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  1. #81
    Community Member Riddikulus's Avatar
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    Quote Originally Posted by Mad_Bombardier View Post
    Again, a conditional negative. In that case, we have Greater Dragonmark Halflings and UMD Bards/Palys/Rogues/Sorcs.
    Unless you are a party of 8th levels doing TS normal.
    Code:
     Sil - Human Paladin 14              Lava Divers           Tad - Drow Wizard 14
     Semolina - Elf Rog 13/Ftr 1             on              Rava - Drow Sorceror 7
     Riddikulus - Human Cleric 14          Khyber         Clamor - Warforged Barb 7
     Durum - Dwarf Ftr 10/Pal 3/Rng 1                Ridd - Dwarf Ftr 6/Rog 2/Pal 2

  2. #82
    Founder Cowdenicus's Avatar
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    Quote Originally Posted by Mad_Bombardier View Post
    That I understand. A conditional note is acceptable. A blanket "incorrect" is just as wrong.

    A positive note with this change is that, in those few cases where death is the only recourse, it forces us to die in fun and creative ways.
    or they could put on another save, or they could create a pot to cure this ailment, or they could let a rest shrine cure it.

    Listen, I dont want some huge boon here for the gamers. All I want is a secondary way to cure a status ailment that we should have 4 ways to cure, but do not, (and odds are really really good will not get as I do not see the wish or miracle lines making it into game.)
    Clerics of Fernia
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  3. #83
    Founder Cowdenicus's Avatar
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    Quote Originally Posted by Riddikulus View Post
    Well as I found out with the other thread and the Restless Isle case, if you have a feebleminded cleric, have him zerg & die, then you can take his stone to a rez shrine.

    I'd prefer they just add cure feeblemind to the shrines and that will be that.
    If they added cure feeblemind to shrines I wouldn't mind it as much, but there is still the entire finding a new way to die thing.
    Clerics of Fernia
    King of Stormreach
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  4. #84
    Founder Cowdenicus's Avatar
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    Quote Originally Posted by Mad_Bombardier View Post
    Again, a conditional negative. In that case, we have Greater Dragonmark Halflings and UMD Bards/Palys/Rogues/Sorcs.

    True, but since I am pretesting the new content, I figured it was kinda my job to bring up the issues I see coming with new content.
    Clerics of Fernia
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  5. #85
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    Quote Originally Posted by samhuinn View Post
    Of the spells listed (why doesn't it quote your quote??) the only other one we are even high enough to cast is Limited Wish (Sorc/Wiz 7), all the others are 9th level spells. I don't see why this spell can't be implemented in a limited fashion. Would give another viable and less costly option to Feeblemind and add a fairly standard D&D spell to the game.

    Obviously some adjustments would have to be made, but seems like a decent option to me.
    Oh I hope wish spells in any format are never attempted in such a game. Wish spells are nightmares, and as the names imply they can be so varied in their application and use that the game itself can't contimplate every use it may have....that requires a real live, living, human DM to distinguish and judge, which is something a computer simply cannot replicate properly and no matter how it would be implemented people would be crying left and right wanting to know it isnt able to do this or that.

    Just as the quoted definition of the limited wish spell states, it can be used to replicate nearly any effect. DDO is already far too limited on the available spells now, yet a limited wish could even produce effects not even in an avilable spell, which is something the game cannot compensate for.

    I can only image the problems even trying to click on such a spell icon would be. It would have to pop up a window, basically showing you every single spell in the game to choose from, and potentially even more options than that, which would just be a window filling up nearly your entire screen of choices, and by the time you choose what you wanted it to do, you probably wouldnt even need it anymore.

    Granted I love the wish spells in PnP, but in a computer run gameworld where the rules cannot be questioned, changed, bent or even reconsidered, there is no place for such spells here...not properly, and if you can properly institue a spell like that, it shouldnt be available. Not to mention wish spells are quite often entirely at the DMs discretion on how they work or how they will produce what is wished for, which means the effects of such spells change from game session to game session, from DM to DM, at which point you could hardly create a hardset code of rules for such a spell that is going to suit the desires or understanding of what the spell is to everyone, which in turn will probably just create headaches and nightmares for the Devs later on.

