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Messages - Zelknolf

#1
Suggestions /
January 09, 2010, 01:09:47 AM
Quote from: ScottyB;160650We don't do messy hackjobs on this server.

Furthermore, your proposal won't pass character validation.

You can get a choice, which is more than you had before. Be happy.

If replacing simple weapon proficiency with elf proficiency wouldn't pass character validation, neither would an override that offers a choice between the three. The resulting .bics would be identical.

Also, how is a bonus feat on an item that players never see more of a "hack job" than skill points saved in variables (EFUSS), unlabeled special abilities under player tools, spell changes without spell description changes, unused (but selectable!) core skills (craft armor/weapon), a repurposed skill that retains its old name/description (craft trap) that is redundant with a variable skill (EFUSS's engineering), or changed class abilities without changed descriptions or entries on the feat list (barbarian rage/movement, druid/ranger movement, detect evil, summon mount)?
#2
Suggestions /
January 09, 2010, 12:33:26 AM
Quote from: ScottyB;160642I can't just give bards Elf proficiency on top of Simple.

Make the override turn simple weapon proficiency into elf, then add a few choice lines in the OnPlayerLevelUp event that check for bard levels, elf weapon prof, and the absence of simple weapon prof, and then add simple weapon proficiency as a bonus feat to the hide on those who meet the conditions. Net result is bards with simple weapons + bows, rapiers, and longswords, albeit in a roundabout way.
#3
Suggestions /
January 05, 2010, 05:33:38 AM
Indeed, but all of those things require that a player know about these things, none of which are accessible to someone who hasn't been told. So I'm just suggesting that the telling part be scripted in. Take five minutes, in that, to do.
#4
Suggestions /
November 30, 2008, 05:24:10 PM
The only way to get the spells to work reliably as spells is with a hak, and the only way to get them to look good is with a tlk. It's technically possible, and technically not a lot of work, but doing so would require EfU to throw away its current hakless niftiness.
#5
Suggestions /
November 28, 2008, 02:42:34 AM
As a point of reference:
Abbathor's Favored Weapon = dagger
Berronar's = heavy mace
Clangeddin's = battleaxe
Deep Duerra's = battleaxe
Dugmaren Brightmantle's = short sword
Dumathoin's = maul
Gorm Gulthyn's = battleaxe
Haela Brightaxe's = greatsword
Laduguer's = warhammer
Marthammor Duin's = heavy mace
Moradin's = warhammer
Sharindlar's = whip
Thard Harr's = spiked gauntlet
Vergadain's = longsword


You'd think that if the dwarven waraxe had such cultural significance for dwarves in FR, it would have made it into their pantheon somewhere. Instead, the mother and father of the dwarven race sport a mace and a hammer, which says to me that a better representation of the dwarven "racial weapon" would involve smashing things, and mace proficiency is incredibly easy to get.
#6
General Discussion /
November 22, 2008, 05:17:04 PM
Quote from: MisterPAIN;98213simply informing people that his imp's familiar bonds are quite mild and there isn't some strong bond of essences (because in this case it is not, as the imp is completely dominated) by PCs who shouldn't really know anything about the details of wizardry, not being a wizard and all.

And my halfling PC is really a small child with big feet.

What you've got here is an example of cheesing, and even outlandish cheesing (dominate monster is a 9th level spell that thats a few minutes in EfU and a few days in PnP), that is resisted overtly by the realities of the game world (namely that familiar death causes experience loss -- how exactly does a lack of a bond come out with 'if this guy dies, I could lose access to my most powerful spells'?)
#7
Suggestions /
November 19, 2008, 09:13:40 PM
Quote from: Meldread;97946I don't have a problem with any of this, and I don't know why anyone else would either.

Unfortunately, not everyone has a clear distinction mentally/emotionally between IC and OOC -- a character being screwed over is griefing to them, as opposed to the hook for a playable rivalry.


That said, the angry posts in this thread are more about people abusing the game engine to get loot than people whose characters are greedy and do things like skim gold before the split, palm a half pound item, stuff a gem into a boot before making the ceremonial EfU "lewt for splitting" pile. This is more of rushing into a room, picking up 2 swords, 10 potions, and some halfplate while everyone else is out of range for the OnAquired script to inform, and giving no clues in emotes or whatnot about the additional 60 lbs. of gear being toted about.
#8
Off-topic Discussion /
November 19, 2008, 01:53:38 AM
LG Half-Elf Spellsword


And the tarrasque isn't immortal! You just have to pummel it for its max hit points +10 and then cast wish to kill it (or spam death magic and hope it rolls a natural 1, then pummel while firin' up the wish). The trick is that bit where it has 850 hit points, 35 AC, immunity to all of that handy stuff (like ability damage), epic damage reduction, reflects rays, cones, and MM 30% of the time, has 40 regeneration, and nothing does lethal damage do it.
#9
Suggestions /
November 19, 2008, 01:33:24 AM
Quote from: Gwydion;97757Pup,

I doubt even full plate would act like Farday's cage.  Electricity takes the path of least resistance, and once it hits your helmet, it may like traveling down the bone of your skull and spine as much as through the metal pieces if there isn't a continuous metal to metal to metal path to the ground.

