Demivrgvs wrote...
Yeah, I thought that as long as the save penalty make it work most of the times it would be fine. Does allowing a save really change the spell's "character"?
That hinges on how you construe the spells "character" of course. For someone like me who views it as a means of controlling battlefield physics a kin to Time Stop, it does. But to those who who view it as a mid level disabler, I would guess that it doesn't.
Anyhoo, when dealing with abstract issues such as the "character" of a spell, one runs the risk of battling a Jaberwocky. I'm not inclined to invest time in debating issues like that- especially in the world of gaming.
I respect your view and agree that it's probably the majority position.
We are getting off topic now, but have you considered leaving like it is and bumping it up to 8 or 9? Raising the opportunity cost and delaying access could solve the balancing problem while preserving the spells uniqueness.
Are we? I think we aren't too much off-topic as long as we talk about spells and their efficiency (I'm still talking about vanilla's TF even when I'm thinking what to do about it for SR
).
"Tell me where a man gets his corpone from and I'll tell you what his opinion is
" Mark Twain :innocent:
Anyway, I haven't considered your suggestion mainly for two reasons:
- changing a spell level can seriously screw the AI (and I want SR to be very "AI friendly")
Makes sense.
- most players really don't like that kind of drastical change
Understood. What constitutes a drastic change is of course a function of perspective. I recommened changing the level rather than the spell partly because it seems like a
lesser change to me. But again, my take on Teleport Field is probably rare.
You got it right, but I also try to stay close to PnP when possible, and Dimensional Anchor is a cleric/wizard 4th lvl spell there.
Understood. My exposure to DnD is strictly limited to BG so those issues don't occur to me. I appreciate the concern though.
Furthermore, it's not surprising imo to have lower lvl spells protect from higher lvl ones. Examples: Protection from Fire can easily make you invulnerable to things like Meteor Swarm, Death Ward can protect you from things like FoD or Wail of the Banshee, and similar things happen with Free Action, Chaotic Commands, etc.
Oh, of course: it happens. That said, while Maze and Imprisonment have always had their counters in the BG world, they have traditionally been
relatively difficult or costly to protect against. I'm not sure introducing a level 4 touch spell that provides protection would be a step forward. If it didn't cause scripting issues, simply bumping up Telefield's level would seem to change less all told. The approach you're contemplating seems workable though.
Btw. Twain's quote is as applicable to me as anyone else. Is it a surprise that a player whose favorite character is a Bounty Hunter and who likes to layer Teleport Fields thick is uncomfortable with a Level 4 touch Dimmensional Anchor?
P.S. I'll give SR a whirl someday. I was frankly uninterested until I heard David has worked it into the SCS scripts. Assuming the scripting reflects a thorough understanding of the changes, it could present some new challenges.
Well don't expect any drastical change. When SR is detected SCS simply use more spells when it assigns spellbooks to spellcasters.
Understood.
There's only one thing I really cannot agree with SCS tweaks, splitting Spell Immunity (one the most exploitable and overpowered spells) into multiple spells to make SI usable via contingency, keeping it stackable (this is the real problem), and not lettiing me fix SI:Abj (which currently doesn't protect from 90% of abjurations, and I had to revert it that way for SCS-compatibility). The way Improved Anvil handled SI is better imo.
Understood. I haven't really had a chance to play with SCS's revisions yet. I loved the idea of SCS and talked it up a bit on the old forums. However, I never was able to get it going for a full playthrough on my Mac. The techinical issue was later resolved, but I was on BG sabbatical by that time. It is setup on my current (still unplayed) install.
The Spell Immunity adjustments in IA always seemed to have potential to me. But as of 4.2 (the version that was out before I took my BG break-) I didn't find the IA solution especially helpful: the debuffing strategy window was still very small and the scripts weren't intelligent enough to deal with the obvious counter. I haven't tried it since Spell Shield was nerfed and pushed deeper into the adventure- nor have I had a chance to face the mage scripts which do an SI:A check before dumping Breaches after the Ruby Ray assault. I definitely could see the IA solution working with those adjustments and others, but I haven't actually tried it.
All told, I suppose I'm totally unqualified to comment on the respective SI solutions right now. Perhaps I'll have more to say once I get back in action.
In any event, I do think we should get back to talking about vanilla spell picks....
Best,
A.
Modifié par Alesia_BH, 13 septembre 2010 - 05:10 .