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Commie
 
PostPosted: Tue, Aug 09 2016, 1:25 AM 

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TormakSaber wrote:
The only places you cannot use cross-planar teleportation and movement in Bendir Dale is anywhere in the vicinity of the large green placeable effects. These areas denote the presence of a Dimensional Lock spell (recognizeable with a DC 23 spellcraft check), and are the only places you could not use Extraplanar travel to cross. Anywhere else is fair game.

Portal Rods still function just fine in these areas. Isn't that funny? It's also IC.


the green fizzy spell markers have in giant letters ((NO ONE CAN PORTAL IN OR OUT))

so portal wands are still ok?

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TormakSaber
 
PostPosted: Tue, Aug 09 2016, 3:51 AM 

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Yes. It is also IC that they work and can be commented on as such.

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Commie
 
PostPosted: Tue, Aug 09 2016, 4:06 AM 

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so literally the only thing the lock protected was those three gates

the river/other gates/other shit is 100% normal and you can port all day and night?

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TormakSaber
 
PostPosted: Tue, Aug 09 2016, 4:28 AM 

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Quote:
The only places you cannot use cross-planar teleportation and movement in Bendir Dale is anywhere in the vicinity of the large green placeable effects. These areas denote the presence of a Dimensional Lock spell (recognizeable with a DC 23 spellcraft check), and are the only places you could not use Extraplanar travel to cross. Anywhere else is fair game.

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Magiros
 
PostPosted: Tue, Aug 09 2016, 10:03 AM 

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Just to point out. This was as well ICly communicated that only mey locations could be protected. Not entire Bendir Dale.

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Commie
 
PostPosted: Tue, Aug 09 2016, 17:12 PM 

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Magiros wrote:
Just to point out. This was as well ICly communicated that only mey locations could be protected. Not entire Bendir Dale.


you would think so but i see hin players saying shit like "NOBODY CAN PORT IN AT ALL NOW."

also im guessing due to the higher count of npc's, that pvp anywhere in the bendir dale zone is requiring a DM? until the event is over then it goes back to "dm is only needed if inside the inner wall?"

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Cratz
 
PostPosted: Wed, Aug 10 2016, 19:07 PM 

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So, I had a question about Vampiric Regen. Does it actually involve any form of necromancy, or is it just using magic?

EDIT: I just realized how that sounds. But my brain isn't finding another way to say it.

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#StraightOutaAvernus
 
PostPosted: Wed, Aug 10 2016, 20:10 PM 

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CratzBlade113 wrote:
So, I had a question about Vampiric Regen. Does it actually involve any form of necromancy, or is it just using magic?

EDIT: I just realized how that sounds. But my brain isn't finding another way to say it.


If you're asking if it has anything to do with undead, the creature's soul/essence, the like? I'd be one to think it's not.

It's simply using negative energy to 'force' positive energy out of the host, and into you; therefore healing you.

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Cratz
 
PostPosted: Wed, Aug 10 2016, 20:59 PM 

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#StraightOutaAvernus wrote:
CratzBlade113 wrote:
So, I had a question about Vampiric Regen. Does it actually involve any form of necromancy, or is it just using magic?

EDIT: I just realized how that sounds. But my brain isn't finding another way to say it.


If you're asking if it has anything to do with undead, the creature's soul/essence, the like? I'd be one to think it's not.

It's simply using negative energy to 'force' positive energy out of the host, and into you; therefore healing you.


That's what I was hoping for, but I'd still like to hear some kind of official ruling from DMs/anyone who can link me to a definitive answer. (Not that I don't' trust you, I just want to hear from the people who make the rules!)

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TormakSaber
 
PostPosted: Thu, Aug 11 2016, 1:26 AM 

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How it works depends on the weapon. The "default enchantment" utilizes necromancy to heal. This usage is not evil and not necessarily fueled by negative energy.

