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Old 11-16-2002, 05:19 PM   #5
SixOfSpades
Dracolisk
 

Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 48
Posts: 6,901
Quote:
Originally posted by Alson:
First, i don't like the Permanent Barkskin idea. Where did it came from? Any RP idea to support it?
To tell the truth, I don't really like it either--but I like it better than trying to cast spells while buck naked. Being protected only by one's Bracers and Rings is for Mages, who have a buttload more protective spells anyway. There is indeed a fragment of RP behind it--As they are so familiar with their Wolf form, Shapeshifters have gradually learned to let the natural toughness of their skin seep over into their Human (or Half-Elf, of course) form, and more experienced Druids are more adept at it than their greener cousins.
I just think the Barkskin's a neat idea, but I'm not married to it.

Quote:
Second, why "Gauntlets of Crushing"? The README clearly states that the paws deal slashing damage.
So? What's the big difference between the Monk's attack and the Shapeshifter's? Bare-handed, no other enchantments. One's Blunt and one's Slashing, but so what? (This would not make roleplay sense, however, for other Shapeshifted forms, such as the Sword Spider or Mustard Jelly.)

Quote:
Third, about spells. You and I already debated about Druid Vs. Cleric - you know my opinion. Still, if you are suggesting to add the Bramble spell, i would be interested to know more about it - saves, durations, casting time, etc.
Bramble: 6th-Level Druid spell (Alteration). A much more potent version of Entangle, this spell ensnares all creatures in the area of effect with tough, thorny vines, poison oak, and stinging nettles. For each round that creatures remain within the area, there are three effects: First, all creatures suffer a 75% chance of Spellcasting Failure. Second, they must make a Save vs. Spells with a -3 penalty in order to break free; if they fail, they will be trapped there for another round, and take 1D8 piercing damage from the struggle. Third, they must Save vs. Death with a -2 penalty to avoid the toxins produced by the noxious plants; if they fail, they will be Poisoned for 2 rounds, at 1D6 damage per round.
I'll let you guys balance out the actual numbers; re-reading it now, I think 75% Spell Failure is too high, and/or should allow a Save. Casting time would probably be 6.

Quote:
Forth and lastly - Nature's Beauty.
I agree with you that this spell is as broken as one can be - but that's the way it is....Fixing every broken spell is too much.
That's a strange attitude--"I know something is wrong, but I'm not going to suggest fixing it." Okay, so we can't make every spell in the game fair....but we can at least balance this one, and maybe someone else will fix another one, etc. Druids would be SO much better if they had a nice array of GOOD spells, instead of just one OBSCENE spell. "Carrying this Druid around all the time is a pain, but once he hits Level 14 he'll win all my boss fights for me."

Quote:
Originally posted by daan:
You dont change into a Greater Wolfwere, you change into a Greater Werewolf.
That's a very big difference ...one that proved to be a bitter surprise when I solo-ed one. Greater Werewolfs are a push-over basically, not a very good regeneration, pretty low HP and more ..
I couldnt take on anything while in that form
I'm 80% sure the Rebalanced Shapeshifter is Wolfwere / Greater Wolfwere. I'm 100% sure that the hitpoints and Regeneration are very high indeed. If Cernd ever gets noticeably Injured, you can watch him heal like vooooooOOP! It's like pouring water into a glass. No more Healing spells for this dude.....

Which I why I'm starting to think the GWW form needs some toning down as well. Right now, Cernd is as useful to the party as a high-level Wizard, but with one important difference: Brainpower and thinking ahead. With a Wizard, you have to choose which spells to learn/memorize, watch closely when enemies cast their protection spells, cast your proper sequence of Anti-Protections, and then select the right spells to go in for the kill. Cernd, on the other hand, is essentially a "fire-and-forget" nuclear bomb; I can just send him into a room full of bad guys, go sell some Rings & stuff at the nearest shop, then come back and collect loot. So far, Cernd has died ONCE: At the hands of 2 Demonknights at once. (I think Cernd rolled low: He was able to take them one-on-one with the greatest of ease.) I'm going to give him some Fire Resistance potions & see how he does, mano a mano, against Firkraag.
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