Changes to the Path of Rabannatha

Started by Spiffy Has, December 31, 2011, 04:41:33 AM

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Spiffy Has

Change the damage for briefly stepping off the path to a much more survivable 1d6 instead of the 1d20. Remove the save and increase the damage output gradually the further you move from the path to instant death if you move far enough away.  (See later suggestion)

Reduce the number of times the script can fire when it comes to damaging. Sometimes the lag adds up and hits you three times simultaneously. Make it fire once every 2-3 rounds if possible.

Remove the mist monster spawns and replace with 'mist apparitions' that cast scare and/or fear, true neutral. These spawns will have extremely low hp and ac and be regarded as a deadly nuisance. (Something you can pluck off with arrows) and make them spawn in small groups of 2-3.

Expand the 'safe zone' of the path to five meters in either direction of said path, this way individuals are no longer bumped off the path to their subsequent death.

Place random, lootable corpses off the path for the few brave souls willing to venture off the path for a potentially grandiose, to miniscule, reward. Perhaps adding mist paths off the beaten trail that go to secret areas and or places. Reaching these paths will be a deadly venture.

Grant certain, unique individuals the power to ignore the damage of the path and travel at will through the forest to the woe of all or to the salvation of many...

These are just a few ideas I had to make the path less of a death trap and still a place to be feared and respected as a grandiose wonder of the mist.

KillerKan

Mist damage immunity would be blatantly overpowered the way I see it.

Wizard stands deep in the mist casting fireball and such at parties who go by, and cant be damaged in response.

The Apparitions sound like a huge reason people would perma die on the pass. The Mist Monsters aren't so bad at all, everyone should have invisibility.

Valo56

Personally, I think 1 point of damage per round would work, no save, with moderate (10-20) saves of various types vs a variety of effects, and sometimes even additional damage.

You would wind up walking out of there cursed, poisoned, diseased, or as the only one living when you, the uberbuffed fighter, slaughtered everyone as he failed a will save vs confusion.

The Mist Monsters are avoided by everyone, everyone just goes through the path invisible. I think they should be replaced by something called Mist Soul, which is just the spirit of a dead adventurer who died there, perhaps, and refused to or could not pass on to the next life. They could be based on a random level 5 class, perhaps, and drop loot suitable to what they were in life. A wizard may drop a scroll or some random reagent, like Flickering Shards, perhaps.

WildPirate13

Quote from: Spiffy Has;268959Change the damage for briefly stepping off the path to a much more survivable 1d6 instead of the 1d20. Remove the save and increase the damage output gradually the further you move from the path to instant death if you move far enough away.  (See later suggestion)

Reduce the number of times the script can fire when it comes to damaging. Sometimes the lag adds up and hits you three times simultaneously. Make it fire once every 2-3 rounds if possible.

Remove the mist monster spawns and replace with 'mist apparitions' that cast scare and/or fear, true neutral. These spawns will have extremely low hp and ac and be regarded as a deadly nuisance. (Something you can pluck off with arrows) and make them spawn in small groups of 2-3.

Expand the 'safe zone' of the path to five meters in either direction of said path, this way individuals are no longer bumped off the path to their subsequent death.

Place random, lootable corpses off the path for the few brave souls willing to venture off the path for a potentially grandiose, to miniscule, reward. Perhaps adding mist paths off the beaten trail that go to secret areas and or places. Reaching these paths will be a deadly venture.

Grant certain, unique individuals the power to ignore the damage of the path and travel at will through the forest to the woe of all or to the salvation of many...

These are just a few ideas I had to make the path less of a death trap and still a place to be feared and respected as a grandiose wonder of the mist.

Agreed. Many players have been hosed not due to lack of skill but due to lag. Expand the path, lower the damage and lower the fire rates. Not all of us have no lag and 50+ hit points. I find it funny how huge hp and resistances make players feel like they are invulnerable..



Even damage of 1-3 points a round should be more than enough to make any sentient creature back away from the damage..

Very similar to touching a hot burner on stove... it wont kill you but it will hurt alot!

Most normal humans have a hp 4. Yup... farmer bob may have 5.. he works in the fields alot.

1-2 is a punch in the face damage.
1-4 is a stick in the gut with a dagger
1-10 could take your head off from a great sword
6-36 looooong fall from a very high height... splat

I toke 36 points in one round being very careful not to walk off the path. Instant kill...

Its broken.

Winston Martin

Seems fine how it is. You don't change traps on a quest because sometimes there is lag.

One_With_Nature

Could simply remove the mistly figures that appear everytime someone walks past, i think that proberbly contributes towards a large portion of the lag, maybe limit it at least so they don't spawn for everyone all the time.

Jayde Moon

The Pass of Rabbanatha is not meant to be a simple jaunt between two sides of the island.  The advantage conveyed by its existence is huge, but it is meant to be a trying ordeal each time you pass through, not simply a convenience.

One_With_Nature

Lag should not be a deciding role in ones survival though. Thats the main issue i believe.

One_With_Nature

This is really sad i keep seeing new players dying on it :/ It can't be exactly encouraging.