Author Topic: Ask A Question (New ! Without tribute!)  (Read 16917 times)

Offline Sovellis

Re: Ask A Question (With tribute!)
« Reply #30 on: December 21, 2010, 12:22:32 pm »
For example (This is just an example, might not be in-game):
Quote
Storm Bolt
Type of Feat: Reserve
The electrical energy contained within your magic rages inside you, begging to be released.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals 1d6 points of electricity damage per level of the highest-level electricity spell you have available to cast. A successful Reflex save halves damage.

Trigger Spells: Call Lightning, Chain Lightning, Lightning Bolt, Storm of Vengeance, Scintillating Sphere, Call Lightning Storm, Energized Shield, Weapon of Energy, Orb of Electricity

We hope to encourage more blasty types of wizards and sorcerers this time around, though it will certainly still be possible to play a martial-based Eldritch Knight if that is what you wish.

this is epic. it changes the dynamic of casting significantly, and will lead to probably more large battles, since mages will be able to blast away much much more now. You thought SoH had epic battles, this bodes ill for the PCs hehehehe  ;D
I love it!

And with it the inevitable server crashes of doom.
SoH:
- Aris Araffin - Soran Purifier - Fallen into a void - Deceased
- Merudin Berkeshore - Shunned Gnome - Mental for eternity

DoN:
- ? ? ?

Offline Dynamics

Re: Ask A Question (With tribute!)
« Reply #31 on: December 21, 2010, 04:16:32 pm »
I'm opening this thread up to anyone, items or no, for one question a piece. Consider it a steam sale of sorts! It'll be closed again 24 hours from now.
Admin - EST


Timezone : DST (Aussie Approved)

Offline Thalidus

Re: Ask A Question (With tribute!)
« Reply #32 on: December 21, 2010, 04:33:44 pm »
I am interested in all spell changes please  ;D :P



EM: Thalidus Madoka
       Fenris Iceblossom

SoH: Andrey Aldriano: Ear-flick-Victim

Offline ZaoGao

Re: Ask A Question (With tribute!)
« Reply #33 on: December 21, 2010, 04:35:05 pm »
Can you tell us more about the changes/additions to skills?
Pyotr Mikhailov
Lors Avakis

Okay I changed my mind.

Offline Fruitomancer

  • DC5 Development
  • *****
  • Posts: 2065
  • "Where there is tea, there is hope."
  • View Gallery
    • View Profile
Re: Ask A Question (With tribute!)
« Reply #34 on: December 21, 2010, 04:58:34 pm »
More questions you say? Most excellent, Sir, here's one I thought of earliar:

How will PC Wyrmbloods work? Assuming there are plans on allowing PCs to roleplay them, will they 'function' much as Wayward Souls, as people who have become what they are through mysterious means not of their own choice? Or does some nefarious personal decision place one on this path?


Plotting in the shadows: back full-time for DC 5.

Offline Terimos

Re: Ask A Question (With tribute!)
« Reply #35 on: December 21, 2010, 05:32:59 pm »
How do most people find their way into Convocation? Are they selected still as they were before the purge, or is it more a choice people make who want to pursue learning?


Lanak Unden: Knight Captain of the Lion

Offline Dynamics

Re: Ask A Question (With tribute!)
« Reply #36 on: December 21, 2010, 06:12:17 pm »
I am interested in all spell changes please  ;D :P

Subject to change with playtesting:

Bigby's Grasping Hand - Should have a Fortitude save every round to negate, like Hold Monster does. The advantage of this spell is the fact that it completely bypasses paralysis immunity and is Fortitude rather than Will-based, making it useful for holding spellcasters or the like.

Protection versus Evil/Good - No longer provides immunity against mind-affecting spells. The +2 vs. spells is now +2 vs. Mind Affecting spells from the specified alignment.

Bigby's Forceful Hand - Remove, possibly. As it stands, this spell is ludicrously powerful against almost anything; you'd need at least a 38 Strength score to have a 50% chance to resist this.

Barkskin - Cap at +4 to Natural AC.

Cure Wounds/Inflict Wounds (All types) - Should have a decent range applied to them. Trying to heal is largely impractical due to pathing issues and how it requires you to chase a potentially fleeing target down, and the same goes for the Inflict line. Keep Heal/Harm touch-ranged.

Flame Weapon - Change to Weapon of Energy. Fire, cold, acid, and electricity versions.

Regenerate - Change to round/2 CL duration, 10% max HP regenerated every round. At level 20, it will still reach 60 seconds. It's not as strong on Clerics or Wayward Souls as Greater Restoration is, since GR can hit for 150, and a Cleric of average HP (around 200 in my example) will only be healed for 200. It's 50 more HP at the cost of 9 more rounds of waiting. With appropriate AC changes, turtling shouldn't be as big of an issue as before.

