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  • semiticgoddesssemiticgoddess Member Posts: 14,903
    It also explains why we've found conflicting evidence on critical failures on saves vs. spell.
    JuliusBorisovMalicronProont
  • GoturalGotural Member Posts: 1,229
    edited February 2016
    Yes! @semiticgod I was thinking about that!
    If I recall correctly my Blackguard had a save vs spell of -2 and failed a saving throw against web (-2 penalty) which seemed impossible but if the mage was an Invoker it was indeed possible.
    Post edited by Gotural on
    JuliusBorisovBelgarathMTHGandaProont
  • elminsterelminster Member, Developer Posts: 16,315

    Just thinking through the implications. It makes Illusionist weaker (Blindness is the only illusion that is cast at an opponent)

    Other than Spook or Deafness of course :)
    lolienJuliusBorisovProont
  • GoturalGotural Member Posts: 1,229
    This is totally going to change how I see my spellcasters.
    semiticgoddesslolienJuliusBorisovProont
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    edited February 2016
    @bengoshi: Do the specialist mages' save penalties only apply to spells of their school? If so, this makes the spell schools a lot more balanced. And do we know if priest spells have the same penalties?
    lolien
  • Jaheiras_WitnessJaheiras_Witness Member Posts: 614
    elminster said:

    Just thinking through the implications. It makes Illusionist weaker (Blindness is the only illusion that is cast at an opponent)

    Other than Spook or Deafness of course :)
    Haha, yes. That makes all the difference!

    Abjurers also do not have many spells that allow a saving throw.

    So Illusionist, Diviner, Abjurer become weaker.
    Enchanter, Necromancer, Invoker, Transmuter and Conjurer become stronger.

    Out of all I reckon Enchanters benefit the most since they have so many save or else spells.
    JuliusBorisovMontresor_SPGandaProont
  • VallmyrVallmyr Member, Mobile Tester Posts: 2,457
    Wait, is this confirmed the same for IWD:EE or no?
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,714
    edited February 2016

    @bengoshi: Do the specialist mages' save penalties only apply to spells of their school? If so, this makes the spell schools a lot more balanced. And do we know if priest spells have the same penalties?

    It's @Dee who can answer these two questions, or @elminster :)
    Vallmyr said:

    Wait, is this confirmed the same for IWD:EE or no?

    I guess it is.
    loliensemiticgoddessProont
  • DeeDee Member Posts: 10,447
    I don't know for certain, but I would assume that the bonuses/penalties apply to all spells that are cast at/by the specialist, as long as they're of the appropriate school.
    lolienJuliusBorisovProont
  • mlnevesemlnevese Member, Moderator Posts: 10,214
    Kilivitz said:

    Now I want to roll a character named Kennebunkport.

    Nice name for a gnome illusionist :)
    Montresor_SPsemiticgoddessKilivitzJuliusBorisov
  • OlvynChuruOlvynChuru Member Posts: 3,075
    Another thing I should mention about Bayard is that he is almost a complete copy of Drelik, the "butler" of the guy who drops the Helm of Glory. They have the same stats, they both have 15 THAC0 and 4 base AC, they are both half-elven conjurer/thieves, they wear the same colors, they have the exact same set of spells memorized, they both have the same mage script, they both wield a short sword +1, neither of them have any proficiency in that weapon, both of them have 100% magic resistance for no apparent reason, and they have the same saving throws. Drelik has 984 experience. Bayard has 10984.
    JuliusBorisovlolienProont
  • proccoprocco Member, Mobile Tester Posts: 915
    I have never used throwing daggers for that very reason. At the very least, they should be recoverable after combat. It's like they turn into dust after being thrown...The weight would be justifiable if you didn't have to keep a hundred of them on you to keep supplied between shopping trips.
    GoturallolienMalicronProont
  • argent77argent77 Member Posts: 3,431
    procco said:

    At the very least, they should be recoverable after combat. It's like they turn into dust after being thrown...The weight would be justifiable if you didn't have to keep a hundred of them on you to keep supplied between shopping trips.

    Something like this can be added to throwing weapons very easily by mods.
    Goturalproccololien
  • KilivitzKilivitz Member Posts: 1,459
    simples said:

    so did you know you can actually go on top of the iron throne building? i didn't.

    Which is where this happens:
    Montresor_SPBladeDancersemiticgoddessProont
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