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Cratz
 
PostPosted: Thu, Aug 11 2016, 1:50 AM 

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TormakSaber wrote:
How it works depends on the weapon. The "default enchantment" utilizes necromancy to heal. This usage is not evil and not necessarily fueled by negative energy.


So, how would/does it work with gloves? (Not that I know of any gloves on Amia that has Vamp Regen, but I'm curious how it would.)

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TormakSaber
 
PostPosted: Thu, Aug 11 2016, 3:24 AM 

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The same way I mentioned. Sorry, "depends on weapon" meant more than some weapons may utilize a different form of enchantment to achieve the same effect, like a blessed weapon of Uthgar restoring the battle vigor of a barbarian.

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Cratz
 
PostPosted: Thu, Aug 11 2016, 3:27 AM 

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Ah, gotcha! Thanks for the reply!

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exquisitelyme
 
PostPosted: Thu, Aug 11 2016, 4:16 AM 

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Is custom scripting required to create items like the Spellsongs already available ingame (as in, using Bard Song charges to cast spells from Wiz/Sorc/Cleric/etc spellbooks)?

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Chupacabra
 
PostPosted: Thu, Aug 11 2016, 4:53 AM 

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How do i go about viewing and seeing different Helms that are not in game but can be DC requested?

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Commie
 
PostPosted: Thu, Aug 11 2016, 6:14 AM 

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can i just make an ooc shitposting thread in off topic and just fill it with high effort shitposts

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Suhjet
 
PostPosted: Thu, Aug 11 2016, 8:31 AM 

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Chupacabra wrote:
How do i go about viewing and seeing different Helms that are not in game but can be DC requested?

Toolset. Some tutorial for setting it up.
Use this hak order (last updated a year ago from this post).

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Silkelock
 
PostPosted: Thu, Aug 11 2016, 10:16 AM 

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Commie wrote:
can i just make an ooc shitposting thread in off topic and just fill it with high effort shitposts


R/shitpost should be your choice then.

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TormakSaber
 
PostPosted: Thu, Aug 11 2016, 10:32 AM 

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exquisitelyme wrote:
Is custom scripting required to create items like the Spellsongs already available ingame (as in, using Bard Song charges to cast spells from Wiz/Sorc/Cleric/etc spellbooks)?


Yes.

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Mask and Riddle
 
PostPosted: Fri, Aug 12 2016, 0:43 AM 

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Hi,

I have a level 11 boar animal companion. He seems to only have saving throws of -1 in all. Is this intended or is this bugged?

Thanks


 
      
Mask and Riddle
 
PostPosted: Fri, Aug 12 2016, 0:45 AM 

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appears to be a bog, because when I cast str, con or dex on him he recovers his saves and his ac (it was stuck at 9)


 
      
Richard_Edmund
 
PostPosted: Fri, Aug 12 2016, 0:48 AM 

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Never trust the character sheet.

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Mask and Riddle
 
PostPosted: Fri, Aug 12 2016, 1:07 AM 

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It did appear to be true though. Pre-fix the boar was getting hit constantly and poisoned constantly. Post-fix, it is back to normal.


 
      
TormakSaber
 
PostPosted: Fri, Aug 12 2016, 4:51 AM 

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It's not true. The character sheet is notoriously buggy - your summonsa re not magically being set to 8 in all their stats, I promise.

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bobofwestoregonusa
 
PostPosted: Fri, Aug 12 2016, 6:00 AM 

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Mask and Riddle wrote:
Hi,

I have a level 11 boar animal companion. He seems to only have saving throws of -1 in all. Is this intended or is this bugged?

Thanks


When you see this problem with a summon character sheet just close the sheet, open yours and then look at their again. It's an old nwn bug that for some reason just doesn't display their stats and instead gives you a blank sheet. I don't know why it does that but it's got a quick fix by just looking at yours.

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Kudark
 
PostPosted: Fri, Aug 12 2016, 6:50 AM 

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I find that happens when you try to Examine the Companion if the combat light is still on. Sometimes using a transition will clear it up too.

