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Firewall: irks me
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04-17-2008, 02:47 PM
#21
JacknCoke
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people who irks, irks me.
"You'd be surprised how many people violate this simple principle every day of their lives and try to fit square pegs into round holes, ignoring the clear reality that Things Are As They are." -- "Before you criticize someone walk a mile in there shoes. That way you are a mile away and have there shoes."
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04-17-2008, 02:49 PM
#22
frugal_gourmet
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Quote:
Originally Posted by Mindspat
Are you implying that if someone has a favorite spell then it should be made less powerful? You can chalk this up there with people thinking you need to spam Heal scrolls to keep a party alive. It's compensation for otherwise limited or poor tactics, but it works well enough either way.
Clearly this was not my argument.
Quote:
Shouldn't you be griping instead how people make up their own names of spells?
It's called Wall of Fire.
Very cute.
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04-17-2008, 02:49 PM
#23
Ghoste
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I've always assumed that Turbine giving the monsters ridiculous amounts of hp was their way of compensating for monsters' inability to deal properly with spells like that.
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04-17-2008, 02:56 PM
#24
Angelus_dead
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Quote:
Originally Posted by Ghoste
I've always assumed that Turbine giving the monsters ridiculous amounts of hp was their way of compensating for monsters' inability to deal properly with spells like that.
Absolutely not.
The high monster hitpoints predates the introduction of Wall of Fire by over a year.
It's game-balance purpose is to compensate for the monster's slow rate of taking actions, which is a design choice copied from other computer games going back decades.
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04-17-2008, 03:00 PM
#25
frugal_gourmet
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Quote:
Originally Posted by Kalanth
During a PnP session I was DMing a one off of Tomb of Horrors using the modern rules (3.5). One of the encounters in that dungeon is against a very nasty four armed gargoyle. A player in that game, who had never played DDO a day in his life, instructed the players to box in the gargoyle, and once this was done, that player cast firewall on the gargoyle. Because of the size of the monster, and the size of the spell, the only person affected was the monster. After the session I explained that what he did was a PnP modified version of the most common tactic in DDO. So, with that example in mind, no I don't think that the way the spell is used is to far off of the common uses of it in PnP.
Actually, I have no problem with that situation. I think it's a cool idea and still very fun. I hope no one thinks I do. It would be more analagous to me, however, if the gargoyle ran straight into the firewall and just ran around in there.
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04-17-2008, 03:02 PM
#26
frugal_gourmet
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Quote:
Originally Posted by Angelus_dead
In D&D, casting Fireballs is one of the worst things a wizard can do with his spell slots. The damage output compared to the difficulty of casting the spell is barely worthwhile.
You are generally correct. Maybe a tad exaggerated. If there are quite a few enemies at a distance, fireball can still be efficient in D&D. Also, I think you've overstated the enemy difficulty a tad. A few rounds of fireball or lightning would still kill level 5 bad guys.
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04-17-2008, 03:22 PM
#27
Ghoste
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Quote:
Originally Posted by Angelus_dead
Absolutely not.
The high monster hitpoints predates the introduction of Wall of Fire by over a year.
It's game-balance purpose is to compensate for the monster's slow rate of taking actions, which is a design choice copied from other computer games going back decades.
Not just firewall specifically, but generally the fact that monster AI allows us to stretch our hp further. Firewall is just an example of how players do that, but the reaspn would be the same for inflating monster hp.
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04-17-2008, 03:44 PM
#28
The Raging Rodian!
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Quote:
Originally Posted by Angelus_dead
Remember that according to the D&D rules, maximize and empower only boost the random portions of a spell's damage. That's why DDO allows Maximize to work on Inflict Critical Wounds, but not Harm.
If DDO applied that rule to Wall of Fire, then Maximizing it would only add +13 damage per tick, not +43 like it does now.
Also maximize and empower raise the casting level of the spell in DnD, meaning a 7th level wizard can't use either on his
newly learned Wall of Fire spell until he gained a few more levels. And he definitely could not spam it over and over again.
Ah the downside of a spell point system and faulty implementation of metamagics.
I've often said that something is deeply wrong with the game if Wall of Fire is one of your best attack spells.
