I have recently observed that Spellcraft is apparently taken into account when making reflex saves against tanglefoot bags. This seems a bit odd considering that tanglefoot bags are not only not a spell, but not even a magic item (at least in PnP) - they are bags of mundane alchemical goo. There's no reason apparent to me as to why a character who knows a lot about spells should more ably dodge a blob of quick-hardening glue.
Making a change to this may not be possible - perhaps the engine just treats all such effects as "spells" for purposes of Spellcraft save bonuses. I thought I'd bring it up, however, as a potential change to make if it is indeed possible (and plausible) to do.
That's... weird. Is that the default NWN mechanics? Agreed with OP, not desirable.
It's working as intended; your perception of the Tanglefoot Bag is simply incorrect. The Tanglefoot is actually a small creature living inside of a bag, and when you throw him he casts entangle upon the first thing he makes contact with. Hence the spell mechanic of the device.
You should see similar spell like effects from many of the other grenade weapons in the log.
Quote from: bob7el;212562It's working as intended; your perception of the Tanglefoot Bag is simply incorrect. The Tanglefoot is actually a small creature living inside of a bag, and when you throw him he casts entangle upon the first thing he makes contact with. Hence the spell mechanic of the device.
No offense Beggar, I like this answer better.
Seriously?
I always thought it was like a smaller version of the Web spell.
The item property is "Cast Spell: Tanglefoot Bag" ergo the engine treats it as a spell, which is affected by spellcraft when saves are calculated.
But I like bob7el's bullshit explanation.
It's fixeable, you would need to turn it into one of the special grenades and have the script do the reflex check (which would bypass spellcraft), and apply the effect on failure.
Would probably have to tweak it so the reflex throw is displayed to the 'thrower' or something like that.
Alchemical AKA MAgical/scientific Spellcraft allows you to know how to avoid it properly hence should make a diffrence kind of along the same lines with counterspelling you know what it is you can counter it.
QuoteAlchemical AKA MAgical/scientific Spellcraft allows you to know how to avoid it properly hence should make a diffrence kind of along the same lines with counterspelling you know what it is you can counter it.
Yes, but it's not a spell AKA not a spell.
lol, mort wasnt trying to be mean in saying that.
Quote from: Mort;212838It's fixeable, you would need to turn it into one of the special grenades and have the script do the reflex check (which would bypass spellcraft), and apply the effect on failure.
Would probably have to tweak it so the reflex throw is displayed to the 'thrower' or something like that.
I don't know about anybody else, but I like this idea.