful an item for pcs. if i wanted things like that, i'd just play through HoU. ah I see ... I will change it so that they can cast it rather than have perm ... Title: true sight Post by: perk31 on October 12, 2005, 07:01:51 AM Quote from: "Podilarius" Quote from: "atebatsam" right, its removable, and thats the problem :) i think perm true sight is way too powerful an item for pcs. if i wanted things like that, i'd just play through HoU. ah I see ... I will change it so that they can cast it rather than have perm ... I would just make the item non-droppable. I doubt they will ever use the spell if you give it to them. Title: true sight Post by: Podilarius on October 12, 2005, 08:50:57 AM Quote from: "perk31" Quote from: "Podilarius" Quote from: "atebatsam" right, its removable, and thats the problem :) i think perm true sight is way too powerful an item for pcs. if i wanted things like that, i'd just play through HoU. ah I see ... I will change it so that they can cast it rather than have perm ... I would just make the item non-droppable. I doubt they will ever use the spell if you give it to them. then I guess it would be more for the PC ... we could do the same thing with haste ... instead of perm it could be casted. Title: true sight Post by: perk31 on October 12, 2005, 04:15:55 PM Quote from: "Podilarius" then I guess it would be more for the PC ... we could do the same thing with haste ... instead of perm it could be casted. Then why have mages? Personally I don't like items that add that type of stuff. Title: true sight Post by: atebatsam on October 12, 2005, 06:08:40 PM Quote from: "perk31" Quote from: "Podilarius" then I guess it would be more for the PC ... we could do the same thing with haste ... instead of perm it could be casted. Then why have mages? Personally I don't like items that add that type of stuff. i have to agree Title: true sight Post by: Podilarius on October 12, 2005, 09:53:49 PM Quote from: "atebatsam" Quote from: "perk31" Quote from: "Podilarius" then I guess it would be more for the PC ... we could do the same thing with haste ... instead of perm it could be casted. Then why have mages? Personally I don't like items that add that type of stuff. i have to agree so then we are to have a non-magical world then (aside from what mages, clerics, paladins, sorcs, and others can do based on class)? This means we need to remove all things that add fire, ice, electrical, and magical damage as there are classes that can add these types of damages to weapons. No haste, true sight, regen, and others as well for any eq. If you include any of these .. then why have any of these classes that can add this type of extra damage. I will agree that perm anything needs to go (bad thinking om my part)... make them rest to get the ability back. If you still wish it, I will remove all true sight and haste items, either casted or perm, from the game. Title: true sight Post by: atebatsam on October 13, 2005, 08:57:42 AM well this is turning into more than i expected. Weapons that add 1d6 fire dmg arent unreasonable. perhaps i should just list all the items that give abilities i disagree with:
The epic swordsman/archer/brawler belts that give 20 something resist to slashing/piercing/bludg. if you have one of each of these and switch them up properly, well you get the idea. Also any item that gives 20 dmg reduction, or elemental resist. anything over 10 imo starts getting too high. Perm True sight. because a lvl one char with true sight can see a lvl 40 rogue with a modified hide and move silent score of way over 100, and also enemy spelcasters love to case invis and sanctuary. I'm not really sure how i feel about regen, but i'm going to say that combined it shouldnt be more than around 10, so maybe each item should have a max of 5 or so. Its fine that NPCs have these items, especially if its the easiest way to give them an ability that you want, i'm just against them dropping it. I know this kinda goes against the NPCs should drop what they are carrying, but i can live with, 'the pally casted it before i got there, or a really strong mage casted it so it lasts for a really long time' or something, or in the case of the lizard folk or dragons and others, its just a supernatural ability. Title: true sight Post by: Podilarius on October 13, 2005, 12:57:36 PM Quote from: "atebatsam" well this is turning into more than i expected. Weapons that add 1d6 fire dmg arent unreasonable. perhaps i should just list all the items that give abilities i disagree with: The epic swordsman/archer/brawler belts that give 20 something resist to slashing/piercing/bludg. if you have one of each of these and switch them up properly, well you get the idea. Also any item that gives 20 dmg reduction, or elemental resist. anything over 10 imo starts getting too high. Perm True sight. because a lvl one char with true sight can see a lvl 40 rogue with a modified hide and move silent score of way over 100, and also enemy spelcasters love to case invis and sanctuary. I'm not really sure how i feel about regen, but i'm going to say that combined it shouldnt be more than around 10, so maybe each item should have a max of 5 or so. Its fine that NPCs have these items, especially if its the easiest way to give them an ability that you want, i'm just against them dropping it. I know this kinda goes against the NPCs should drop what they are carrying, but i can live with, 'the pally casted it before i got there, or a really strong mage casted it so it lasts for a really long time' or something, or in the case of the lizard folk or dragons and others, its just a supernatural ability. the easiest way is to make and give them a skin that has the properties that we want. I wanted to have an item that PCs could kill for that had true sight for those seeking it. I should not have made it perm. I think one cast per day is not a bad thing. Please remember that this is all the helm does. There is no other modifier (I don't think). anyway ... Title: true sight Post by: atebatsam on October 13, 2005, 07:47:23 PM right, but i still think true sight, when ALWAYS on is too powerful, especially since like every char i play/make focuses on stealth in some way :P
Title: true sight Post by: Podilarius on October 14, 2005, 08:47:08 AM Quote from: "atebatsam" right, but i still think true sight, when ALWAYS on is too powerful, especially since like every char i play/make focuses on stealth in some way :P I agree and will change it on the palys. (when I get a chance) Title: true sight Post by: perk31 on October 14, 2005, 03:44:10 PM I don't think this should be a low or no magic world, which was never my intent personally, but I do think it should be held in check. An example of what I don't like is a sword that increases your strength. I don't mind a sword that is keen and does 1d4 of fire damage. Keen in my opinion means the sword was crafted by an expert and magic is a part of D&D. I also don't mind attack bonuses since there are quite a few creatures that can not be hit by a standard weapon.
