Just wanted to say big ups on the stark change to the server. It has given everything a more gruesome and old style EFU Survivalist feel ontop of making things matter again that some folks once neglected.
I actually saw some people trying to buy salutory tonics and such to limit disease since restoration potions have gone bunk. People were talking about how they may take up better swordsmanship to cope with the loss of magic. One sorc PC I saw said "I've always enjoyed my bow, maybe I'll use it more since healing is scarce without blowing up".
Just an over all epic feel to the server at the moment with the options of "Gamble with a potion of heal" vs. "Find medicinal herbs and someone who can use"
Dunno how long it will last but it has been great to see so far.
It's frustrating to play a caster whose entire concept revolves around his magic at the moment- but I admit, I am enjoying the situation thoroughly and hope that further developments come and boggle our minds with awesome.
Just want to say this was a real shake up and very exciting! Please keep wild magic around in some manner.
It is a challenge alright to enter an area experiencing a wild magic surge and get pounded by withered marauders who drink invisibility and healing potions with impunity while every counter you attempt dumps a fireball on your party or encases you in rock. Yes sirree, quite a challenge.
It would be flavour-some and interesting if Wild Magic effected the NPC's and our PC's, not sure if its easy to implement however.
Quote from: Professor Death;309751It is a challenge alright to enter an area experiencing a wild magic surge and get pounded by withered marauders who drink invisibility and healing potions with impunity while every counter you attempt dumps a fireball on your party or encases you in rock. Yes sirree, quite a challenge.
Howland has stated that this is a bug. Presumably it will be fixed sooner or later.
I appreciate the challenge, though sometimes it just gets less fun when you can't use potions/magic to heal you or other people. But it did add a lot of excitement to a Fort Siege with no magics.
It's cool but I think potions and items shouldn't be subject to wild magic, unless you ar creating them! I feel it should be when you try to access the weave not when you use items already made and magic stored already, just my 2 cents!
The only thing I really miss, with wild magic around, is the ability to heal mid-fight. Beyond that, so long as you take things slow, and don't take a chance with drinking a potion, you should be just fine.
More powerful the magic, the more likely it should be to go ka-boom. This would nullify the risk with lower-level characters using cure minor wound potions and then getting exploded.
Quote from: putrid_plum;309782It's cool but I think potions and items shouldn't be subject to wild magic, unless you ar creating them! I feel it should be when you try to access the weave not when you use items already made and magic stored already, just my 2 cents!
Shouldn't it be... the opposite? You're just going to end up with a whole bunch of warrior classes plowing through everything then. It doesn't contribute further to the survivalist-feel of the module.
If magic is 'more' likely to explode when used from an item than by a dedicated spellcaster (who presumably knows a little more about how to contain the weave and hold back wild surges) it will force people to work together more closely - maybe priests will need to be battle-medics, maybe wizards will need to focus their energies on enhancing fighters.
Having to work together, strategically to survive is good.
Making clerics, bards, and mages even 'less' useful in wild magic isn't going to do much besides encourage people to bow out of events.
LOL less useful.
No because potions are stored magic, healing or otherwise. You're not accessing the Weave to use them, that was done when they were created. Infact, in the current state magic DM loot should fail, DR items should fail, withering should be messed up, undead and liches should become undone, NPC's should be subject to the same things PC's are. This is a game after all, it's silly to use CMW and BOOM FIREBALL DEAD. But I'm sure this will end sooner or later, as the Weave is stablized from IC events or PC priests of the new GOD OF MAGIC.
Quote from: putrid_plum;309795No because potions are stored magic, healing or otherwise. You're not accessing the Weave to use them, that was done when they were created. Infact, in the current state magic DM loot should fail, DR items should fail, withering should be messed up, undead and liches should become undone, NPC's should be subject to the same things PC's are. This is a game after all, it's silly to use CMW and BOOM FIREBALL DEAD. But I'm sure this will end sooner or later, as the Weave is stablized from IC events or PC priests of the new GOD OF MAGIC.
I'm playing a high level sorcerer, I don't really have much of a complaint about wild magic. I think you should consider how limited an effect wild magic has on your magical items and potions compared to someone who's entire characters strength is generated through magic. As it is you have a massive advantage on such an individual. We don't need to add more of an advantage to barbarians, rangers, fighters etc. It's fine the way it functions currently. Though it would be nice if npc's were equally effected.
Quote from: Outcast;309790More powerful the magic, the more likely it should be to go ka-boom. This would nullify the risk with lower-level characters using cure minor wound potions and then getting exploded.
That's what I would have thought - not so much though as the cure minor wounds I was testing dropped a fireball on me, for instance.
Wild Magic is being kept off except in those areas where it is strongest (i.e. where the Conclave ruins are), until some bugs are fixed and we have a chance to tweak it.
Quote from: HungeringShadows;309801I'm playing a high level sorcerer, I don't really have much of a complaint about wild magic. I think you should consider how limited an effect wild magic has on your magical items and potions compared to someone who's entire characters strength is generated through magic. As it is you have a massive advantage on such an individual. We don't need to add more of an advantage to barbarians, rangers, fighters etc. It's fine the way it functions currently. Though it would be nice if npc's were equally effected.
That was sort of my point - having just PCs affected is unbalancing, especially without some valid ingame reason to have it so. It has been stated that this is a bit of a bug that should be rectified, but in the interim it REALLY cranks the difficulty level to the point of being less fun (IMHO - no comment on that needed).
Scaling the wild magic effect a bit might help since right now it doesn't seem to be (case in point the cantrips dropping fireballs issue).
Another "help" might be a chance for a PC to get a "feeling" that the weave isn't quite right in this area right now before casting a spell - maybe an added PC tool for this based on lore and spellcraft? Just some thoughts.
As I said, Professor Death, it's being kept off almost everywhere except the desert (for what should be obvious IC reasons) until we have a chance to tweak things.
I cannot wait, to see npc's being effected. As for the wild magic/no magic. I've done numerous events with it. Its a fun dynamic! Its good to see EFU is getting dangerous again!
Quote from: Howland;309811As I said, Professor Death, it's being kept off almost everywhere except the desert (for what should be obvious IC reasons) until we have a chance to tweak things.
Sounds fair enough. Looking at the time stamps on our posts, we were basically right on top of each other and I hadn't seen the post about scaling back until tweaked. Thanks!
bad luck brian goblin npc shaman casts sanctuary
...
TPK