Search found 94 matches
- Fri Mar 11, 2005 3:44 am
- Forum: CoPaP: Development
- Topic: An Idea: Improveing Clerical Spells
- Replies: 76
- Views: 46446
The randomity factor between min-max Wrath is too large. In effect the spells will be about as useless as they are now. The whole point of the topic was to increase their power not convert them slightly. As far as i can deduct, Wrath's effectiveness level is close to my pattern for both low and hig...
- Fri Mar 11, 2005 3:38 am
- Forum: CoPaP: Development
- Topic: An Idea: Improveing Clerical Spells
- Replies: 76
- Views: 46446
- Thu Mar 10, 2005 8:16 am
- Forum: CoPaP: Development
- Topic: An Idea: Improveing Clerical Spells
- Replies: 76
- Views: 46446
My thoughts are that like this it benefits the powerbuilds that will take some clerical levels to have access to the healing spells since they will be target depended Taking my numbers as example: someone taking 3 cleric levels (and WIS 14 to get the bonus spells) would have: 4 + 4*7.5 + 3*12 = 70 ...
- Thu Mar 10, 2005 7:32 am
- Forum: CoPaP: Development
- Topic: An Idea: Improveing Clerical Spells
- Replies: 76
- Views: 46446
Still the funny thing will be that a for a cleric of high level will need 2 cure critical wounds to fully heal a fighter of 100hp that has droped to 50 . So the fighter of 100 hp will still prefer his healing kit . In my mind it makes no sence. Amonien should be able to heal this fighter moving her...
- Thu Mar 10, 2005 3:08 am
- Forum: CoPaP: Development
- Topic: An Idea: Improveing Clerical Spells
- Replies: 76
- Views: 46446
One issue i have with the current %-suggestions: they are caster-based instead of target-based. I see little reason why a CLW should be better when cast by a lvl 20 caster instead of a lvl 1...the higher level caster is already granted more healing capacity in his spells by being grant both more spe...
- Wed Mar 09, 2005 3:30 pm
- Forum: CoPaP: Development
- Topic: An idea:Removing Healing Kits from CoPaP
- Replies: 72
- Views: 46809
On a related note, I think all potions over lvl 3 spells should be removed too. Heal potions are far worse for the game then heal kits will ever be, and are not meant to exist. Check PnP, poitions are only up to lvl 3 spells. This i'd agree to...it seems that the trend is to bring more and more fan...
- Wed Mar 09, 2005 3:22 pm
- Forum: CoPaP: Development
- Topic: An idea:Removing Healing Kits from CoPaP
- Replies: 72
- Views: 46809
I would like to dispel your crazy comments about it not being posible, because I do it all the time. You can dispel them them by -NOT- casting cleric spells above 4th level and still not using more than one bandage per hour per person. Not every party has a high-level cleric. In fact, few do. I don...
- Tue Mar 08, 2005 3:18 am
- Forum: CoPaP: Development
- Topic: An idea:Removing Healing Kits from CoPaP
- Replies: 72
- Views: 46809
Fuzz, it won't work because every character can only be healed once per 4 minutes...in fast-flowing consequetive battles (which among other things most DM-events and most challenging areas are) that simply won't do!!! I don't care i can heal 20 people in 4 minutes...i care i can only heal every fron...
- Sat Mar 05, 2005 3:54 pm
- Forum: CoPaP: General Discussion
- Topic: Question for worldleaders/DM: Timeless Body, cheesing ?
- Replies: 4
- Views: 4362
Re: Question for worldleaders/DM: Timeless Body, cheesing ?
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up. Would rolepla...
- Fri Mar 04, 2005 2:23 pm
- Forum: CoPaP: Development
- Topic: An Idea: Improveing Clerical Spells
- Replies: 76
- Views: 46446
I did not mean to say that only cleric spells should be upgraded. Why not? Because in 3E, spells are the same for anyone who can cast them. Yes, druids are not focused on healing, but that's why they don't have heal . If you want to nerf a druid's healing ability, the right way to do it is to chang...
- Thu Mar 03, 2005 5:40 am
- Forum: Hala News
- Topic: Hala Website and News
- Replies: 23
- Views: 18261
- Thu Mar 03, 2005 4:41 am
- Forum: CoPaP: Development
- Topic: An idea:Removing Healing Kits from CoPaP
- Replies: 72
- Views: 46809
Ok what about nd4 where n is the character using the kits heal skill? The limit I mentioned of 1/game hour ...dont we run ~ 4real min to a game hour? I dont see 1 every 4 min as that bad. How about nd4 + 1, with a cap of no more than 50% of the target's total hp? Therefore, someone with 0 skill can...