  6. #86
    Community Member Mad_Bombardier's Avatar
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    Quote Originally Posted by Cowdenicus View Post
    Listen, I dont want some huge boon here for the gamers. All I want is a secondary way to cure a status ailment that we should have 4 ways to cure, but do not, (and odds are really really good will not get as I do not see the wish or miracle lines making it into game.)
    I totally agree with the need for a secondary method. See post #55. I just don't think that method should be a purchased consumable or a shrine.

  7. #87
    Community Member Tanka's Avatar
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    Quote Originally Posted by Cowdenicus View Post
    Well if you have 2 clerics in a group, I guess then it is not as big a problem, but that does not seem to be a very common occurance.
    I was, in fact, speaking about having a second Cleric in a TSN run. Even if they aren't L11, one that is L9-10 can use a Heal scroll with a Caster Level check.
    Person Æ, Sarlona
    Tanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)

  8. #88
    Founder Cowdenicus's Avatar
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    Quote Originally Posted by Tanka View Post
    I was, in fact, speaking about having a second Cleric in a TSN run. Even if they aren't L11, one that is L9-10 can use a Heal scroll with a Caster Level check.
    true.
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  9. #89
    Community Member Riddikulus's Avatar
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    Quote Originally Posted by Mad_Bombardier View Post
    I totally agree with the need for a secondary method. See post #55. I just don't think that method should be a purchased consumable or a shrine.
    Why object to changing the shrines?

    I think feeblemind not being cleared at shrine is an oversight.

    I understand it only removing one "tick" of negative level or stat damage, but it removes all other stat damaging effects completely (enervation, enfeeblement, etc), so what makes feeblemind "special"?
    Code:
     Sil - Human Paladin 14              Lava Divers           Tad - Drow Wizard 14
     Semolina - Elf Rog 13/Ftr 1             on              Rava - Drow Sorceror 7
     Riddikulus - Human Cleric 14          Khyber         Clamor - Warforged Barb 7
     Durum - Dwarf Ftr 10/Pal 3/Rng 1                Ridd - Dwarf Ftr 6/Rog 2/Pal 2

  10. #90
    Founder Cowdenicus's Avatar
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    Quote Originally Posted by Mad_Bombardier View Post
    I totally agree with the need for a secondary method. See post #55. I just don't think that method should be a purchased consumable or a shrine.
    I could go with that, except for the whole break enchantment mechanic when playing with these over buffed mobs.
    Clerics of Fernia
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    (and if you disagree with me, then you can treat me like a Nintendo Cartridge )

  11. #91
    Community Member Mad_Bombardier's Avatar
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    Quote Originally Posted by Riddikulus View Post
    Why object to changing the shrines?

    I think feeblemind not being cleared at shrine is an oversight.

    I understand it only removing one "tick" of negative level or stat damage, but it removes all other stat damaging effects completely (enervation, enfeeblement, etc), so what makes feeblemind "special"?
    In PnP, Feeblemind requires high level magic to remove; Clr6,9 or Sor/Wiz7,9 spells. Allowing it to be removed with a good night's rest just isn't right. It's not a temporary drain but a permanent enchantment effect. "She turned me into a newt! ...I got better." Curse and Blindness do not go away from a shrine, nor should the higher level Feeblemind.

    Heck, I'd love to see integrated voice and type chat automatically turned off for Feebleminded players. "The affected creature is unable to <snip> understand language, or communicate coherently." Ok, maybe it can post an auto message of grunts whenever they try to use type chat. Now that would be fun!

  12. #92
    Founder Cowdenicus's Avatar
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    Quote Originally Posted by Mad_Bombardier View Post
    In PnP, Feeblemind requires high level magic to remove; Clr6,9 or Sor/Wiz7,9 spells. Allowing it to be removed with a good night's rest just isn't right. It's not a temporary drain but a permanent enchantment effect. "She turned me into a newt! ...I got better." Curse and Blindness do not go away from a shrine, nor should the higher level Feeblemind.

