It seems I have missed something in the leveling speeds. Several people have told me that it can be done quickly.Rary wrote:It's actually pretty good. I've seen people get to level 14 in a day. I'd rather increase the XP you get for -4 to +2 from your level and lower the XP you get for people +3 and +4 your level. But I haven't touched it because it seems to be pretty good right now.Lord Mephisto wrote:
1. SPEED OF LEVELING
The questions is, can it be done quickly by only a few who know how to do it and have the time and opportunity to do what they need? Or is it easily done by everyone with a few hours available for play each day?
I don't want it to be too quick, that takes away a lot of fun learning how toe play your character at all the different levels.
Perhaps I haven't been much on at peak times?
I will have to investigate further to make up my mind. Thanks for the feedback.
Saving throws works fairly well in the beginning. But each step towards level 20, it becomes more and more broken. Saves increase much quicker than DCs. This is simply because spell DC is only determined by spell level, ability modifier and spell focus feats. Saves are determined by character level, ability modifiers, items, feats and skills.Rary wrote:Bringing in WIS items would make monks/clerics pretty damn powerful.Lord Mephisto wrote:3. ITEM BALANCE
Bringing in CHR items would make paladins/sorcerers/bards pretty damn powerful as well.
There shouldn't be any improved evasion items out there anymore. Mind spell immunity should only have a few items there. Amulet is 10k. One of the weapons has it too. I do agree with saving throws are easy to get, but DC's are easy to increase. Items with the saving throw bonuses I think are pretty balanced right now for what mages are getting for DC's.
It is basicly much easier to build a character with high saves only failing on a natural one than it is to build a character with high DCs where the enemy fail often.
Reducing the universal saving throw bonus items a little and removing the Paladin save exploit could very well fix this problem once and for all.
But I agree, it is a delicate balance. And it is not bad as it is today. And basicly a high-level problem.
I can never remember to have been stricken with a Holy Sword without ending up without buffs.Rary wrote:I was told last month this spell is useless.Lord Mephisto wrote:
5. SPELL BALANCE
HOLY SWORD:
But anyways if you add a +5 enchantment and 2d6 damage, you will destroy all mages out there. +5 with no extra damage would be better for this spell.
Look in the spell script, the weapon property Holy Sword does strange things indeed.
And actually, the damage isn't the worst part. It's the auto-dispel.
This one is a difficult one. But I just think the spell mantles as they exist today are very boring.Rary wrote:Seems nice, but I'm not familiar with mages that much to comment on it.Lord Mephisto wrote: 5. SPELL BALANCE
SPELL MANTLES:
All mage combat is more or less about spell mantles and spell breaches. The one who gets action cancelled first loses...
I find it dull, repeatetive and somewhat dumb. It would be more fun to add tactical uses requireing more skill and forethought.
I am not saying my suggestion is perfect, but I think it would indeed add some spice. And we all love our food with some extra taste, don't we?
Good, I have been pondering and testing this one for quite some time.Rary wrote:I love the idea.Lord Mephisto wrote: 5. SPELL BALANCE
DISPEL MAGIC:
I always thought dispel checks and dispelling magic had crude and unfinished rules. With some change here, it could add a new dimension to dispelling.
And it would not become too large an impact from the normal rules either, it would never take away the randomness of the d20, which it never should.
I think it is still doing magical damage, as well could or should.Rary wrote:Hmm, this spell should be magical damage. What's it doing now?Lord Mephisto wrote: 5. SPELL BALANCE
HORRID WILTING:
But I am not especially fond of the Death Immunity protecting against it since it is not really a death spell.
After all, it is a level 8 damage spell which you cannot safely spam all around you not slaying team members, etc.
Thanks, my purpose is to make things more balanced and add more fun.Rary wrote: Anyways great input on all your suggestions. D&D is the way I want to go as well, but killing nothing but "Human Beings" and not controlled variety of NPC's makes some spells useless and others used alot.
Now, I really should be goind to bed... Work in 4 hours...