Many people consider haste to be high magic since you can get another attack per round at higher levels. I prefer having the extra speed when running across the map myself and we can simply build creatures that hasted as well. I think it is really a balancing act. If we are going to let players have access to items that give a lot of bonuses, then creatures have to be built with that in mind. Title: true sight Post by: Podilarius on October 14, 2005, 04:32:19 PM Quote from: "perk31" I don't think this should be a low or no magic world, which was never my intent personally, but I do think it should be held in check. An example of what I don't like is a sword that increases your strength. I don't mind a sword that is keen and does 1d4 of fire damage. Keen in my opinion means the sword was crafted by an expert and magic is a part of D&D. I also don't mind attack bonuses since there are quite a few creatures that can not be hit by a standard weapon. Many people consider haste to be high magic since you can get another attack per round at higher levels. I prefer having the extra speed when running across the map myself and we can simply build creatures that hasted as well. I think it is really a balancing act. If we are going to let players have access to items that give a lot of bonuses, then creatures have to be built with that in mind. i agree ... hence the helm with true sight. makes sense really ... i made it so that a rogue can remove it .. also remember that the paly estates is based on level ... you won't get true sight on palys until you are like level 25 or 30 (can't remember where I started) or in a party that adds up to that ... Title: true sight Post by: Drakaen on October 14, 2005, 05:24:35 PM well i know a way to change the true sight script to the following....
true sight effects: see invis +X listen +X spot that way the spell doesnt make it as easy to see a person... also possibly taking out the true sight items from stores... thoughs with the helm can get a diffrant one that has the following properties cast true sight 1/day Title: true sight Post by: atebatsam on October 14, 2005, 05:41:41 PM Quote from: "Drakaen" well i know a way to change the true sight script to the following.... true sight effects: see invis +X listen +X spot that way the spell doesnt make it as easy to see a person... also possibly taking out the true sight items from stores... thoughs with the helm can get a diffrant one that has the following properties cast true sight 1/day excellent suggestions. both have possibilites of still being beaten by the rogue (or stealth character) but the fact that certain pallys have true sight, or any npc has certain abilities/items is not really my problem. i just feel some items greatly take away from the need for any diversity in the game, and should not be available to the players. Sorcs and bards have a limited # of spells, and if they take true sight and haste when everyones running around with boots of speed and helms of true sight then its two wasted spells. (and yes i know they can unlearn spells, but still) Title: true sight Post by: Drakaen on October 14, 2005, 10:24:55 PM well this would do 1 of 2 things....
it would make it so that people actually put points in listen... and it will have it to where the other classes that dont use spells will rely on the swords and such rather the "cheater items" (perm spell items) some of the items that should not be a perm i think is the following true sight haste regeneration also the following shouldnt be in the on hit properties any death spell all regen but vamp regen okay.. i think i am rambling to much... so i will give the floor to someone else... Title: true sight Post by: perk31 on October 15, 2005, 10:54:58 PM I don't see the point. Then you can just add your skill points to spot/listen. Doing this makes true sight useless and contrary to popular opinion true sight is a game balancing ability. I don't want players running around with perm true sight though.
Title: true sight Post by: Aragorn on October 23, 2005, 11:00:23 AM Good Idea again instead of having per true sight maybe just one use perday would be better
Title: true sight Post by: Kepuli on October 24, 2005, 06:00:12 PM I totally agree that haste shouldn't be permanent in any item. I'm not sure about true seeing, but permanent one doesn't sound good. Regeneration should be off the items, or then have it +1 (max) and on certain type of items only (like helmets), so that nobody can equip them all in order to stack them.
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