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04-17-2008, 03:51 PM
#29
Kalanth
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Quote:
Originally Posted by The Raging Rodian!
Also maximize and empower raise the casting level of the spell in DnD, meaning a 7th level wizard can't use either on his
newly learned Wall of Fire spell until he gained a few more levels. And he definitely could not spam it over and over again.
Ah the downside of a spell point system and faulty implementation of metamagics.
I've often said that something is deeply wrong with the game if Wall of Fire is one of your best attack spells.
But that caster could buy a stack of Metamagic rods, found in your local DMG, and get not only the spell boosted, but stack the metamagics right off the bat.
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04-17-2008, 03:52 PM
#30
Alavatar
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Quote:
Originally Posted by Kalanth
But that caster could buy a stack of Metamagic rods, found in your local DMG, and get not only the spell boosted, but stack the metamagics right off the bat.
Only if (a) the DM allowed it; and (b) the character could afford it.
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04-17-2008, 03:56 PM
#31
frugal_gourmet
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Quote:
Originally Posted by Alavatar
Only if (a) the DM allowed it; and (b) the character could afford it.
Also, although this is totally a tangent... I'm pretty sure you have to actually hold the metamagic rod (which, btw, has limited uses)... meaning stacking many of them is a tad difficult.
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04-17-2008, 04:01 PM
#32
Angelus_dead
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Quote:
Originally Posted by frugal_gourmet
Also, although this is totally a tangent... I'm pretty sure you have to actually hold the metamagic rod (which, btw, has limited uses)... meaning stacking many of them is a tad difficult.
And remember that you need one hand free just to cast the spell... unless you have Still Spell metamagic, which boosts the level another +1.
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04-17-2008, 04:14 PM
#33
Kalanth
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Ok, so maybe not double fisted at lvl 7, but still, you understood the point. And I don't know any DM's that disallow it, because it is a standard rule. Afterall, I allow it.
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04-17-2008, 04:19 PM
#34
Alavatar
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Quote:
Originally Posted by Kalanth
Ok, so maybe not double fisted at lvl 7, but still, you understood the point. And I don't know any DM's that disallow it, because it is a standard rule. Afterall, I allow it.
The cost in the DMG is standard. Whether or not magic items are for sale en mas is up to the DM. I don't allow it unless my players are in a very large city with a wizard of notable repute.
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04-17-2008, 04:22 PM
#35
Kraegor
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Join Date: Feb 2006
Quote:
Originally Posted by The Raging Rodian!
Also maximize and empower raise the casting level of the spell in DnD, meaning a 7th level wizard can't use either on his
newly learned Wall of Fire spell until he gained a few more levels. And he definitely could not spam it over and over again.
Ah the downside of a spell point system and faulty implementation of metamagics.
I've often said that something is deeply wrong with the game if Wall of Fire is one of your best attack spells.
An empowered maximized firewall would also be a level 6 spell slot too I believe, meaning you would have to be at least 11th level to cast it in P&P.
Also, remember, in PnP that even a caster, or any group members walking through a wall of fire, take damage. There would be no "leading" mobs through the fire, you get burned too.
Also, in PnP, any DM worth his salt would say.. ouch.. orc hurt when he touches big wall of fire, me not do that again.
In D&D wall of fire, earth, ice, etc are just preventive measures (cutting off escape, cutting a battlefield in half, trapping foes, etc). It is not used as a main means of attack.
Last edited by Kraegor : 04-17-2008 at 04:36 PM.
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04-17-2008, 04:22 PM
#36
roadkill525
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easy fix, least I think it is, really no idea how hard ti would be to fix the code, would be to have lightin bolt, burnin hands, fire ball, cone of cold, firewall, blade barrier, any aoe spell dammage anything in its area of affect friendly or not like they are saposta, the sorc or the cleric wants to kite the mobs thru the wall of fire or sicsors he should have to make a save atempt at it too. a fireball explodes in the mittle of the fight, all people friend and foe alike in its aoe should have to make the reflex save. I an't been playing that long but it was a shock to find out that the aoe spells only hurt the badguys.
nother stupid story from my PNP days, my rogue had a spell storing dagger, which he had the sorc fill with fireball everynight afor he slept, the rogue would be the first one into the fight and would release the spells as the hits landed, think it only took dammage from it once(hate fumbleing). even got in extra sneak attacks, how many orcs expect a fireball to go off after being hit with a dagger,
Last edited by roadkill525 : 04-17-2008 at 04:28 PM.
