Search found 33 matches
- Thu Oct 04, 2018 9:26 am
- Forum: General Discussion
- Topic: Talos Says New Thread Discussion
- Replies: 5
- Views: 12038
Re: Talos Says New Thread Discussion
My point Sim, in short was that you can't really say that the health increase here disadvantages both melee and spell damage equally. The resources both are based on are not comparable in scope. What I need to impart foremost is that melee/ranged attacks target AC and that spells target saving thro...
- Sun Sep 16, 2018 6:38 pm
- Forum: Events
- Topic: Remedy Rally
- Replies: 1
- Views: 3027
Re: Remedy Rally
Bumpity bump. Less than three hours to go, folks.
- Tue Sep 11, 2018 11:48 pm
- Forum: Events
- Topic: Remedy Rally
- Replies: 1
- Views: 3027
Remedy Rally
Converge with the grace of the Lady of Poison upon your own being and disperse with Her blessing at the marketplace of Waterdeep - an undertaking in benefit of all involved. There is to be a search for the most mundane of antidotes to that of performance enhancing edibles whilst recording minute de...
- Tue Jun 05, 2018 11:38 pm
- Forum: Game Suggestions
- Topic: Disintegrate vs Fort immune NPCs
- Replies: 5
- Views: 8975
Re: Disintegrate vs Fort immune NPCs
Perhaps I worded that poorly: Constructs encompass the realm of golems, animated objects and constructed creatures. A golem's spell immunity applies only to spells that check for SR (spell resistance) - Conjuration spells are dope for that reason. The two highest CR golems have outright immunity to ...
- Tue May 29, 2018 9:49 pm
- Forum: Game Suggestions
- Topic: Disintegrate vs Fort immune NPCs
- Replies: 5
- Views: 8975
Re: Disintegrate vs Fort immune NPCs
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Just because they have no CON ability mod doesn't mean they are immune to all types of damage - that's why they have a fortitude saving throw included. Templates should allow for acid typ...
- Sun May 06, 2018 4:01 am
- Forum: Events
- Topic: Call of Vigilance
- Replies: 15
- Views: 12547
Re: Call of Vigilance
Thanks for putting this on, Alth, and for keeping everything running smoothly. Good to see new faces in these event competitions!
- Sat Apr 14, 2018 8:00 am
- Forum: Game Suggestions
- Topic: Two weapon fighting and the bard class
- Replies: 14
- Views: 17300
Re: Two weapon fighting and the bard class
Open up the classes to the dual wielding skill. Lower the required PC level in which to train it to 10. Dual wielding/two-weapon fighting PCs are already in the deficit to the other styles when you consider the overhead investment in feats, large penalty and skill level requirement in order to advan...
- Sun Mar 18, 2018 11:28 pm
- Forum: General Discussion
- Topic: Kismet system, newbies and more
- Replies: 9
- Views: 13445
Re: Kismet system, newbies and more
What are the factors that makes thieves difficult as a first class? Thought they implemented the kismet requirement for thieves as a result of multiple griefing attempts or just overall sub-par roleplaying from thieving PCs around a decade or so ago. There most likely is an understandable reason fo...
- Sat Oct 28, 2017 4:04 am
- Forum: General Discussion
- Topic: Talos Says New Thread Discussion
- Replies: 5
- Views: 12038
Talos Says New Thread Discussion
Original thread: http://forgottenkingdoms.org/board/viewtopic.php?f=1&t=22366 Unless we are going to see a marked increase in the number of spells we can memorize or cantrips no longer have to be memorized and dont' need recharging plus are pumped up in damage melee attacks have a big advantage ...
- Wed Oct 11, 2017 7:17 am
- Forum: General Discussion
- Topic: Elminster Open Discussion
- Replies: 33
- Views: 37963
Re: Elminster Open Discussion
Disintegrate is supposed to turn the foe into dust if they fail their save. The fact that it just does damage on stun mode is the code blocking the effect. There is no way to "control" the effect of turning someone to dust and just stun them, which is why that spell has always been consid...