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MisterLich
 
PostPosted: Sun, Aug 14 2016, 15:01 PM 

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What are the best non AA arrows out there? I am not interested in damage necessarily but also on hit effects that might be fun. I have oil arrows and petrifiation arrows already. Also onhit freeze arrows and I think blindness.

Any ideas for other interesting ones?

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walnutboy
 
PostPosted: Sun, Aug 14 2016, 15:15 PM 

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MisterLich wrote:
What are the best non AA arrows out there? I am not interested in damage necessarily but also on hit effects that might be fun. I have oil arrows and petrifiation arrows already. Also onhit freeze arrows and I think blindness.

Any ideas for other interesting ones?


Rain of Doom? Can't recall what they do off hand though.

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MisterLich
 
PostPosted: Sun, Aug 14 2016, 15:27 PM 

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Low DC Doom. Not the best but interesting ones.

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bobofwestoregonusa
 
PostPosted: Mon, Aug 15 2016, 4:25 AM 

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Are west and central cordor still mostly considered free for all pvp areas? If they're supposed to have guards can some be put in?

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TormakSaber
 
PostPosted: Mon, Aug 15 2016, 6:19 AM 

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Central is lawless land run by a group of Hoarran viglantes who have been armed and trained to fight - that said, you should probably still have a DM, especially near the Nexus.

West has guards that can be bribed, but you should still have DMs there. There is a few exceptions: If your PC is a member of the Gentleman's Club in good standing, literally no one in West, guards included, will rat you out, and they will lie and take your side. I'm not saying this is a DM given permission to break server rules - but the guards would actively only step in to help you, not hinder, in this very specific situation.

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aida
 
PostPosted: Mon, Aug 15 2016, 6:36 AM 

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Have I been saying it wrong this whole time? Is it Hoarite or Hoarran?


 
      
Gribbo
 
PostPosted: Mon, Aug 15 2016, 6:38 AM 



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I've always called them Hoarran because Hoarite sounds way to close to Helmite


 
      
Commie
 
PostPosted: Mon, Aug 15 2016, 8:35 AM 

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do you call a hoarran parish a hoar-house?

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TormakSaber
 
PostPosted: Mon, Aug 15 2016, 15:57 PM 

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I think it would be down to regional or local dialect, sort of like how "Tormtar" was adopted by some to be a term for all the faithful of Torm rather than just the Order of the Golden Lion.

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Dark Immolation
 
PostPosted: Mon, Aug 15 2016, 21:47 PM 

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Kind of like Thayvian vs Thayan. Or at least as far as I can remember. I recall looking on Candlekeep and it seemed like from one edition to the next it became Thayan rather than Thayvian. Tormite and Tormish are also two other names for followers of Torm. nj-pbem favors Tormish, but I know all its stuff is written from the timeline of the ToT and very shortly after. I personally prefer Tormtar or Tormish, because Tormite sounds like termite.

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do you call a hoarran parish a hoar-house?


My Hoarite makes it a point to either pronounce it "Ho-Ar" or "Azure-An" just because so many people try to make Whore-ite and Ass-uran jokes. And then he has to put his dev-monk fist through the back of their skull. It's no fun for anybody.

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Roach
 
PostPosted: Tue, Aug 16 2016, 15:41 PM 

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Okay, so I've quit, come back with a new name (come on, you all knew anyway), and I've been reading the forums a lot. Something I'm seeing, and wondering about is this:

First... please, this is not trolling, this is not meant to start a flame war, just a simple observation by someone who admittedly knows little about shifters/druids/wizards/sorcs, and honestly very little about pvp and strategies to do so.

Here goes...

This thread: viewtopic.php?f=2&t=86488
Claims that casters need help, as they are the "lowest tier" for pvp on the server. As such, lots of new changes have been implemented for spells and casters. Me, being the type I am, honestly have no idea if this is good or bad, but... it's a lot of changes nonetheless.

