Magid disruptor throwing items

Started by VanillaPudding, March 17, 2013, 06:11:12 AM

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VanillaPudding

Would love to see them toned down at least. It's already been mentioned that they are quite potent, so perhaps we can make it use a lesser dispel script instead of dispel magic. Maybe make the effect an actual AOE version of either spell instead of single target? This would allow them to dispel cloud effects and such and add another layer to it :)

HalflingPower

I like them the way they are, but I believe low magic semi-retarded goblinoid monsters have way too many of them.

Jasede

Quote from: Random_White_Guy;329193Which would be fine, Scrappa, but quests don't exactly drop comparable supplies for an entire party of PCs getting dispelled multiple times over. It adds a level of difficulty not during quests but on the scope of the character as a whole.

Speaking from personal experience I've actually obtained these items when I could find them and they have worked -better- than dispel, a single disruptor able to wipe out 7+ spells in one go.

Well, to be fair-

When you do the thing you might do a lot if playing in a slow timezone, or in an evil/monstrous concept, or when you are just feeling like a fun time with a few friends what you tend to do is go on some of the harder quests with two friends, take everything apart with minimal damage taken and then split loot meant for maybe 8 people amongst yourselves.

It's still profitable, loot-wise. Highly so, in fact. At times it almost feel like Underdark supplies again where you run around with 200 potions, Naga-style.

While, like I said, I am not fond of these, I think it's more of a stop-gap measure until the next, even more awesome chapter. The End is coming, isn't it?

The End...

The Old Hack

Speaking as someone who is fond of playing support and buffer characters, it can be just a little bit disheartening to do your best to protect and aid your party and then see your entire contribution be wiped out by a couple of darts. Recasting is not always an option as you only have so many spell slots.

As to supply bloat, I find it a little odd. Maybe there is something I am not getting, such as not having a list of the best quests to farm, but it is rare I manage to get large stacks of the most effective PvP potions -- Blur, Haste, Displacement and so forth. I think I once had a stack of ten blurs. Of the rest, I've once -- just once -- had a character who had five of each, the rest of the time I've at most had three of them, total. As to Sludge and Shadow Shield, I've never even owned any of these. *scratches head*

adharmas

The people who are good at crushing quests and hoarding supplies are really good at crushing quests and hoarding supplies because they consume less and come out ahead. The rest of us just muddle through.

HalflingPower

There's an idea, half spoken by Old Hack- Can we have them throwing dispel darts instead? Then we have a decent chance of dodging the damn things or the throwables give them a reflex throw of DC15-20.

As is, they don't really effect the higher end parties because they are mechanically strong enough that they are just running with barkskin (which they have 100 of thanks mushroom quest) and probably a strength spell, which comes in spades. (Weapon spells cannot be dispelled)

The ones who suffer most are those who are not mechanically infallible and need to quaff a lot of potions to survive quests like gnolls quest.

It's not just supplies that make bloat, the module has equipment that is just too powerful for the module for the most part, people aren't going to horde all these supplies if they aren't either skimming on their friends/groups/pooling resources(Go figure) or are a avatar of bloody vengeance that can tear through 95% of the scripted quests with no self buffing except a barkskin potion and know that the guy behind them has the healing covered. This has been me, several times becoming encumbered from too many potions because, too strong don't need to drink.

Different discussion I guess, still relevant to the conversation I think however.

I think, there should be no +1 large shields except in extremely rare and DM given exceptions, no universal saves items unless given out by a DM ( I stacked these and got like, 17/18/17 saves no joke, almost all ambient loot and base saves + feats)

It would also make using a tower shield more viable(They are currently a waste of time unless you want to use one for flavor because somehow, the best tower shield is worse then the best large shield for ambient loot I have seen) and help quell the overpowered fighter/rogue fighter/bard powerbuild by giving them 1 less AC in general.

I could write a gigantic post 10x longer then this on how I think we could fix supply bloat but it would require a massive overhaul and a lot of DM time so I will SPARE anyone who has actually read to this point.



CAUSE AND EFFECT, AYE LAD ALE LAD

Howlando

QuoteIt's not just supplies that make bloat, the module has equipment that is just too powerful for the module for the most part, people aren't going to horde all these supplies if they aren't either skimming on their friends/groups/pooling resources(Go figure) or are a avatar of bloody vengeance that can tear through 95% of the scripted quests with no self buffing except a barkskin potion and know that the guy behind them has the healing covered. This has been me, several times becoming encumbered from too many potions because, too strong don't need to drink.

You are correct that the dispels don't particularly affect those very powerful PCs that require few buffs in the first place.

QuoteI think, there should be no +1 large shields except in extremely rare and DM given exceptions,

Not necessary, making them equal to Towers is a good thing. I consider the eradication of the stupid use of the ugly Tower Shield (except for concepts for which it makes sense of course) a success of EFU.

 
Quoteno universal saves items unless given out by a DM ( I stacked these and got like, 17/18/17 saves no joke, almost all ambient loot and base saves + feats)
Without buffs? I am skeptical. Of course the Ghula encounter was unfortunately repeatedly being farmed by players abusing various path-finding issues, but I don't believe that it is possible to get that much in the way of +universal saves.

QuoteIt would also make using a tower shield more viable(They are currently a waste of time unless you want to use one for flavor because somehow, the best tower shield is worse then the best large shield for ambient loot I have seen) and help quell the overpowered fighter/rogue fighter/bard powerbuild by giving them 1 less AC in general.

Tweaked out fighter/rogue halflings are a powerful build on EFU, but far from the only one.

EFU is hard, I think, particularly if it's played the way it's intended to be: boldly, and to the limit.

Nihm

These things are nowhere near balanced for quests that are designed so that pcs require buffs to survive them.
 
Lizardmen for instance.
 
And that's fine if doing these quests is now supposed to be a tax rather than a way to get more supplies than are spent.
 
But if that wasn't the intention, I think it needs looking at.
 
Sure, the odd group can succeed while being absolutely barraged with dispels particularly if they have permanent damage resistance.
 
Rogues and archers are more valuable now as sources of damage to shut down those dispellers.
 
But in general, I think the leap in difficulty will see most groups taking big losses at this quest solely due to these things.
 
 

One_With_Nature

These throwales are just way too powerful and screw you up big time, you can't even bloack against it once the NPC has decided to throw one (line of sight etc). Even moreso when you're going a large quest like Hive/Lizards where everything is spamming them on you (very anoying on lizards because they have shaman that dispel you too). I would like to see perhaps the dispel on these remove one buff (your strongest one maybe?) and not be used as often because dispel is a game changing spell and not every npc should have access to it, if every PC was going around with these throwables it would be crazy unfair for magic based classes in particular/just the same as quests.

chrijone

I have to agree. One of these things can and have wiped a character of full enchantments from a level seven cleric + temporary bonuses such as aid/bless ect... They are hideously overpowered when considered on some quests they are spammed.