Re: Clairaudience/Clairvoyance
Posted: Tue Mar 08, 2016 12:34 pm
I dont remember right now if we changed their descriptions. Did we? I thought we had.
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Ok any PnP person knows this, the WILL save is if someone else cast the spell on you and is NOT a WILL save for those around you. So those Moving silently get NO save. Unless they are the ones Amp is being cast on, not effected by, but cast on.Transmutation [Sonic]
Level: Bard 1,
Components: S,
Casting Time: 1 standard action
Range: Long ( 400 ft. + 40 ft./level)
Area: 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 minute/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes; see text
You need to hear what's going on. A hand motion or two, and the voices become louder to your ears.
You cause an amplification of all sounds within the spell's area. This decreases the DC to hear those sounds by 20. Those creatures within the spell's area do not notice the increased amplification. Thus, anyone whose voice is amplified remains unaware of the increase in volume.
The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can apply spell resistance, if any. Items in a creature's possession receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Amplify counters and dispels silence, and is also countered and dispelled by silence.
nothing in that effects others as well, only adds to your ability to hear, as your DC to hear them is lowered not that their Move silently is lowered.This decreases the DC to hear those sounds by 20,
Dnd to the side, do you consider +20 on an mechanically importnant skill fair? On a low magic world?Boddynock wrote:I read the spell, NWN2 isn't D&D, its based off it. How do you justify dragon druids? Or favored souls getting all of the cherry picked abilities they get. How do you justify truesight trumping an entire school of magic (illusion)? Bards are strong, I know, but bards are balanced by a huge weakness that is easy to take advantage of.
You can make a post about anything else that you think needs changing. I am not going to argue about everything else when we now talk about amplify and C&CDid Owl's insight get nerfed in half? It gives a whopping +12 to wisdom (+6 to spot and listen +6 to will saves, and +6 to DCs). What about oaken resilience, 10 minutes of sneak attack and crit immunity? Does it cost more uses of wild shape? Does it have a shorter duration, or can you now...give it to your friends?
It just seems odd that amplify was on the list of stuff that needed tinkering.
They are not mutually exclusive.Stonebar wrote:What is the goal then, more fair or PnP? As it seems the goal for all the new changes are to reflect PnP more. So if fairness is the goal and not DnD PnP then that reasoning should be up placed up front and PnP should never come in to the discussion for any Spell or Skill changes.
Both areStonebar wrote:What is the goal then, more fair or PnP?
Which version is "better" for you? This one or the old one?As it seems the goal for all the new changes are to reflect PnP more. So if fairness is the goal and not DnD PnP then that reasoning should be up placed up front and PnP should never come in to the discussion for any Spell or Skill changes.
This is not a low magic world. Saying it does not make it so. This has already been beaten to death, so I won't belabor the point. But this is not even close to a low magic world, neither is the real Faerun.mrm3ntalist wrote:Dnd to the side, do you consider +20 on an mechanically importnant skill fair? On a low magic world?Boddynock wrote:I read the spell, NWN2 isn't D&D, its based off it. How do you justify dragon druids? Or favored souls getting all of the cherry picked abilities they get. How do you justify truesight trumping an entire school of magic (illusion)? Bards are strong, I know, but bards are balanced by a huge weakness that is easy to take advantage of.You can make a post about anything else that you think needs changing. I am not going to argue about everything else when we now talk about amplify and C&CDid Owl's insight get nerfed in half? It gives a whopping +12 to wisdom (+6 to spot and listen +6 to will saves, and +6 to DCs). What about oaken resilience, 10 minutes of sneak attack and crit immunity? Does it cost more uses of wild shape? Does it have a shorter duration, or can you now...give it to your friends?
It just seems odd that amplify was on the list of stuff that needed tinkering.
This +1... In all iterations of D&D and D&D based games. The method to get around having a low DC caster was to take spells that only effected you, IE buffs, or were otherwise saveless. Amplify only has an effect on you and what you hear, therefore by even the PNP rules, you would get no save.Stonebar wrote:Ok any PnP person knows this, the WILL save is if someone else cast the spell on you and is NOT a WILL save for those around you. So those Moving silently get NO save. Unless they are the ones Amp is being cast on, not effected by, but cast on.Transmutation [Sonic]
Level: Bard 1,
Components: S,
Casting Time: 1 standard action
Range: Long ( 400 ft. + 40 ft./level)
Area: 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 minute/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes; see text
You need to hear what's going on. A hand motion or two, and the voices become louder to your ears.
You cause an amplification of all sounds within the spell's area. This decreases the DC to hear those sounds by 20. Those creatures within the spell's area do not notice the increased amplification. Thus, anyone whose voice is amplified remains unaware of the increase in volume.
The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can apply spell resistance, if any. Items in a creature's possession receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Amplify counters and dispels silence, and is also countered and dispelled by silence.nothing in that effects others as well, only adds to your ability to hear, as your DC to hear them is lowered not that their Move silently is lowered.This decreases the DC to hear those sounds by 20,
Allright. you dont like the low magic world. When, normally, the highest bonus is +4, what you consider a bonus 0f +20? From a lvl1 spell? That can be crafted on a wand?Boddynock wrote:This is not a low magic world. Saying it does not make it so. This has already been beaten to death, so I won't belabor the point. But this is not even close to a low magic world, neither is the real Faerun.
Will it be better if lets say amplify gives a +4 bonus as an effect on you and what you hear, therefore by even the PNP rules, you would get no save?This +1... In all iterations of D&D and D&D based games. The method to get around having a low DC caster was to take spells that only effected you, IE buffs, or were otherwise saveless. Amplify only has an effect on you and what you hear, therefore by even the PNP rules, you would get no save.
Don't forget that the spell can only be used by one class, lasts 6 seconds per level, and that particular class can only normally cast around 5 or 6 1st level spells per rest, and will only ever know a maximum of 5 first level spells ever.mrm3ntalist wrote:Both areStonebar wrote:What is the goal then, more fair or PnP?Which version is "better" for you? This one or the old one?As it seems the goal for all the new changes are to reflect PnP more. So if fairness is the goal and not DnD PnP then that reasoning should be up placed up front and PnP should never come in to the discussion for any Spell or Skill changes.
Personally whichever way i look at it ("fair" or DnD ) the new version is better. Tell me, if you were to make a new spell that gives a bonus to a skill, what would you ask the number to be? +20?