Yet... this thread: viewtopic.php?f=18&t=86963
Seems to say the opposite, as the predominant classes mentioned are wizards, sorcerers and clerics (with a strong showing for druid/shifter too, which has also been claimed to not be so powerful!).

I am actually confused by this. How can casters be so weak and useless that they need all these changes to make them viable, yet they are the #1 choices for pvp as it is?

Again, this post has no malice, no vitriol, merely asking the how's and why's of this conundrum. The part that really confuses me, is that some of the same people are giving opinions on both sides of the argument. As in, on the one hand saying casters are powerless, then saying they would "wipe the floor" with such and such. It makes no sense to me.

Thank you for your knowledge and explanation.

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viewtopic.php?f=3&t=86936


 
      
Guardian
 
PostPosted: Tue, Aug 16 2016, 16:13 PM 

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My advice is to ignore the theoretical wannabe-macho discussions about "my powerbuilding knowledge > your powerbuilding knowledge".

The class is only as good as your knowledge of the class and the game is. Simple as that. And since this is a RP server (right?), it does not matter if you're good or bad at building. It matters if you're a cool character.

You can be the best player in the world - if you are playing a caster character and are caught with pants down, resting, you'll bite the dust. On the other hand, if you are given the chance to buff your ass and then engange, you'll probably win. But then again, it's all a theory and "ifs and whens".

Ignore sad threads like "Teach me how to make an invincible powerbuild how to fish" or "If we're having Amia as an arena" and you'll breathe easier, trust me. In the end, it does not matter what build you have - every build have pros and cons and even the biggest badass around can die to a roll 1 casted by a newbie.

To sum it up bluntly - casters are good when buffed and prepared. Dead if caught off-guard. Powerbuilding sux and so does those who put it in the first place BEFORE the character and RP ( <3 )

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Last edited by Guardian on Tue, Aug 16 2016, 16:14 PM, edited 1 time in total.

 
      
Maverick00053
 
PostPosted: Tue, Aug 16 2016, 16:14 PM 

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The thing is that Mages/Clerics are dominate in vanilla pvp. A lot of this comes down to the fact that mages/clerics get access to a lot of spells that are very cheesy one trick, like bigbys, or straight up roll to die spells.

Amia has come a long way in attempting to fix that and effectively nerfed/neutered most of the mages workable spells. Most of these spells were very gimmicky or straight out bull in the first place. Nevertheless, it left them with their now neutered 'once good spells' and their mediocre left over spells.

Down the road the introduction of high magic items/potions/etc further removed the last remaining uses for most mages. At this time you could have a 50+ AB Crit God Weapon Masters that could run around with almost all the good buffs/offensive spells that any caster had access to. Then even further down the road epic armor gets introduced with 5/- MR which makes another subset of remaining good caster spells absolutely laughable.

You can kind of see the issue right? Mages weren't needed nor were effective against an epic geared WM.

So the latest wave of changes has been multifaceted in both the item changes and now the spell changes.

The removal of most of the black label potions, a lot of immunities, and the magic DR has reintroduced the mage as being viable.

Now with the spell changes that are still on going we do not wish to reverse any of the really needed changes, like the bigby, but we are looking to bring the 3/4 of the spellbook of a mage up to a level where someone can consider it viable. So now instead of every mage using Ice Storm, Fire Ball, and IGMS we can hope to see mages that are throwing around cone spells, chain lightening, etc. None of the good spells will be getting a buff either, ie. ice storm.

On top of all that we want to make it so that having Epic Focus Spell in something that isn't Necro/Conj/etc can be viable, not only for balance and fun reasons but also for RP reasons. These changes will hopefully inspire a whole new range of mages that don't spam the same three spells, and have a rich story/background to tell because of it.

So! Hopefully that helped? The reason that the second thread you linked is very predominately saying wizards/sorcs/clerics is because it states you cannot use anything besides common Cordor potions/items. WMs are still monsters -if- they get access to the rest of the toys/potions/scrolls that are out there for them.

