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Messages - TheImpossibleDream

#1
Suggestions /
January 16, 2015, 08:24:06 PM
Quote from: PanamaLane;422454[-Snip-]

Still can't say I agree with your opinion on only needing healing potions after having just barely survived so many spice/events on the back of clutch consumable use. We're both "BitterVets" of efu though so best not derail the thread by debating further. Lest we end up writing entire essays on consumables and their history in efu.
#2
Suggestions /
January 16, 2015, 06:49:48 PM
Quote from: PanamaLane;422444Get rid of potion brewing. This is not a troll statement. I'm always amazed at the massive stacks of potions I find on other characters, the fact that they have become "required" for pvp and that gold is basically your potion fund and not much else.

Gold has always been your potion fund in EFU and potions have always been an essential edge in every circumstance.

Quote from: PanamaLane;422444Instead, expand alchemy and herbalism, make PCs work to learn the recipes. It gives more value to those trinkets and alchemical products by not having to compete with a simple feat anyone can take at lvl 3. Perhaps taking the brew potion feat could open up a number of recipes which you would still be required to get the reagents for?

Once upon a time it was possible to craft potions through various EFUSS  skills. They were removed because they cost no experience to make and no  matter  how secret a recipe is kept the information slowly trickled out until it  became extremely easily accessible.

Quote from: PanamaLane;422444The only potions PCs "need" are healing realistically, the rest should be about discovery, quest drops, rewards. This fuels competition for limited resources, and gets "brewers" to be more active in researching recipes, and PCs more brave about taking risks to obtain those rewards.

Why would you need healing more than any other spell? Surely if you can make do with somebody casting Bulls Strength you can make do with somebody casting a healing spell on you every time you're wounded.

Imagine how tedious that would be? Potions create an interesting dynamic and allow DM's to use exceptionally strong monsters that would otherwise kill your party. Having to carefully maintain your magic wards through drinking the right potion or using the right item at the right time keeps combat in nwn fresh.

Without them combat with powerful monsters would amount to "Do I have the most optimum build to fight this creature? Am I lucky?" rather than "Should I use a potion for this monster? Is it the worst that I'll meet, can I live without doing so? Can I make do with just a few buffs? Do I need everything? Is that thing over there casting dispel magic?!"

What you're suggesting sounds like a throw back to servers where combat amounted to left clicking a hostile and then going afk/tabbing until it dies or you need to click your healing button.

All in all horrifically dull.
#3
Suggestions /
January 16, 2015, 01:12:49 PM
Quote from: Letsplayforfun;422423The problem is that the player expects a price and his pc rarely (if ever) rps the part where lvl9 mage says potions are better than Joes just came to town.

Both in an ooc and ic sense brewed potions made by a  level 40 wizard have the same strength as those brewed by a level 5  wizard. I could see them being roleplayed as more palatable, but I don't think a character fighting for his life in a post apocalyptic world cares enough about creature comforts to pay extra.

Quote from: Letsplayforfun;422423Also,mechanically if high lvl pcs have access to both power, continued XPs and gold easily, it'll be unbalanced.

I can see where your coming from here, but more often than not the brewer is contacted by characters who have "access to both power, continued XPs and gold easily."

A level 5 brewer who sells high volumes is equally detrimental to balance as a higher level brewer. Going further you could say that lower levels are worse for the balance of consumables. They have much more potential to be numerous due to the accessibility of the lower levels.

Quote from: Letsplayforfun;422423Potions costs could be upped to be on par with npc merchants, so that people who don't want to buy from Joe the other faction guy or who just can't find a pc brewer can still access these vital items via NPCs.

But making it cheaper/ easier will only increase potion bloat.

I don't think anyone is advocating a reduction in the gold cost of potions.
#4
Suggestions /
January 16, 2015, 05:56:43 AM
It would be nice if reagents gathered through the EFUSS system/monster drops could be used to negate the experience points cost of a potion. The gold cost should always remain. I have no idea of how difficult such a system would be to implement or if the benefits merit the time investment.
#5
Screen Shots & Obituaries /
December 14, 2011, 05:25:04 PM
You're a dm now so I have to say something nice...