    Heck, I'd love to see integrated voice and type chat automatically turned off for Feebleminded players. "The affected creature is unable to <snip> understand language, or communicate coherently." Ok, maybe it can post an auto message of grunts whenever they try to use type chat. Now that would be fun!
    LMAO
    Clerics of Fernia
    King of Stormreach
    (and if you disagree with me, then you can treat me like a Nintendo Cartridge )

  13. #93
    Community Member Tanka's Avatar
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    Quote Originally Posted by Mad_Bombardier View Post
    Heck, I'd love to see integrated voice and type chat automatically turned off for Feebleminded players. "The affected creature is unable to <snip> understand language, or communicate coherently." Ok, maybe it can post an auto message of grunts whenever they try to use type chat. Now that would be fun!
    That would actually cause me to quit. Sorry, but while I do think we should stick to PnP as much as possible, that would certainly be a complete wash for a game that (more or less) requires active speech to be able to complete without due frustration.

    Funny idea, but not a fun one. And a game needs to be fun in order to be a success.
    Person Æ, Sarlona
    Tanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)

  14. #94
    Founder Cowdenicus's Avatar
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    Quote Originally Posted by Tanka View Post
    That would actually cause me to quit. Sorry, but while I do think we should stick to PnP as much as possible, that would certainly be a complete wash for a game that (more or less) requires active speech to be able to complete without due frustration.

    Funny idea, but not a fun one. And a game needs to be fun in order to be a success.
    True, but if it happened just every once in a while it would be hilarious. or better yet, if it made you run around on all 4's.
    Clerics of Fernia
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  15. #95
    Community Member Mad_Bombardier's Avatar
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    Quote Originally Posted by Tanka View Post
    That would actually cause me to quit. Sorry, but while I do think we should stick to PnP as much as possible, that would certainly be a complete wash for a game that (more or less) requires active speech to be able to complete without due frustration.

    Funny idea, but not a fun one. And a game needs to be fun in order to be a success.
    Ok, fair enough. I think it would be fun, though. I use voice, so if I was Feebleminded, I'd lose my green voice indicator. If I tried to type, no matter what I typed, my text would appear to others as, "Ygh. Kfunikapah!" Hopefully, my party would catch on and help me out. (Maybe the Feebleminded icon could stay visible above my head, too.)

    I have several guildies that play without voice. They use type chat for normal play. Same thing would happen. Their text would do the same. We'd see unusual chat (think Hobgob and Orc battle cries) from them in Party chat and we'd help out.

  16. #96
    Founder Cowdenicus's Avatar
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    Quote Originally Posted by Mad_Bombardier View Post
    Ok, fair enough. I think it would be fun, though. I use voice, so if I was Feebleminded, I'd lose my green voice indicator. If I tried to type, no matter what I typed, my text would appear to others as, "Ygh. Kfunikapah!" Hopefully, my party would catch on and help me out. (Maybe the Feebleminded icon could stay visible above my head, too.)

    I have several guildies that play without voice. They use type chat for normal play. Same thing would happen. Their text would do the same. We'd see unusual chat (think Hobgob and Orc battle cries) from them in Party chat and we'd help out.
    or it could just all come out as YARK YARK YARK......

    Boy I hope the forum Kobold doesnt see this.
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    (and if you disagree with me, then you can treat me like a Nintendo Cartridge )

  17. #97
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    Quote Originally Posted by Cowdenicus View Post
    or it could just all come out as YARK YARK YARK......

    Boy I hope the forum Kobold doesnt see this.
    Let me get this straight. Did you say KK is feebleminded?
    "It is foolish and wrong to mourn the men who died. Rather, we should thank God that such men lived."
    "May God have mercy upon my enemies, because I won't."
    - George Patton

  18. #98
    Founder Cowdenicus's Avatar
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    Quote Originally Posted by Palmetto View Post
    Let me get this straight. Did you say KK is feebleminded?
    Oh NO NO NO NO NO. You aint getting me to go there. Uh Uh No way.
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  19. #99
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    Quote Originally Posted by Cowdenicus View Post
    Oh NO NO NO NO NO. You aint getting me to go there. Uh Uh No way.
    Oh well, there went my chance to agree with you.
    "It is foolish and wrong to mourn the men who died. Rather, we should thank God that such men lived."
    "May God have mercy upon my enemies, because I won't."
    - George Patton

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