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Post by DM Puff D on Mar 27, 2010 10:37:05 GMT -5
Got this from the v3.0 Rules:
Hide in Plain Sight: Shadowdancers can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, shadowdancers can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in their own shadows. Hide in plain sight is a supernatural ability.
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Post by DM Puff D on Mar 27, 2010 10:38:47 GMT -5
So Magical/Supernatural - whatever - It will be very difficult to distinguish (in a script) between HiPS Hiding and normal Hiding.
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Post by dmentia on Mar 27, 2010 17:19:59 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. supernatural is by no means magical... so thats why TS should NOT work against it. as stated in the description for HiPS, its supernatural. not magical. also, sorry boss but i must rescind my vote on this topic. As i cannot agree to the fixes proposed. The spell completely nulls sneaker classes who depend on hiding to operate(as sneak classes tend to do). and a simple shortening of the spell wont take that away. But i will accept anything you do with it. Youre the boss. good luck on the decision and i hope all goes well with it. however, id vote for the first option if the bonuses given were raised to a +40/+40, and keep all the other percs to see invisi creatures/players that come with the spell. because the 20/20 is still a bit low.
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Post by DM Puff D on Mar 29, 2010 4:29:50 GMT -5
I'll do the settings as the majority decide. I am just hoping that someone comes up with a better solution to the ones we now have.
This thread started by Kyss making the comment that she could not spy effectively due to TS. Now, if that is really the only complaint about TS and sneakers then I actually had another thought. It will also have benefit for mages as well.
One of the things that is possible, I think, is to created a special Possess-ible Summon. It cannot attack but can be used as a Spying/Scrying proxy for Mages and Rogues. I believe that the way it works allows detection via Spot/Listen/Search skills but not See Invis/TS.
So with this special summon one could walk up to a PC and not be detected by TS but possibly be detected by skills. Also, the summon cannot attack, only watch.
For mages this would be a magical Crystal Ball, for Rogues this would be a PC Wand that, when activated, summons the Spy. The Mage version can teleport, the Rogue version must run to the target.
Comments?
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Post by DM Puff D on Apr 3, 2010 0:14:16 GMT -5
I have been spending some time over the last week on Storm Nexus. Just to see how they do things there. (Doug will not shut up about it so I had to see it) Anyhoo, the way they handle invisibility and Hiding is basically the same - There is no Invisibility really. Or I should say that they have nerfed the way invisibility/ Improv Invis/ work.
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Post by DM Puff D on Apr 3, 2010 0:39:44 GMT -5
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Post by rabbitslayer on Apr 3, 2010 6:02:53 GMT -5
Some interesting changes....The one i really dont agree with is the Bigbys.Why immunity to mind spells makes you immune to a physical manifestation of a hand grabbing you i never understood.
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Post by DM Puff D on Apr 5, 2010 3:18:10 GMT -5
Yeah they take away the ones that ppl abuse a lot - like Bigbys - and compensate by giving bonuses to other spells. For example, if you are a non-multi-class wizard you can cast a Flame Arrow Spell at 4oth Level that does 12 x 4d6 damage! If that is Max'ed (and I do hehehe) that is 288 (as opposed to 240) damage per spell! Ouch! Also, healing is more limited so you can't just keep casting those Heal Spells and keep going. Potions of Heal are gone in SN.
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Post by eclipse08 on Apr 8, 2010 16:26:01 GMT -5
I've played on SN too, but never even thought of playing a sneaker there due to the whole nerfed invisibility thing. Of course there are other more cheese ways to kill things such as the crafting of elemental damages onto weapons using different gemstones. I have a bastard sword toting cleric with 2d6 electric, acid, cold, blunt, and piercing damages on it. Add to that the dark fire and GMW. And he's level 33. So back to the sneaker thing here. I hate to be cliche but you can please some of the people some of the time, but you can't please all the people all the time.
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Post by lilmarcat on Apr 8, 2010 22:11:20 GMT -5
Is there any way to limit the effective range of TS? That way you could just keep it normal and it'd just prevent sneakers from getting too close but still close enough to eavesdrop.
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Post by DM Puff D on Apr 8, 2010 23:31:47 GMT -5
Is there any way to limit the effective range of TS? That way you could just keep it normal and it'd just prevent sneakers from getting too close but still close enough to eavesdrop. Not really. It's not the way perception in NWN works. If you are close enough to hear ppl you are also close enough to be seen.
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Post by DM Puff D on Apr 8, 2010 23:34:09 GMT -5
I hate to be cliche but you can please some of the people some of the time, but you can't please all the people all the time. Exactly. I'm not looking for the perfect solution here, just one that's do-able and most of us like. So far the time limit is the popular choice. BD
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