Remove power attack from fire elementals

Started by Drakill Tannan, March 12, 2010, 05:23:29 PM

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AfroMullet

Quote from: Meldread;173954I have read the entire thread, but I might have an interesting suggestion.

Modify Fire Elementals so that when they're struck they do 1d4 or so fire damage to the attacker with a 15% chance (with each strike) that the attacker will combust into flame (as per the Combust spell).  

Then give them a decently high AC so that individuals with multiple attacks / those who attack quickly, don't accidentally suicide themselves on them.  (After all, it should be rather hard to physically hit fire, right?)

This would make them rather useful in certain situations, which IMO, is what summoning is all about:  finding the right summon or combination of summons for the job.

I am not sure if that was trolling or not...<_<

But anyways, can't you just remove power attack from Summon Monster 1, which would then take it away from all the others, since it levels up? That would take care of the only problem I see, the -5 ab with an already shitty AB. That would solve all of the problems, since summons should not be too powerful, but not incredibly useless either.

Drakill Tannan

No, they can't. Fire elementals take it on level up anyway.

And they do need some AC at least, any archer means the elementals will become useless.

Relinquish

Over AC I feel it'd be more reasonable to give them a minor damage shield.

Meldread

Nope.  That wasn't trolling. :p

I just believe that summoning should involve some tactics.  Some summons are better at certain things than others.  DM's said that they couldn't fix the power attack thing, and so I offered an alternative suggestion. >_>

I mean, really it makes sense ICly.  If you're going to melee attack fire - it's hot.  You burn yourself.  In addition, if you aren't careful, you could catch something you're wearing on fire (combust).

It's not over powered in PvP since in most cases you're going to ignore the summons and go after the summoner; and if that isn't possible you could always drink a simple potion of resist elements negating all of that fire damage.  In PvE it makes it useful on quests.

A summon III fire elemental with 35 HP, 18 AC, 1d4 fire damage shield, and 0 BAB or so (due to power attack)... that only lasts one or two battles doesn't seem that over powered to me. >_>

Box

In the mighty words of exilestrife and scottyb :

Quote from: ScottyB;104769We don't do half-assed jobs here.

Why suggest cheap workarounds when they don't actually solve anything? If they're going to do anything about these summons, they're almost def going to take the time to do it right, lest they face the fury of the nerds responsible for server upkeep.

Drakill Tannan

As for meldread's suggestion, i personally like it. I can actually think of a few abilities that could make them usefull that i'd love to see implemented, but i'm trying to offer a quick fix here, so it can be done soon.

30 DEX + weapon finesse
-5 Damage and -4 AC

Quick fix, and i really don't see a problem with it.

Else

Add:
http://nwn.wikia.com/wiki/Aura_of_fire

Level 1 & 2 elementals would do 2d4, level 3 & 4 would do 3d4 and level 5 elementals would do 4d4.

Should be easy to add to the elementals, and would make them quite usefull especially against mobs. Not sure it would be balanced. But it's also quickly done.

AntoninD'Erlon

Being easy isn't the real problem, it's simple priority as well. Exploits, bugs, applications, other forum work, and all that stuff quickly jumps in front of changes that aren't really needed so much as desired.

I'm sure they'll be changed when someone has the time since it's obvious they are rather gimped as a whole.