- Wed Oct 11, 2017 6:34 am
- Forum: Game Suggestions
- Topic: Illusionary Pit vs Mass Hold Person
- Replies: 38
- Views: 42986
Re: Illusionary Pit vs Mass Hold Person
I'm not entirely sure that its really that difficult. to fix. As far as I've read, been told and observed, there are tools to apply custom effects to PCs, but there is no stock prone condition though so stunned was used in place for things like the pit and earth reaver. What earth reaver really sho...
- Sat Oct 07, 2017 6:03 pm
- Forum: Game Suggestions
- Topic: Illusionary Pit vs Mass Hold Person
- Replies: 38
- Views: 42986
Re: Illusionary Pit vs Mass Hold Person
Ah, my apologies. I didn't see that part. The timing of it coincided with the recent event in the tournament.Areia wrote:Ya, agreed. Like I said, the re-raising of this suggestion didn't really have anything particularly to do with that PvP.
- Sat Oct 07, 2017 6:12 am
- Forum: Game Suggestions
- Topic: Illusionary Pit vs Mass Hold Person
- Replies: 38
- Views: 42986
Re: Illusionary Pit vs Mass Hold Person
What I witnessed was the MUD policing itself in the latest USE of the spell 'Illusory Pit' in a tournament setting. The initial application of it was perfectly sound in my book; as the spell came later into the relative progression of the fight and was not the 'go-to' first response. The repeated ap...
- Sat Oct 07, 2017 5:49 am
- Forum: General Discussion
- Topic: Elminster Open Discussion
- Replies: 33
- Views: 37963
Re: Elminster Open Discussion
Bug Reporting threads have long been issued on 'Orb of element' but never seem to see the light of day. It's a frustrating one; but I would like to think that if it were just a simple fix, liken to what softcode our IMMs can play with, it would have been attended to. Currently, the spells can be dee...
- Fri Oct 06, 2017 11:51 pm
- Forum: Game Suggestions
- Topic: Illusionary Pit vs Mass Hold Person
- Replies: 38
- Views: 42986
Re: Illusionary Pit vs Mass Hold Person
Damage should bring a targeted individual out of the effects of an illusiory pit. Illusiory pit should, at the very least, regardless of successful save or fail, stun a target via vertigo. That does not mean the target is prone or incompacitated. The prone condition here on FK is wildly split from S...
- Wed Oct 04, 2017 6:39 am
- Forum: Events
- Topic: The Elminster Open
- Replies: 80
- Views: 64779
Re: The Elminster Open
Late entry! Let's add Simossus to that list.
- Sat Sep 23, 2017 4:32 am
- Forum: General Discussion
- Topic: Player Status
- Replies: 1146
- Views: 881598
Re: Player Status
Silly boy, Boot Camp all the way.Moloch wrote:Anyone recommend the best client for playing on a Mac?
- Thu Aug 10, 2017 12:00 am
- Forum: General Discussion
- Topic: Player Status
- Replies: 1146
- Views: 881598
Re: Player Status
Tell that guy 'hey hoochie' when he lands! Hope you two enjoy your time together.
- Wed Aug 09, 2017 10:09 pm
- Forum: Game Suggestions
- Topic: Raising the cost of components for creating undead
- Replies: 34
- Views: 32271
Re: Raising the cost of components for creating undead
The illithids seem like potential abuse, what other races are potentially abused? Raising the levels of these mobiles (making them too powerful to raise) to better match the threat posed by such races seems the easiest solution. Multiple mobs were tweaked as a result of determining the mob's specia...
- Mon Jun 26, 2017 10:55 pm
- Forum: General Discussion
- Topic: Game Status?
- Replies: 11
- Views: 13319
Re: Game Status?
Honestly these frequent resets are making the game very difficult to play. I've already lost dozens of platinum due to rooms getting emptied or getting rolled back. I know this stuff is necessary but I wish it could just be done on a schedule or something instead of at random times. That sucks. FK'...