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Roach
 
PostPosted: Tue, Aug 16 2016, 16:33 PM 

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Maverick00053 wrote:
The thing is that Mages/Clerics are dominate in vanilla pvp. A lot of this comes down to the fact that mages/clerics get access to a lot of spells that are very cheesy one trick, like bigbys, or straight up roll to die spells.

Amia has come a long way in attempting to fix that and effectively nerfed/neutered most of the mages workable spells. Most of these spells were very gimmicky or straight out bull in the first place. Nevertheless, it left them with their now neutered 'once good spells' and their mediocre left over spells.

Down the road the introduction of high magic items/potions/etc further removed the last remaining uses for most mages. At this time you could have a 50+ AB Crit God Weapon Masters that could run around with almost all the good buffs/offensive spells that any caster had access to. Then even further down the road epic armor gets introduced with 5/- MR which makes another subset of remaining good caster spells absolutely laughable.

You can kind of see the issue right? Mages weren't needed nor were effective against an epic geared WM.

So the latest wave of changes has been multifaceted in both the item changes and now the spell changes.

The removal of most of the black label potions, a lot of immunities, and the magic DR has reintroduced the mage as being viable.

Now with the spell changes that are still on going we do not wish to reverse any of the really needed changes, like the bigby, but we are looking to bring the 3/4 of the spellbook of a mage up to a level where someone can consider it viable. So now instead of every mage using Ice Storm, Fire Ball, and IGMS we can hope to see mages that are throwing around cone spells, chain lightening, etc. None of the good spells will be getting a buff either, ie. ice storm.

On top of all that we want to make it so that having Epic Focus Spell in something that isn't Necro/Conj/etc can be viable, not only for balance and fun reasons but also for RP reasons. These changes will hopefully inspire a whole new range of mages that don't spam the same three spells, and have a rich story/background to tell because of it.

So! Hopefully that helped? The reason that the second thread you linked is very predominately saying wizards/sorcs/clerics is because it states you cannot use anything besides common Cordor potions/items. WMs are still monsters -if- they get access to the rest of the toys/potions/scrolls that are out there for them.


Thank you Guardian and Mav for the well thought out and explained responses. It's all quite a bit more clear now.

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viewtopic.php?f=3&t=86936


 
      
Commie
 
PostPosted: Tue, Aug 16 2016, 16:36 PM 

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maverick hit the nail on the head.

it's also the reason 'scrolls' wern't allowed in my hypothetical pvp arena. scrolls and the overabundance of ways to get arcane spells on demand on any character really strongly diminishes their pvp utility.

think about it, before the big changes if you were a WM what spells couldn't you just have if you knew a wizard? Time stop.... snything else? Sure theirs lasted longer but you also have +57 ab and 10-20x3 crit and 63 ac and epic dodge. odds are you don't need eight minutes of haste to do what you're trying to do and if you did just use more scrolls.

casters are becoming better now but the battle is still being fought.

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bobofwestoregonusa
 
PostPosted: Tue, Aug 16 2016, 19:56 PM 

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Right now to be an effective caster you can actually turn to your spellbook to do damage if you take the right schools. Normally you're forced to do timestop combos like gr-hellball or timestop spam evards and bigby them, and if that doesn't work you ran.

Also crowd control spells will be useful again.

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Commie
 
PostPosted: Tue, Aug 16 2016, 22:13 PM 

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can we do rp for and request some of the old scripted content that's just regular stuff but mechanically better?

there's quite a few alternative forms out there, not to mention spells, that are just normal spells/feats/skills but either missing a weakness or just having more numbers and better abilities. are these things we can rp for? either by 're inventing' them individually or by finding someone with the content and learning from them?

or are these better abilities just forever the domain of those who currently have them?

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Tarnus
 
PostPosted: Tue, Aug 16 2016, 22:21 PM 

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This is the list of requestable spells: viewtopic.php?f=2&t=85846 If its not on there, I am guessing you can't request it. So if its mechanically too good to be true, yes you probably will never see it again in the hands of a new pc.

