What will happen to all the paid for and contracted named summons, if we have to RCR almost every toon for the combat upgrade and tumble changes?
Do we have to pay them all again?
And what is worse, there is a chance that other players can bind/use that summon while we do that RCR and therefore the contract binding is nullified.
Kitunenotsume wrote: ↑Tue Jun 07, 2022 3:20 am
Looks very neat!
Question I have:
Will there still also be various smaller open houses connected to various doorways, for more general RP?
For example, I know I have frequented one of the generic houses for my own culinary RP, and that the Old Order Meditation Hall is actually just an open-RP house plan. Losing those sorts of opportunities would be unfortunate.
Hello there,
Thanks for taking interest.
Current links to indoor areas would not be removed, but reorganized throughout the entire city since the number of districts is way higher. There will probably be either an addition to the current Baldur's Gate home maps, or a new map, to connect various locations between the balconies and upper roofs of the city. This is not a huge work, mostly corridors or houses - empty sometimes - serving as passing areas.
The recent developpements of player housing could help sustain this kind of roleplay too. I think it's better to own a house than using a generic one, so you can design it the way you want. Also depending on your roleplay.
Pathfinder's Hall will likely be reimplemented to fit its current role as shelter. I have not been able to reach those in charge for the Hall nor discussed the matter through all stages of validation, so it's a simple idea for now with no guarantee of realization.
Steve wrote: ↑Tue Jun 07, 2022 3:01 am
It does look amazing! I hope this focus on developing Baldur’s Gate maps will steer more players to bring the city alive with their RP. Thank you for taking in this massive project!
Just want to echo Steve.
I also hope this will bring new life to the city in terms of RP activity, your work looks like a gem and I'm so grateful for what you are doing.
Dragonslayer wrote: ↑Mon Jun 06, 2022 8:58 am
I love it!
Looking forward to another 14 page thread on how it impedes people's roleplay through arbitrary dice rolls rather than one person's choice to RP or not.
well, in theory, it would work just like our current dice system... by choice unless enforced by a DM. Someone wants to emote fight you or throw stuff or hatever, and you don't wanna engage in roll-offs... well, don't.
Theodore01 wrote: ↑Tue Jun 07, 2022 5:07 am
What will happen to all the paid for and contracted named summons, if we have to RCR almost every toon for the combat upgrade and tumble changes?
Do we have to pay them all again?
Like storage, as long as your name doesn't change, named and contracted summons remain usable. I know this as someone that's had to rebind her named summons before after doing a name change.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
Gelatinous Cube has Engulf, which is kind of a grapple. But it seems it's strictly worse than the grapple you're implementing here. Any chance that can be looked at?
As in, Cube's grapple is "SHIFTER_LEVEL + STRENGTH", while base grapple will be "Base attack bonus + Strength modifier + special size modifier".
Cube's engulf has some extra goodies, but might fall behind though it is the main thing Cube has going for it.
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renshouj wrote: ↑Tue Jun 07, 2022 2:10 pm
To add to the Shifter question.
Gelatinous Cube has Engulf, which is kind of a grapple. But it seems it's strictly worse than the grapple you're implementing here. Any chance that can be looked at?
As in, Cube's grapple is "SHIFTER_LEVEL + STRENGTH", while base grapple will be "Base attack bonus + Strength modifier + special size modifier".
Cube's engulf has some extra goodies, but might fall behind though it is the main thing Cube has going for it.
Engulf is a little bit different since it doesn't allow target to do anything while engulfed while it doesn't block Gelly Cube's stuff at all.
EasternCheesE wrote: ↑Tue Jun 07, 2022 2:55 pm
As many of us may know, nwn2 delivers a quite inaccurate job on light blindness for Underdark dwellers.
Also, current system with light blindness does penalize Underdark light affected creatures a lot, way too much compared PnP
The changes i work on are meant to fix it.
Sounds really good. can't also wait for the darkness counterpart.
With the implementation of this, and of the Spell Descriptors, perhaps it be worth considering both the inclusion of Daylight and of the interaction rule to allow counterplay:
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
Darkness counters or dispels any light spell of equal or lower spell level.
This seems like a really steep nerf to forms damage.
Changing it to +10 cap is great. No issue here, but making it 5 dmg only with shapes, it would be really a big reduction in damage for any form, since you are very limited to feats that actually increase your damage whilst in form. Power attack is the only other real option.