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Josh Sawyer said:Icewind Dale 2 in Heart of Fury mode (though that could still vary in difficulty a lot depending on your party build). Yes, I'm still targeting that. With standard difficulty settings/modes, I'd like PE to be in the range of standard Icewind Dale 2 and Baldur's Gate 2.A while ago you said on SA that PE on Expert/Path of the Damned would be "as difficult as IWD2". Do you stand by that comparison? If so, did you mean IWD2 with HoF mode, or vanilla IWD2? Is there another game you would compare PE to, difficulty-wise?
And again he insists on repeating this bullshit lieBG2 also featured encounters that virtually demanded the presence of a wizard due to the hard counter nature of some defenses.
Some butthurt brewing here: http://www.formspring.me/JESawyer/q/432792143375920971
And again he insists on repeating this bullshit lieBG2 also featured encounters that virtually demanded the presence of a wizard due to the hard counter nature of some defenses.
Josh Sawyer said:The animation will probably be relatively short, since the point of Grimoire Slam is to get the attacker away as quickly as possible (and likely faster than a spell would). Most of the impact of the hit will come from the soul energy in the grimoire being released, not the physical momentum of the attack. Wizard casting will typically start with some sort of charging segment where the wizard is drawing power into the grimoire (in his or her left hand). In a Grimoire Slam, that sequence will likely be accelerated. Instead of being followed by the rest of a spellcasting sequence, the wizard will take the grimoire in both hands and swing it. The intention is not to make it look awkward or comical, but swift and direct. There won't be long wind-ups or exaggerated poses. If it hits, the energy being released will dominate the visual effect.
Sawyer needs to stop posting information on that shitstain of a forum. It's pissing me off.
So it's more of a Grimoire Slap than Grimoire Slam?Josh Sawyer said:Most of the impact of the hit will come from the soul energy in the grimoire being released, not the physical momentum of the attack.
So it's more of a Grimoire Slap than Grimoire Slam?Josh Sawyer said:Most of the impact of the hit will come from the soul energy in the grimoire being released, not the physical momentum of the attack.
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I would bitch then that touch attacks require roll to hit.So it's more of a Grimoire Slap than Grimoire Slam?Josh Sawyer said:Most of the impact of the hit will come from the soul energy in the grimoire being released, not the physical momentum of the attack.
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He should have just called it "Grimoire Touch".
Alternative to this skill for disengaging from combat:
Grim(oire) Fart.
The Wizard releases arcane and mystical energies that have accumulated over time through consumption of magical ingredients. The energies are expelled as the Wizard turns to retreat and have a chance to daze the attacker unless he succeeds a fortitude save depending on the time lapse between the actual ingestion of the recipe and the delivery of the attack. Any character moving into the area of this spell like ability must make a fortitude save to be unaffected or be dazed for 1d4 rounds as well.
Alternative to this skill for disengaging from combat:
Grim(oire) Fart.
The Wizard releases arcane and mystical energies that have accumulated over time through consumption of magical ingredients. The energies are expelled as the Wizard turns to retreat and have a chance to daze the attacker unless he succeeds a fortitude save depending on the time lapse between the actual ingestion of the recipe and the delivery of the attack. Any character moving into the area of this spell like ability must make a fortitude save to be unaffected or be dazed for 1d4 rounds as well.
The fundamental problem is that in RTwP the mage will be melee engaged a lot.
Because unless long rage doesn't mean at the extreme border of the map every warrior will rush them in an instant in real time.The fundamental problem is that in RTwP the mage will be melee engaged a lot.
Why? Mages are long range creatures.
Because unless long rage doesn't mean at the extreme border of the map every warrior will rush them in an instant in real time.The fundamental problem is that in RTwP the mage will be melee engaged a lot.
Why? Mages are long range creatures.
And if I want an all mages party?Ah, that's why you need to melee-engage those warriors with your warriors.
Time to make armored mages. However, since it was your choice, I don't see how this is a fundamental problem.And if I want an all mages party?Ah, that's why you need to melee-engage those warriors with your warriors.