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Damage spells have the advantage of delivering at least 50%, no matter what (unless you use rays). In a computer game they are therefore the "best" spells - they remove enemies and they kinda always work. You can even increase the damage by feats, metamagic rods, and a class feature.
So I can imagine, that later in the game - perhaps beyond lvl 10 - things will become better. But I can also imagine, that the enemies then have even more resistances, immunities and whatnot...
I have a problem to imagine, that a game is designed for late game joy with a stony frustrating way until things will finally work.
The same with the RNG, which seems to give advantages to the enemy and force players to become savescummers.
My newest experience:
A custom rogue who needs only 5 to beat a certain DC throws five times in a row below 5. But enemies almost never fail their saves. As I wrote in my op: Statistically ok, but a true buzzkill.
I wouldn't even mind, if there was not that totally inexplicable design-descision to make chests a win or lose thing. I can fumble with traps until I finally disarm them or they go off.
But a chest? One try and done.
Nothing against unlucky incidents like "the lock is now jammed",
but then they should us give the option to break the chest with the risk to destroy the contents.
Sometimes it's really hard to understand, what devs are thinking....
First, most spells are aoe so 1 or 2 out of 10 enemies will always get hit.
Second if any CC or debuff spells hits they are game changing... if 60% or more would hit the game would be to easy... As it is, on anything but unfair...
Ow and some spells still leave secondary effects or some do not even have saves...
But i do agree that more casters should have built in Dc increase or spell pen like sorcerers have.
Why only them get that luxury is beyond me but thats pathfinder, its weird sometimes...
They did not include breaking stuff with STR, but I think that this was due to having limits on what can be done on time and budget and what not. Including STR checks would open a whole can of worms, including the breakage of items (which is not in either).
the 0.5 per lvl DC is fine as it scales with your lvl so at lvl 20 its effectively a lvl 10 spell and no caster has lvl 10 spells you know that right ?:)
No SR but fortitude!
I saw in the log "....xxx was successful..." and then the numbers. Always over ten in addition to their anyhow high fortitude. Even a squishy rogue with level 2 resisted it! Did you ever see your rogue resisting something which requires a fortitude-save?
At level 20 might be... but as I wrote: I make that (mercenary-)druid at level 2 and want some advantages when she finally reaches level 5. But that's just my way to see things...
It's boring enough (as it was for me in every AD&D game) to bring these casters to a level on which they can finally cast more than some magic missiles...
When you run with a druid cleric and a wizards thats when you can do some nice stuff like kill ♥♥♥♥ thats normal unkillable at your lvl....but yea casters are slow to pick up but when they do its great...at list its for me im bit of a caster fanboy...:)
Still nosense. I can understand the problem, but still the solution is terrible, both from RP and playability point of view. They could at least give you the opportunity to lose some ingame time and have it open (as pnp rules allow to take 20 spending more time), or something like "try again but be fatigued then", or "try again but with a penalty).
Her Trickery should be around ~30 already (gloves + necklace + focus + maybe ring already too). No way she can ever failed.
Actually you will never fail Trickery since ~start of Act 2. Just specialize someone. Really speciallize and put every boosting item on him/her.
Not talking about act 2. With level 4 party I'm still about to take the Stag Lord's fortress.
But I know what you mean. In act 2 and later the rogue (be it a custom one or Octavia) still throws frequently numbers between 1 an 4 for DCs ~30 and fails.
Someone else wrote in another thread that there should be an item or a feat which would enable the rogue to throw at least 5 or even 10 to avoid savescumming.
As I wrote: Of course I can "fail" with very low throws - from time to time, but not like it is in the game, when they throw these low numbers up to ten times in a row, while the enemies seem to start with 10 and higher - almost always.