Mage Armor/Improved Mage Armor - Like in NWN1, Mage Armor provides a +1 bonus to Armor, Natural, Dodge, and Deflection AC. Improved Mage Armor provides a +2 bonus to Armor, Natural, Dodge and Deflection AC.

Magic Vestment - Can no longer be cast on shields. Cap at +4. The advantage should be that you can turn a piece of armor with otherwise good stats/resists but poor AC into a piece of armor with good stats/resists and good AC.

Shield of Faith - Cap at +4 Deflection.

Spiderskin - Stays at a static +2 to the Hide, poison resist, and Natural AC bonuses. Duration increases with level.

Conviction - Provides +1 to universal saves. Duration increases with level.

Greater Resistance - Provides +2 to universal saves. 60 seconds/level duration.

Nightshield - You become enshrouded in a shield of shadows, providing immunity to magic missile, gaining +1 to all saves, and receiving 2/magic DR. Remove from Cleric spell list. This should provide a bit more durability to low-level Wizards and Sorcerers.

Superior Resistence - Provides +3 to universal saves. Lasts 60 seconds/level, rather than the current 24 hours.

Heroism and Greater Heroism - Heroism only provides +2 to AB and +2 to skills, while Greater Heroism provides +4 to AB, +4 to skills, +2 to saves and the temporary HP. Greater Heroism only lasts 60 seconds/level (since part of its problem in DC4 was that it lasted just as long as Heroism).

Death Ward - Provides immunity to instant death effects and reduces negative energy damage by 50%. No longer protects against ability drains and negative levels.

Lesser Restoration - After using it on a target, that target becomes Fatigued for two rounds.

Freedom of Movement - Removed.

Energy Drain - No longer stacks with itself.

Chilling Tentacles - Stick with something close to the base implementation in NWN2. Slows anything going through it, make a Fort save every round to not be paralyzed. It was far too powerful in DC4, to the point where only things with ludicrous strength could break through it. It shut down most caster NPCs with ease.

Energy Immunity - Only provides 50% immunity against one elemental type. It should make some of the lower level resists more useful when stacked with this.

Stone Body - You gain damage reduction 10/adamantine and a +4 enhancement bonus to Strength, but you take a -4 penalty to Dexterity. You move at half speed. You have a 50% arcane spell failure chance and a -8 armor check penalty. You are also immune to ability score damage, disease, electricity, poison, stunning, and paralysis. You take only half damage from acid and fire of all kinds. 

Iron Body - This spell transforms your body into living iron. You gain damage reduction 15/adamantine. You are immune to blindness, deafness, critical hits, ability score damage, disease, drowning, poison, stunning, and paralysis. You take only half damage from acid and fire of all kinds. You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to 50% normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.

Divine Power - Provides a +3 bonus to AB and temporary HP equal to the caster's level. No longer provides Fighter-level BAB.

Living Undeath - Removed.

Lesser Mind Blank/Mind Blank - Instead of immunity, +4 saves against Mind-affecting spells.
Admin - EST


Timezone : DST (Aussie Approved)

Offline Dynamics

Re: Ask A Question (With tribute!)
« Reply #37 on: December 21, 2010, 06:22:52 pm »
Can you tell us more about the changes/additions to skills?

In addition to the crafting skills, you're going to see:

Knowledge : Religion
Knowledge : Arcana

Disguise

Sense Motive

These are skills that we think needed to be added to make certain actions more believable (putting on a disguise item and instantly being unrecognizable IC, for example). But we didn't want to go too overboard with new skills. The general mindset is each rank in a skill should represent a more significant "talent", as in we shouldn't see 50+ spellcraft, hide, or listen checks in DoN. Items will give significantly lower bonuses, and you'll only see the bonuses on certain types of items to control stacking.
Admin - EST


Timezone : DST (Aussie Approved)

Offline Avion

Re: Ask A Question (With tribute!)
« Reply #38 on: December 21, 2010, 06:28:21 pm »
There was mention of a subgroup of the Convocation Magi called The Bound.  Can you provide more detail about this sub-group and how it functions within the Convocation?
When in doubt, reality has it wrong
SoH - Camber (the Asanyas), Wanderer, Herbalist, and Historian

Offline Farseer Wraith

Re: Ask A Question (With tribute!)
« Reply #39 on: December 21, 2010, 07:03:06 pm »
Can we get a list of all the extra spells and feats being added?

>.>

SOH: Ashton Taswren - Ferocious Halfling -RETIRED...Or is he?
        Victor Haxtes

Offline Dynamics

Re: Ask A Question (With tribute!)
« Reply #40 on: December 21, 2010, 08:14:14 pm »
Can we get a list of all the extra spells and feats being added?

>.>

I'm reluctant to give out more information about mechanical things that will need playtesting. So instead of revealing more potential goods that need playtesting and may be completely removed, I'll have to say no to revealing new spells/feats. Once we're into beta/launch, you can expect a full, detailed listing.

