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-   -   Tymora's Gamble (http://www.ironworksforum.com/forum/showthread.php?t=12564)

Dundee Slaytern 04-22-2003 09:38 AM

Tymora's Gamble, Morning Star +4
--------


Seasons ago, there once lived a warrior who was extraordinarily gifted and blessed with an uncanny ability to get himself out of sticky situations; so much so that he constantly boasted that he had better luck than Tymora herself. News of this arrogance reached Tymora's ears and she was understandably not pleased.

Sending a courier to do her bidding, she challenged the warrior to a game of chance. She would give him a heavily enchanted weapon, but with a catch. Every time he uses it, divine dice will be rolled to see if he can beat or match Tymora's own roll. Pride blinding the danger presented to him, the warrior accepted the dare. He did not live to see the next winter.

Special Abilities:

3% chance Maze is casted on the target.
3% chance Maze is casted on the user.
2% chance Flesh to Stone is casted on the target.
2% chance Flesh to Stone is casted on the user.
1% chance Imprisonment is casted on the target.
1% chance Imprisonment is casted on the user.

Equipped Abilities:

Sets Magic Resistance to 0%

Damage: 2d4 +4
Weight: 10
Speed Factor: 4

Opinions?

[ 04-24-2003, 11:43 PM: Message edited by: Dundee Slaytern ]

Alson 04-22-2003 09:47 AM

First... is being +6 all that necessary? +4 is more balanced with respect to SoA, or +5 if you're really into "heavily enchanted weapon".

Second, I would like to point out that Death Ward (via a spell or a certain ToB weapon) will nullify 2% out of 4% of potentially fatal effects to the PC, and 1% out of the remaining 2% isn't even fatal for non-soloist. Death Ward lasts long... and most enemies aren't Death Warded. On the same vein... can someone remind me Pro-Petrification's duration?

It has potential. [img]smile.gif[/img]

Annatar 04-22-2003 09:50 AM

<font color=white> The item making frenzy even infected our own Moderator [img]graemlins/hehe.gif[/img]
It looks great Dundee, nice story..

Polymorph other is also a nice one to add if you ask me.
It isn't alot of work I guess... (can be done within 2 hours or less) </font>

ShadowChild 04-22-2003 09:54 AM

Looks good, i like the idea of having to cross your fingers everytime you smack someone with it [img]smile.gif[/img]

Malthaussen 04-22-2003 09:56 AM

A well-balanced item, obviously. Too well balanced for it's story, since the gods, like the House, always take a cut. Hubris traditionally leads to the dice being more heavily loaded in favor of the god offended. [img]smile.gif[/img]

One potential problem I see is that the random effects will, quite likely, have no effect on the user, since his hit points will be (generally) too high to be vulnerable to them (unless he's getting his butt kicked in a battle). The same, of course, could be applied to his oppenents, however. Thus, the special effects in a sense will negate each other, leaving only the sheer combat power of the weapon to be considered. A weapon of this power should certainly require the player to kick some serious butt to get it.

As a matter of personal taste, I dislike instant death effects, or effects that remove a character from my control, and thus would be unlikely to use the weapon. But that's hardly a reason to knock it, so I don't.

-- Mal

Dundee Slaytern 04-22-2003 10:00 AM

Handled the Death Ward issue.

Alson 04-22-2003 10:03 AM

Quote:

Originally posted by Malthaussen:
One potential problem I see is that the random effects will, quite likely, have no effect on the user, since his hit points will be (generally) too high to be vulnerable to them (unless he's getting his butt kicked in a battle).
...

A close examination of the weapon's effects will show that none of the effects has anything to do with hit points. ;) Perhaps, Finger of Death's minor damage on a successful save... but that's not way Finger of Death is there. ;) Save goes for the enemy.

You do have a point, though, just not the way you meant it. [img]tongue.gif[/img] It's not about hit points - it's about saves. Since in the late stages of SoA (and there's no way this is a early/mid stage weapon) enemies tend to make their saves about 75% of the time, the effects are quite problematic. On the other hand, it keeps the weapon from being over-the-top powerful - which is a good thing. [img]smile.gif[/img]

ShadowChild 04-22-2003 10:07 AM

Seeing as people seem to be fiddling around and creating some decent and imaginative items of late - is there anywhere we could put them for all to see? maybe a little home made items page? Just a thought [img]smile.gif[/img]

Malthaussen 04-22-2003 10:11 AM

Point well taken. What can I say? Up all night (insomnia sucks), out of coffee, eyes bleary, brain nearly dead... mea culpa. [img]smile.gif[/img]

-- Mal

Alson 04-22-2003 10:11 AM

Quote:

Originally posted by Dundee Slaytern:
Handled the Death Ward issue.
LOL! How... elegant. [img]tongue.gif[/img] :D

The current solution still suffers from two flaws:
(1) It will also remove other combat protection, which is no good.
(2) It does not remove the Certain ToB Weapon protection, as it's an item effect.
(2.5) It's... unstylish. ;) Jan will disapprove. :D

How about, instead of going the "Breach and then" route, you try messing around with "Remove Effect : Death Ward"? It should be possible... and it shouldn't be complicated.


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