Word of warning: was testing some stuff in Siege and discovered two things -
The current "final" boss (encounter with three enemies) is more difficult than intended for wizards/sorcerers and has a bug that can happen very rarely (bug isn't crippling, just annoying). Working on fixing some stuff for sorcerer/wizard specifically to improve that and other things along with fixing the annoying bug.
Should have v1_04 released tonight or tomorrow.
rogueknight333 wrote...
I played the updated version of Rare Vintage so thought I might as well add my notes to Magical Master's. First, the obligatory typo corrections (that I noticed), to get those out of the way:
I noticed quite a few more typos than that but wasn't sure if Meaglyn wanted a listing of every typo yet (since that's probably lower on the priority list).
rogueknight333 wrote...
It is certainly true that the D&D rules tend to be pretty brutal to fist level characters, which is why at first level I generally kite and/or keep foes occupied with summoned allies. It is either that or risk dying to the first lucky hit.
This can be avoided by reducing the damage of enemies while keeping their AB somewhat reasonable. Meaning if you get hit you have time to react and heal (but if your AC is low you'll get hit a lot and may run out of healing). I honestly don't think any level 1 enemy should do more than 1-2 damage per hit for physical attacks (since they can also crit, are unlimited, and apply to Attacks of Opportunity).
rogueknight333 wrote...
I imagine this module would indeed be very difficult for a rogue lacking whatever benefits the unimplemented sidequest was supposed to provide. Without traps (or very few traps for rogues who craft the skeleton knuckles from the crypt), and without wands to use through UMD, kiting would be the main trick left to a rogue, and in many cases (especially the final battle), the geography here does not really lend itself to that tactic.
Indeed. No traps/wands and the fact I had a good chance of being one-shot (even with 14 con and Toughness) meant all I did was kite with a Heavy Crossbow. Except that doesn't really work in the Bandit's Cave without zoning out and doesn't work at all in the final battle.
rogueknight333 wrote...
Playing as a druid, however, (as I did on this run-through), I found the difficulty quite manageable. For the most part all I had to do was let my Bear companion loose on any enemies (for the fight at the ruins I used animal empathy and threw the wolf from the other area into the fight too).
Were you healing the companion via dialogue constantly, out of curiosity?
meaglyn wrote...
Working on the rogue quest now. There will be a blackmarket-ish store. That could have traps. I'm not a big fan of rogues running around dropping traps as a method of combat so I want to come up with some other help for that class. I may just let the rogue have the sleep wand (which btw I've crippled down to 5 charges).
If you do the sleep wand, that still brings up the problem of a rogue not having enough UMD. According to the Wiki, having 1-4 UMD lets you use items up to 1000 gold, and the Wand of Sleep is valued at 1501. Meaning you'd need to have 12 charisma AND maxed UMD to be able to use it at level 1. At level two, you'd just need 10 charisma. But if you have 9 or less charisma, you'd never be able to use it.
Rogues also run into the issue of not having Weapon Finesse until level 3, meaning they need to use a ranged weapon or have higher base strength.
meaglyn wrote...
Ideally I'd like a stealthy rogue to be able to pickpocket the letter and avoid having to fight the bandits. Not sure if that's going to work though. You'd still want to get into the chest for the loot too.
Not possible unless you give them an item to increase Pickpocketing by 15-20. DC is 30 for a hostile creature. A rogue with 18 dex would only have 8 skill at level 1, 9 skill at level 2. So even on a natural 20, you'd still be 1 short (and it's very likely you'd be spotted by the bandit).
"Stealing the item is a simple skill test against the target's difficulty class. The base DC for a neutral or tolerant creature is 20, and 30 for a hostile creature. This roll is modified by armor check penalties. The targeted creature then makes an opposed Spot check against the character's Pick Pocket check. Hostile creatures have a +10 bonus to their Spot checks in this test."
meaglyn wrote...
Every one gets that for that quest. I think I've sold it every time. Paladin and Cleric too. The chance for a real suit
of armor and real sword (for the Paladin anyway) and shield is too much to pass up. I didn't want him just to hand over a pile of gold.
Still, being given a "useless" item seems less than ideal. Could let the person take an item of their choosing from a chest that then despawns (see the Ogre Mage quest in Snow Hunt if you want an easy example).
meaglyn wrote...
Not in this case. The wolves are in a different faction and it's non-global (although I did forget to turn off global
on all the other factions that would not have bitten you here). I really did mean don't attack neutral "people".
And that mostly because it can break the plot if you take out the wrong person.
I'd suggest making that clearer, because I suspect most people will assume that means "neutral = don't attack."
meaglyn wrote...
I changed the logic in between your playings. They start off neutral to everyone, but will likely turn hostile for a non-ranger/non-druid. And yes, I noticed them fighting each other too. I can clean that up easily enough since they are in their own faction.
I assumed they were SUPPOSED to be fighting each other for dominance or something.
Modifié par MagicalMaster, 15 mars 2013 - 09:07 .