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Commie
 
PostPosted: Tue, Aug 16 2016, 22:26 PM 

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well if it's mechanically "too good to be true" then it should either be changed so it's not "too good to be true," or made available to everyone.

if we can still grant custom scripts to people as long as those scripts are already made, like tarnus showed, then some of these things need to be either on the table as requestables, altered so they are in-line with their default state (ie no stuff that's just literally better then default stuff) or taken out.

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#StraightOutaAvernus
 
PostPosted: Wed, Aug 17 2016, 0:59 AM 

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So -- as Amia's resident Chromatic Kin.


I've been told that, apparently, Bendir Law only applies within the internal walls of Bendir; and it's only DM legislated to 'allow' it within that space. Is this true?

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Commie
 
PostPosted: Wed, Aug 17 2016, 1:02 AM 

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#StraightOutaAvernus wrote:
So -- as Amia's resident Chromatic Kin.


I've been told that, apparently, Bendir Law only applies within the internal walls of Bendir; and it's only DM legislated to 'allow' it within that space. Is this true?


viewtopic.php?f=67&t=84988

TormakSaber wrote:
Bendir's laws do not apply outside the "inner walls". It is not metagaming any guards to PvP outside of the inner walls where the racial gates restrict entrance. Do not expect DMs to enforce this, because it is not a rule, IC or OOC.


TormakSaber wrote:
You do not need a dm to pvp outside of bendirs inner walls.


TormakSaber wrote:
No_Dice_13 wrote:
I agree pvp rules still apply but it sounded like people were saying that our laws don't apply outside the inner walls, when they do we rped changing the laws, we still rp working on the laws, we built the wall and posted the golems and guards to help enforce that it is the whole reasone for the rp and building of the walls. I just want to have that clarified as it sounds like the guards and golems are just there as decorations.

It is not.metagaming to pvp outside the inner walls.


but RIGHT NOW there are a ton of 'silver dragons' outside iirc so be reasonable. somethin dif is goin on atm.

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#StraightOutaAvernus
 
PostPosted: Wed, Aug 17 2016, 1:34 AM 

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Well. Yeah, obviously; but I was fishing for this info and couldn't find it. Nice to have. Thanks!

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*So, i've got a question for ya.
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*that everyone can be a good person, if they just try?
*all right.
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Playing: Tanar'i Shit Disturbers


 
      
Commie
 
PostPosted: Wed, Aug 17 2016, 2:07 AM 

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#StraightOutaAvernus wrote:
Well. Yeah, obviously; but I was fishing for this info and couldn't find it. Nice to have. Thanks!


yup. keep in mind some 'hin' players do the ol 'leave or else' pvp thing if they see you outside and decide they don't want you around.

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Xenos
 
PostPosted: Wed, Aug 17 2016, 20:36 PM 

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#StraightOutaAvernus wrote:
I've been told that, apparently, Bendir Law only applies within the internal walls of Bendir; and it's only DM legislated to 'allow' it within that space. Is this true?


AFAIK the Law extends to anywhere an NPC can find you in an area. That is why, if you want to go into Cordor, or Winya, when you are not permitted to do so, you need a DM on hand so the guards can react. Otherwise it's metagaming the guards! Obviously there are some exceptions, the Road in front of the Nexus falls is pretty safe from NPC guards and i'd think going around Barak Runedar's wall is fine too.

Now the fun part is, how far the law of an area extends when it comes to player enforcing, which is pretty much as far as the player is willing and able to enforce it.

I suppose the real question is if someone that is banned from Dale itself can still use the carts, or walk thru the area to reach the next given the lack of simple means to get around. So with that in mind i suppose it's logical that the NPCs will only enforce the law inside their inner walls, but PCs can still enforce it outside. I know one PC that is banned from the Dale that, afaik, simply does not enter that area at all.

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