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Messages - scrappayeti

#1
Bug Reports /
December 16, 2014, 05:13:21 PM
Great, thanks and sorry again.
#2
Introductions and Group Management /
August 17, 2014, 06:21:36 AM
While I didnt offically join, my last character played with this group a lot. They are nice people, and get my offical thumbs up.
#3
Suggestions /
August 16, 2014, 04:55:58 AM
Also:

Counter attack stance:
By meeting attacking limbs with the hard edges of knuckles, elbows and knees, this style represents offence over defence.  

AC - 2
When struck, 1d3 blunt damage to attacker.

Dim Mak (pressure point) Stance:
Striking the pressure points is never easy, but by mastering this stance, the monk gains the chance to hit the opponent in the weakest places, for devastating effect.  

- 2 AB
- 1 Dam
Monk gains Improved Crit: Unarmed (moving crit to 19-20)
Monk gains Devastating Critical: Unarmed  (which is +1d6 damage on crit)

Lock and Trap Stance:
Like jujitsu in our own world, this focuses on incapacitating locks, seeking to immobilise the opponent.

-1 attack/round (min 1)
-1 AB
-3 Dam
25% chance on hit of casting 'Heart Clutch' (DC 13?) effect. (This represents a joint lock, applying pain until your opponent can fight their way out).

Stance of the Hook Horror:
Just as in our own world, people looked to cats, monkeys and mantis for inspiration about our attacking movements, monks of Faerun might imitate the creatures around them. This was a style one of my old characters used to emote (arms up high, fingers curled, striking downwards, and long raking kicks etc).

Melee damage changed to slashing/piercing.
5% chance of DC 14 fear on hit.
Player may not speak, but may emote, during the stance (hook horrors cannot make noises!).
#4
Suggestions /
August 16, 2014, 04:13:38 AM
I agree with The Old Hack, a drunken stance is an excellent idea.

If monks cannot have this fight scene by level 10, I will be disappointed:

https://www.youtube.com/watch?v=1Df0SiV4PbI

The general idea of reduced damage/AB, and increased concealment is all good. But I would really like to see a chance of the monk falling prone each round, and an on-hit chance of an opponent falling prone (to represent trips etc).

Another way to do this would be chaos shield:
Possible melee effects-
    slow for 1d4 rounds
    prone for 6 seconds
    2d4 fire damage
    immobility for 1d3 rounds (no immunity) with 50% melee miss chance

This is a pretty neat looking list for drunken stance, and the % on hit can be modified on the fly if it is too weak or too powerful. The 2d4 fire damage could represent igniting alcohol vapour. The only down side to this is the ranged chaos hit effects, which probably arn't right, and knowing NwNs, probably not able to be turned off.
#5
Suggestions /
August 08, 2014, 02:29:26 AM
I really dont think enchanters are underpowered. You trade PvE for PvP goodness. Its a fair trade.
#6
Screen Shots & Obituaries /
August 05, 2014, 06:43:02 AM
Great character, but more spoilers please! What was up with his backstory? I really wanted to know what happened with the visions, memory loss etc.
#7
Suggestions /
August 02, 2014, 12:05:43 PM
I like oldhacks idea that there is a way to know the season IG. Even if only the spellguard know , they could occasionally send warnings out. Even though they make me mad occasionally, I would hate to see the mechanic removed or de-seasoned. It's the little things like this that make efu so deep
 and unique an environment.
#8
Suggestions /
July 29, 2014, 10:48:12 AM
I had an idea for an insect, leech or spider swarm.

This swarm would be from the nastier parts of the underdark, and its purpose would be to coax players to travel as a team rather than solo.  

The invertebrates would be in a swarm of five+, and be stealthed to a low-moderate degree. Their defining feature is that they do the spell 'heart clutch' on hit. This represents the creature latching on and paralysing the prey, then slowly sucking out the blood.

The beasties would be pretty weak, and a team could clear them off a paralysed player pretty quickly, but alone, they would be terrifying, as you roll fort save after fort save trying to get free, as they nibble you to death.

The could be leeches (small version of a snake), ticks (the foot based ones we already have) or mites (small spiders). To make them distinct, they might have the all black shadow shield look to them, to make them appropriately ominous and clearly different to the less dangerous little creatures that abound.
#9
Bug Reports /
July 05, 2014, 04:32:24 PM
They way you speak I guess that all two handers are large and one handers medium. This makes sense, but I didnt know it. Because it was one handed, but had "large" written on the item still, I thought it was a large one handed weapon. Even though the weapon is still awful mechanically, it would make it slightly more useful for disarm, since it would have been a functional one handed large disarming weapon, making it unique for a specific job. Not so! I should have researched more before I invested so much!
#10
Screen Shots & Obituaries /
June 30, 2014, 12:49:10 AM
In my opinion, if you dont feel bad when your character dies unexpectedly, you havent commited enough to them. If your knee isnt jerking, try harder on the next character!
#11
Suggestions /
June 19, 2014, 08:12:34 AM
Excellent idea. I would love this.
#12
Screen Shots & Obituaries /
June 11, 2014, 06:23:31 PM
An excellent example of how a simple concept can turn into a well developed and interesting character. Props.
#13
Suggestions /
May 02, 2014, 07:16:27 AM
I think this quest is a necessary evil.

Although it hasn’t happened to me in a while, over the years of EfU I have at least a dozen times been ground down to zero resources. Once you have absolutely nothing, it is really hard to get back into the game. You tend not to be able to contribute to quests, die more often, etc. It is discouraging and frustrating when it happens. Having an out for this problem that doesn’t require constant DM inventory searching is a great idea.

If this QA needs a tweak, I would suggest that all the crystals there are dissipating, with no chance of a permanent drop. That way people wont do it for the chance of a permanent piece of loot.
#14
Bug Reports /
April 28, 2014, 09:12:06 AM
I had a similar issue, years ago, from gear that required UMD to wear.
#15
Screen Shots & Obituaries /
April 26, 2014, 11:05:08 AM
You almost had me, but I turned that PvP around and gave you all a good licking!