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The Cloakwood Mines Rope
Posted: Wed Jun 29, 2016 4:43 pm
by Legofsalmon
Would it ever be feasible for missing this to deal physical damage instead of positive energy? It doesn't make much sense to me how Stoneskin or something wouldn't reduce damage from falling on some rocks. I feel like this rope punishes pure casters or non power builds the most cause everyone else takes tumble, I just got trapped on the other side as a level 18 Sorcerer because rolling a nat 15 is pretty hard and I went through 9 healkits and a potion healing back the unresistable damage. I even used an elixir of Dimension Door which bugged out by saying I was trying to give it to someone else. At least give pure casters with low hp and no tumble a chace by reducing the damage somehow.
Skill checks and dynamic dungeons are great but potentially getting stuck behind a bit of rope in an unrestable zone until next reset is just kinda anti-fun.
Re: The Cloakwood Mines Rope
Posted: Wed Jun 29, 2016 9:59 pm
by Nomster
The thing which makes this rope difficult is that you need to put one skill point into Tumble for any buffs etc to count towards it, or even items such as Boots of Tumbling (+4 to Tumble).
So, rolling 15 DC Tumble with non-existant tumble is not that easy. Never had as bad luck as Legofsalmon. Did sit semi-afk one time with a cloak of Regen getting back health. Which was not that fun, admittedly.
I would suggest the DC to be lowered to 10 instead of 15 and make it physical damage while at it.
Re: The Cloakwood Mines Rope
Posted: Thu Jun 30, 2016 2:23 am
by Tsidkenu
Hoppy Toadmeadow casts sending.
"Aeili, halp! I'm stuck down a deep, dark, dangerous mine all alone!!!"
______________________________________________________
Meanwhile, in the temple a facepalming priestess leaves in a sudden rush, muttering something about halflings and dangerous places.
Re: The Cloakwood Mines Rope
Posted: Thu Jun 30, 2016 3:15 am
by Moltrazahn
Alternatively have a strong friend with tumble! Use rope till you diem friend picks you up. Swings across. Resses you. Boom!

Re: The Cloakwood Mines Rope
Posted: Thu Jun 30, 2016 5:39 am
by Boddynock
Another suggestion(s), can we get a standard equation for ALL the ropes in the game? I don't think they all even use tumble.
Also, why is it even tumble? Climb is a STR check; use Rope is DEX, but use rope doesn't apply to using ropes to climb (more like splicing together two ropes to make one longer one, or tying a specific knot). This should be a base DC 15 (unknotted rope) STR check, modified however the DMs see fit to account for the fact that Climb isn't a skill we have access to (so more like DC 10 or 12 but counts armor check penalty). And then we should apply it to the mines rope, the crypt rope in Gullykin (both inside and outside) and any other rope that has the same functionality anywhere on the server.
It has always bothered me that doing the same thing in different areas seems to have different criteria for success.
Re: The Cloakwood Mines Rope
Posted: Thu Jun 30, 2016 8:14 am
by Thorsson
Personally I think it's great that there's one area that Wizards/Sorcs have trouble with, but then again, in PNP they could simply levitate/fly.
Re: The Cloakwood Mines Rope
Posted: Thu Jun 30, 2016 12:57 pm
by Duster47
This rope is not the only one/problem. I agree there needs to be a consistent "use-rope" for climbing/swinging system created and deployed.
I will put it on our developers' to-research list for a more PnP-style implementation. Whether is it changed before then is TBD. So many things to do...
Re: The Cloakwood Mines Rope
Posted: Thu Jun 30, 2016 1:11 pm
by Legofsalmon
Nomster wrote:The thing which makes this rope difficult is that you need to put one skill point into Tumble for any buffs etc to count towards it, or even items such as Boots of Tumbling (+4 to Tumble).
I would suggest the DC to be lowered to 10 instead of 15 and make it physical damage while at it.
Yeah I made that realization after the dice repeatedly failed me haha, I vowed to put a point in Tumble.
Personally I think it's great that there's one area that Wizards/Sorcs have trouble with, but then again, in PNP they could simply levitate/fly.
Yeah I'm always pro diversity in skill-checks, dungeons ect or having multiple ways to deal with it. I just feel like Rogues/rangers/ dexy types can deal with it by having tumble almost indefinitely. Most fighter types have tumble OR enough hp to fail a lot, only people who don't have it are non powerbuilders, at least changing the damage type gives them their own method of dealing with it (damage reduction)
Hoppy Toadmeadow casts sending.
"Aeili, halp! I'm stuck down a deep, dark, dangerous mine all alone!!!"
Haha after looking at the player list I did consider it would be amusing to do a mass sending and have people come rescue me but I had one of those days that I think we all have sometimes with NWN2 where dice/bugs/crashes add up in frustration.
After dieing to a crash and then realizing my character was bugged (missing a feat) and needing to RCR again (after rcring after bug spells just 2 days ago) that rope was the last straw haha.
This rope is not the only one/problem. I agree there needs to be a consistent "use-rope" for climbing/swinging system created and deployed.
I will put it on our developers' to-research list for a more PnP-style implementation. Whether is it changed before then is TBD. So many things to do...
Yeah perhaps even just add a few options to ropes so players can use their Dex or Strength and then the resulting damage being something that isn't positive energy, that way there is a solution for for everyone and
nobody gets stuck in a lizardman-nest
PS: You're doing such a goodjob, with the updates I know it's thankless work so <3.