More questions you say? Most excellent, Sir, here's one I thought of earliar:

How will PC Wyrmbloods work? Assuming there are plans on allowing PCs to roleplay them, will they 'function' much as Wayward Souls, as people who have become what they are through mysterious means not of their own choice? Or does some nefarious personal decision place one on this path?


I'm going to be careful in how much I actually delve into here, as discovering the true nature of the Wrymbloods will be a big part of the class itself. I suppose I can answer some basic questions though.

PCs will be able to play them.

They will be somewhat similar to wayward souls, but the plot will certainly not be so centralized on them. I believe this was one of the bigger flaws of SoH. They'll have their own little storyline going though, which will play it's own part in the grand scheme of things (Much like other classes/organizations).

As far as people know IC, it is believed they are what they are by matter of choice by large.

The only real OOC information I want to release now is that they're not a typical "organized" group. Wrymbloods usually don't know who other Wyrmbloods are, so a captured/interrogated one isn't going to be able to reveal much, if anything beyond their personal tasks/aspirations. The major theme I'd say they work with is paranoia and fear, something I look forward to immensely.

They're also bound to be permakilled (Hunters gonna hunt), in-fact there will be a huge warning about it in the class description. People who enjoy playing antagonists or people born into a shitty situation are bound to find enjoyment here.



Admin - EST


Timezone : DST (Aussie Approved)

Offline Dynamics

Re: Ask A Question (With tribute!)
« Reply #41 on: December 21, 2010, 09:39:54 pm »
How do most people find their way into Convocation? Are they selected still as they were before the purge, or is it more a choice people make who want to pursue learning?

The Convocation is much more open now, accepting just about anyone with a desire to acquire and spread knowledge. Scriveners and Magi are always in high demand. Gaining influence within the Convocation is an entirely different manner, though.

The Collegium is the ultra selective part of the Convocation. You need to be hand-picked and invited to test for entry after submitting an application. The practices of this recruitment process is unknown to most, but it is rumoured to be one of the most difficult (and sometimes deadly) tests known to allkind. You're allowed to reattempt the entrance exam an unlimited amount of times, and there are those who have been trying for a lifetime.

There was mention of a subgroup of the Convocation Magi called The Bound.  Can you provide more detail about this sub-group and how it functions within the Convocation?

The Bound are a very small group of warlocks who have formed an "order" within the Convocation's Magi. They're sort of unofficial subgroups within the Magi, think a fraternity of sorts. They take on an academic approach to their warlock magic, and are well known for their rather liberal view on "invocation" and demonic entities and energies - how these things can be used for the good of the colonies. At least that's what their PR man tells everyone.

They know how to access the powers of hellfire, a type of energy rumoured to burn and consume anything. It is one of the many reasons why they are considered the military might of the Convocation, and they are often sent to assist the colonies in martial matters.

Led by this guy:

"Invoker" Taren Vhalgist (Human, 32) - The leader of The Bound, a group of scholars who focuses on what is called "Invocation", or warlock magic. An extremely talented warlock, and he let's this fact be known. Narcissistic, arrogant, and ambitious, he has made plenty of rivals and enemies within the Convocation. Fortunately for him, he is one of the most productive members of the organization, and thus why he is ultimately tolerated.
Admin - EST


Timezone : DST (Aussie Approved)

Offline Omega

Re: Ask A Question (With tribute!)
« Reply #42 on: December 21, 2010, 11:29:35 pm »
I'm chuckling at the changes to Chilling Tentacles, given the recent usages/spammages/mayhem caused by them. But yay, free questions!

Have there been any changes to ranger/druid animal companions, given the setting?
Omega_Universitas (GMT-8)


Viktor Chernov / Sergei Alexandrov - Warlock Survivor
Merria Annilum - Pyromaniacal Gnome
Also William Tharsis, Jonathan Paethos, Alaina Sonquois, and Areon Ciphas Etreyus.

Offline Lenvoran

Re: Ask A Question (With tribute!)
« Reply #43 on: December 22, 2010, 01:26:28 am »
I'd like to know some stuff about the crafting and harvesting system. How will crafting weapons and armor work?

IB:
Nathazell = Knight (Fighter-11)
EM:
Varlas Jheron = Ex-Knight Elf-lover (Fighter-5/Rogue-4/Weaponmaster-7)
Felix Garleir = Ex-Knight Crazy-guy (Paladin-10)
SOH:
Richard Cain = Cleric of Joreal (Cleric-9)
DON:
Crafter McAwesomeSmith - (Commoner-6425/Artificer-2576)

Offline Bigfoote

Re: Ask A Question (With tribute!)
« Reply #44 on: December 22, 2010, 02:08:32 am »
I'd like to know more about the Elothi and the Sect.  Are there any stat adjustments to the Elothi and are there any PrC specific to the Elothi or the Sect?
SoH: Karnax Mahosiri -- Multar Druid
DoN: TBD