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Post by DM Puff D on Mar 9, 2010 18:58:16 GMT -5
We had a lot of good comments about this and these options are the ones that are doable, will not cause lag, and still allow casters to get some benefit from the TS spell without rendering Sneakers completely useless against them. We will also remove the Gem of True Sight - and or nerf this as well to comply with this change.
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Post by angelrogue on Mar 9, 2010 20:11:37 GMT -5
I vote for the 40 seconds mainly to even it out for the sneakers. I would say 60 seconds if the option was there...but I wouldn't go higher than that.
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Post by dmentia on Mar 13, 2010 17:52:51 GMT -5
i voted for 40 seconds,..for reasons as stated in angelrogues post
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Post by DM Puff D on Mar 14, 2010 16:56:53 GMT -5
Ok, we got 5 votes. Anyone else want to have a say?
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Post by dmentia on Mar 19, 2010 12:00:13 GMT -5
so a mage thats only got 19 lvls of caster will have the same duration as a 40th lvl mage? if so and i were that really seasoned caster id be a little upset over that.
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Post by DM Puff D on Mar 19, 2010 16:55:56 GMT -5
That was why I offered the 1/2 rnd per level option... but no one but me seemed to like that.
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Post by angelrogue on Mar 22, 2010 12:43:46 GMT -5
I'm a seasoned caster and I have no problem with it being less than that. Still 1/2 round per level makes true seeing last WAY too long. As long as you have 1 casting of it memorized, 1/2 round per lvl will still last almost infinite due to no restrictions on rest and so forth. If a caster can't play a caster without an extremely long time where nothing can sneak up on them, then I'd say they are not much of a caster.
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Post by rashalla on Mar 24, 2010 7:51:39 GMT -5
So I now ask what level is True sight now, I would say about 3rd, Maybe 4th. It is definatly mot a sixth level spell any longer, so when will we see the reduction of level?
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Post by douglasthurman on Mar 26, 2010 10:35:51 GMT -5
That unlimited rest option would seem pretty useless if the sneaker was on hostile and the mage didn't know where they were. Can't rest with enemies around and all.
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Post by DM Puff D on Mar 27, 2010 1:33:40 GMT -5
So I now ask what level is True sight now, I would say about 3rd, Maybe 4th. It is definatly mot a sixth level spell any longer, so when will we see the reduction of level? Not sure I understand what you're asking.
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Post by DM Puff D on Mar 27, 2010 1:37:37 GMT -5
That unlimited rest option would seem pretty useless if the sneaker was on hostile and the mage didn't know where they were. Can't rest with enemies around and all. This is a topic for another vote but maybe we should turn off unlimited rest?
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Post by DM Puff D on Mar 27, 2010 2:39:16 GMT -5
Just as a point of interest I dug out the DnD V 3 description of the spell, True Seeing:
True Seeing
Divination Level: Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
The character confers on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus her vision to see into the Ethereal Plane. The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not cancel concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.
Additionally, the divine version of this spell allows the subject to see auras, noting alignments of creatures at a glance.
Material Component: Worth at least 250 gp.
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Post by DM Puff D on Mar 27, 2010 2:43:04 GMT -5
It was as I remembered. This spell was not supposed to spot hiding creatures. Anything hidden or concealed in a non-magical means was not automatically revealed by this spell. Also the original duration on this spell was 1 minute / level, which I think is the equiv of 1 rnd / level in NWN game engine.
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Post by DM Puff D on Mar 27, 2010 3:03:05 GMT -5
Also checked the original description of the Feat Hide in Plain Sight. This ability can only be used successfully if the SD is within 10 feet of some sort of shadow (not her own shadow ). Now, this gives me another idea for this that ppl might like better. Nerf True Sight to 1 rnd / level, as the PnP rules had it, and take out the ability to see Hiding Opponents. Nerf the Feat HiPS as follows: Used in Desert Area: 90% of failure per use (not many shadows about) Used in Grass Area: 80% of failure per use (some shadow available) Used in City/Castle Area: 10% of failure per use (lots of shadow around) Used in Forest/Dungeon/Ruins Area: 5% of failure per use (mostly darkness and shadow around) Comments?
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Post by rashalla on Mar 27, 2010 3:12:41 GMT -5
But HIP can be used ad nausem until it works, and there is no downside to trying at all. sure it may not work but wait a few seconds and try again, sooner or later it will work.. And HIP is a magical ability, not just a hidding, that is why true sight works on it.
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