- Wed Mar 02, 2005 7:14 am
- Forum: Hala News
- Topic: Hala Website and News
- Replies: 23
- Views: 18261
- Mon Feb 28, 2005 8:27 am
- Forum: CoPaP: General Discussion
- Topic: Static spawns vs. scaling encounters, and XP
- Replies: 22
- Views: 14807
I am in agreement with MistCaller on this do not peanalize the regular Players for the sake of a few powergamers. There's a nuance: * regular players will often go to areas that are challenging, in which case the 1-4 bonus xp are not what make up most of their mosnter xp * PG'ers will exploit (i'll...
- Sat Feb 26, 2005 8:52 pm
- Forum: CoPaP: General Discussion
- Topic: Static spawns vs. scaling encounters, and XP
- Replies: 22
- Views: 14807
Hrm? I have 2 high level triple-classed characters and never have seen a round-down to 0. Is it because they're human? Who actually gets this round-down thing? Triple-classed non-humans without taking favored class for their race? That should be tough. Div is human...she gets the penalty. You only ...
- Fri Feb 25, 2005 7:21 am
- Forum: CoPaP: General Discussion
- Topic: Static spawns vs. scaling encounters, and XP
- Replies: 22
- Views: 14807
As a mid-way point there... perhaps instead of 0xp it could be 1xp. Still take forever to PG up like that, but you don't HAVE to go to epic adventuring areas to get a slow advance, that way. I like being able to take an adventuring party out with Sand and get a small amount... 100-200xp for a few h...
- Fri Feb 25, 2005 5:02 am
- Forum: CoPaP: General Discussion
- Topic: Static spawns vs. scaling encounters, and XP
- Replies: 22
- Views: 14807
My suggestion would be to adhere to the PnP-rules for xp: everything more than 8 CR away from your level was either too easy to really learn from (giving no xp) or too challenging so it must have been a bug or engine/AI-limitations-exploit to have been able to kill him (giving no xp). Saves both th...
- Thu Feb 24, 2005 6:41 am
- Forum: CoPaP: Development
- Topic: An idea:Removing Healing Kits from CoPaP
- Replies: 72
- Views: 46809
- Thu Feb 24, 2005 6:38 am
- Forum: CoPaP: Development
- Topic: An idea:Removing Healing Kits from CoPaP
- Replies: 72
- Views: 46809
Ok what about nd4 where n is the character using the kits heal skill? 109d4...sweet... :) :wink: My input: by disabling healing kits you'd sacrifice the appeal of a fast-moving game to realism. Potions are FAR too expensive to live on, clerics are not that everpresent (don't start on druids and hea...
- Wed Feb 23, 2005 2:54 am
- Forum: CoPaP: General Discussion
- Topic: Static spawns vs. scaling encounters, and XP
- Replies: 22
- Views: 14807
I think having areas with loads and loads of spawns is quite fun. The hundreds or thousands of xp is not fun however (well, it is, but you know what i mean). My suggestion would be to adhere to the PnP-rules for xp: everything more than 8 CR away from your level was either too easy to really learn f...
- Mon Jan 17, 2005 6:45 pm
- Forum: CoPaP: General Discussion
- Topic: Discussion: Removing gold drops (Copy from Avlis Boards)
- Replies: 23
- Views: 14284
The good is that it acts as a moderate sink for getting rid of excess magic items that no one wants. Tell me about it. Was strolling through a marketplace in Rockhome today, and lo and behold what i saw at the Ale Merchant (i kid you not): 6 full pages of amulets of protection +1!! :lol: :lol: :lol...
- Mon Jan 17, 2005 1:02 pm
- Forum: CoPaP: General Discussion
- Topic: Discussion: Removing gold drops (Copy from Avlis Boards)
- Replies: 23
- Views: 14284
If eg my lvl 14 low-item barbarian needs to chuck 3 potions for 800 gold, and several kits to survive an area. And with whom is he then partied up? I ask because i always hear arguments coming from soloing fighters who base their expenses on a totally self-provided buffing-spree coming from potions...
- Mon Jan 17, 2005 11:29 am
- Forum: CoPaP: General Discussion
- Topic: Discussion: Removing gold drops (Copy from Avlis Boards)
- Replies: 23
- Views: 14284
Gold drops down to 100 max seems very reasonable. I now sometimes gets rops over a 1000, and the generic gold drop is around 350. Given that i ALSO have an increased chance of dropping loot (given i take on stronger monstrs for the same effort), that means i make lots and lots more monet. A simple a...
- Mon Jan 17, 2005 3:02 am
- Forum: CoPaP: Development
- Topic: Very attractive addition: can this be implemented CoPaPwide?
- Replies: 9
- Views: 8225
- Fri Jan 14, 2005 2:03 am
- Forum: CoPaP: Development
- Topic: Very attractive addition: can this be implemented CoPaPwide?
- Replies: 9
- Views: 8225
Very attractive addition: can this be implemented CoPaPwide?
As mentioned both on the Avli-boards and the Hala-boards and received with great enthousiasm: http://home.earthlink.net/~dartanbeck/id1.html An awesome addition that will allow characters to have a real adventurer-look. Could this be implemented in the CoPaP-hak, so players can use this on all world...