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04-17-2008, 04:26 PM
#37
Lifespawn
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Join Date: Mar 2006
fix mobs not being able to be attacked while running away
fix mobs attacking while held or stoned
fix mobs hitting you AFTER they have been tripped or stunning blowed
fix beholders fully dispelling instead of surpressing
fix casters nonstop spamming dispell magic
fix monsters attacking you from well out of range but still hitting you
fix monsters being able to trip multiple people with one attack
fix air elementals nonstop knockdown with basically no save and unlimited whirlwind mode
fix mobs able to change speeds and run as fast as you with haste on without casting haste themselves
fix hd limit spells to be useful at the char lvl they are given at instead of 6 lvls lower on normal only
fix summons so they are a little tougher/higher hd per caster lvl or every 2 caster lvls Something to make them take more than 1 -2 hits
fix ogre magi so they can't go smoke mode and still cast spells on you with no way for you to attack/kill them
fix monsters having cleave on constantly and doing full damage to all targets in range
fix devils so they don't constantly teleport and attack before you can target them
Then maybe we can talk about fixing firewall so it isn't so cheesy.
Monster cheese is way worse than player cheese.
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04-17-2008, 04:33 PM
#38
Lifespawn
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Quote:
Originally Posted by roadkill525
easy fix, least I think it is, really no idea how hard ti would be to fix the code, would be to have lightin bolt, burnin hands, fire ball, cone of cold, firewall, blade barrier, any aoe spell dammage anything in its area of affect friendly or not like they are saposta, the sorc or the cleric wants to kite the mobs thru the wall of fire or sicsors he should have to make a save atempt at it too. a fireball explodes in the mittle of the fight, all people friend and foe alike in its aoe should have to make the reflex save. I an't been playing that long but it was a shock to find out that the aoe spells only hurt the badguys.
that would make greifing happen ppl would get ****ed.
firewall and run around or jump over it still no damage to you.
Bladebarrier would be uselessno cleric is gonna have a 34 reflex save in fullplate and can't have evasion without splashing rogue.
Mobs would have to damage eachother which would be better for players since we could let them kill themselves and spend less sp.
Quests would become a chore
finger of death hold pk flesh to stone and. magic missile would be the only really safe spells to use
you would have to make cleave greatcleave whirlwing and 2 handed fighting glancing blows hit players too to be fair
to sum it up it would kill the game
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04-17-2008, 04:33 PM
#39
Dungnmaster001
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Quote:
Originally Posted by rimble
You can't crit AoE spells in PnP either. The damage it does is just ridiculous (and yes, I use it a ton). No spell level cap on Metamagics, inappropriately applied metamagics, critical hits, Potency items...magic is super-charged.
I'd kill for some Evard's Black Tentacles...mmMMmmMMmm...
You can crit with AoEs in 4th edition but I get what you're saying anyway and agree. (and 4th edition crits are supposed to be less lethal so it balances out)
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04-17-2008, 04:37 PM
#40
Dungnmaster001
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Quote:
Originally Posted by roadkill525
easy fix, least I think it is, really no idea how hard ti would be to fix the code, would be to have lightin bolt, burnin hands, fire ball, cone of cold, firewall, blade barrier, any aoe spell dammage anything in its area of affect friendly or not like they are saposta, the sorc or the cleric wants to kite the mobs thru the wall of fire or sicsors he should have to make a save atempt at it too. a fireball explodes in the mittle of the fight, all people friend and foe alike in its aoe should have to make the reflex save. I an't been playing that long but it was a shock to find out that the aoe spells only hurt the badguys.,
yep that would fix it alright. of course that would also open the doors for all kinds of griefing. Watch how many wizards "accidentally" cast fireball in the middle of a group of allies while they are shrining. "oops wrong button, sorry" Among other things. Which is why it's like this in the first place. Keeps players from messing with other players. Which is good. but it's still sad that they have to make the tactics in this game cheesy to keep people from doing it.
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