Touching the metal in any place would subject you to some of the current I would think.

'cept that you're not actually touching any metal in a plate harness. The plates are touching leather and wool - which are excellent insulators, both in terms of temperature and electric current - which are touching linen underclothes, which are touching skin. (to preempt the "porous materials absorb water, which reduces electrical resistance" argument, leathers in armor are treated with wax and oil -- boiled for plates, conditioned for joints; they're effectively hydrophobic materials in that state.)


To the RP logic: how many people walk through the troughs of water on the zigguraut? How many people change their shoes after? How many cases of trenchfoot do we see on the zigguraut? If we're keen on nurturing the RP around the unfortunate applications of water and rain, why not go with the actual reason not to stand in the rain? It's cold. It's uncomfortable. If you do it long enough, it's really bad for your skin, which will prune up, then lose heaps of nutrients (wet clothes = poultice), then crack gruesomely and prolifically. If you let your socks get soaked and wear them all day, the same thing applies, but the soles of your feet eventually start peeling off and risk infection while making walking an exercise in most ridiculous pain.
#10
Suggestions /
November 17, 2008, 10:32:43 PM
Even my poor characters seem to be able to get their hands on at least lesser restoration items, if not neutralize poison and remove disease (all of them being capable of removing the ability score damage from poison.) Potions of ironguts are a +4 v. poison for 20 minutes; items with +1/+2 v. poison end up in the trash heaps; it's not hard to build a character with 12-14 con (4 - 6 out of your 30 points? Unless your concept is one of a sickly fellow, in which case I say that getting poisoned is a fine place to express that!) And the resist poison feat has no prerequisites and that fort saves are high for plenty of classes (barbarian, cleric, druid, fighter, monk, paladin, ranger).

I dunno - it seems like DC 18 is pretty easy to beat. Few of my characters have good fort saves (I tend to play rogues, bards, sorcerers, wizards) and when they get to stomping through spider-infested woods, their saves v. poison tend to be in the +10-+14 range. I'd say that's part of the challenge of D&D: learning how to respond to various threats, being perpetually ready for the common ones, specially prepared for the ones you approach, and able to handle the ones you get waylaid by (cursed DMs and their adding of fun to the grind! *shakes a fist*)
#11
Suggestions /
November 17, 2008, 10:18:22 PM
I think the mountains are the highest point on the island, and that a plate harness is extremely good at grounding electrical current. :P

More to the point, though, there already are lightning scripts, ones that I would say strike too frequently and entirely too close together, especially for a tropical island. But, meh, they don't do that much damage, and the mythal makes a fair explanation; they're just hard to RP with. Yknow, the whole "I just got struck by lightning... but I'm only cantrip-style messed up." ... thing?
#12
Suggestions /
November 16, 2008, 06:21:10 PM
I can second this one. Not from being a target, but from witnessing them firing on an invisible ally from about a tile and a half away.
#13
Bug Reports /
November 16, 2008, 05:00:48 PM
Quote from: Thane;97490I think the color issue has to do with the scripting of the colors and the version 1.69 update.  If that isn't the case... I have kept an extensive log of what color the dye pots in EFU actually resulted in.  I'd be happy to assist in fixing the issue.

Naw, the dye property thingy just ganks a color number from the dye's tag all StringToInt(GetStringRight(3, GetTag(GetSpellCastItem()))) style. I don't think there's anything that'd change existing dyes in the patches. In fact if memory serves, the default bioware "dark green" dye is "buttugly turquoise"
#14
Suggestions /
November 16, 2008, 04:06:40 AM
More relevant re: dragons would be, I think, that dragons are their own creature type.

http://www.d20srd.org/srd/typesSubtypes.htm#dragonType

PnP rules ftw.
#15
Suggestions / EFUSS feedback
January 05, 2010, 02:42:55 AM
A fairly minor suggestion:

Currently, when one gains skillpoints for the EFUSS system, there's a little message that says how many are gained and how many is available. Which is nice, to be sure, but it's not especially revealing about how to use them. There is, indeed, information on the site in the chat commands page, but as someone who didn't know they were used by a chat command, I didn't find this information until someone mentioned that there was a chat command for it.

It seems like changing the feedback to include a "Type /c efuss help for more information." could help out those who aren't on the forums and/or haven't mucked through the website well enough to find out about the system. Color tags being there to make it bluntly obvious what's supposed to go into the chat window.