Nice portrait.
#6
Off-topic Discussion /
December 12, 2011, 04:36:58 PM
Trolling aside I found this video enjoyable. Well done.
#7
General Discussion /
December 10, 2011, 04:51:51 PM
I'm Naga and I approve this message.

 I feel its more a case of not enough players to support the number of factions with very specific philosophy as a result even during the rare moments faction A and faction B have the same numbers, that still leaves very little to the independent.

 I cannot possibly think of anything that could remedy this situation and fear that any inklings I have would only dilute the setting as a whole.
#8
Off-topic Discussion /
December 03, 2011, 10:09:12 AM
<3
#9
Suggestions /
November 30, 2011, 03:42:33 AM
Quote from: A Case Of Rapiers;266116The only reason the new monster PCs haven't been able to ambush people is because the server is slow, it's not because of the locations of these quests. Once player numbers pick up PCs will be out and about more. Though, honestly, just today I saw quite a few PCs out in the woods, so I feel the notion that PCs are huddling in town and only running a couple quests is a false perception.

Strongly agree. Just wait until Skyrim, BF3, CoDMW3 and DOTA2 are played out and the numbers will pick up.
#10
Bug Reports /
November 25, 2011, 02:15:22 AM
Paralysis is not mind effecting tinker tom. Only the spells Hold Person and Hold Monster which cause paralysis are considered mind effecting spells, all other sources of paralysis are covered only by "immunity to paralysis"
#11
Suggestions /
November 25, 2011, 02:10:16 AM
Quote from: Arch Rogue;265808Paralysis isn't necessarily a mind-affecting effect at all, in fact in most instances it will not be.

This was my line of thinking, the spells Hold Person and Hold Monster were changed to mind effecting. Effects such as On-Hit Paralysis should count as a Paralysis effect and not a mind effecting spell unless the effect is "on-hit hold person/monster"
#12
Suggestions /
November 24, 2011, 01:42:25 PM
Quote from: Arch Rogue;265764Assassin vines, seriously?

With the amount of +save vs poison items, +fort items, ironguts pots and their low stealth and their low speed these are never a problem unless you are completely useless.

Also that does sound like a bug, the PFE thing.

I'm not one hundred percent sure, but I believe assassin vines effect is poisonous where as the h'balan vine effect is an mind spell effect, meaning buffing your poison save will not help against the h'balan vine only the assassin vine.
#13
Suggestions /
November 23, 2011, 04:25:39 PM
I think saying that they are difficult to detect with stealth detections (spot and listen) is an exaggeration and agree with athousandyearsofpain's post.
#14
Suggestions /
October 17, 2011, 07:29:27 PM
If you're a raging barbarian and you use this item you're retarded, the max possible dc is 34(meaning you're a dwarf and you raised con) and that is 12d6 damage meaning a maximum of 72 damage (almost never going to deal that damage) in a frontal cone (which can be sidestepped if you're expecting it)

Also you would need to be a level 8 barbarian to do this and get a max roll on both your con and charisma buffs. Now imagine just hitting the target three times instead of wasting your entire round action, you'll deal a lot more than 32 damage.

Currently the low flame breath deals 2d8 damage. A 14 con character would be dealing 2d6 damage, it's not a huge loss and makes the potions actually useful later on. No to mention how easy it is to get massive amounts of buffing items at low level from a certain quest involving an orchard.
#15
Suggestions /
October 17, 2011, 06:19:35 PM
My suggestion for dragon breath would be as follows:

Damage: Constitution modifier D6 Damage
DC: Base Constitution

Meaning a 20 Con character would deal 5d6 damage with a dc of 20. This action requires a round to take effect and has a limited range so I don't think it'd be too powerful.