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Player's idea box

Forum for posing direct questions to the Avlis Team. Purpose is to facilitate Team/Player communication.

Moderators: Nighthawk4, Dungeon Masters

Re: Player's idea box

PostAuthor: Zerub » Sun Sep 03, 2017 2:04 pm

The token system really needs to be updated. It just does not work like it was designed to.

It would be nice if crafters could turn in a few more things to get their 50 tokens. Some 10th level things are really hard to do. Namely Jewelry since most of it cost 40K or so per make.

Another thing that might help tokens is to make them tradeable. Have a script that lets you transfer tokens to another player. Zerub bargains with them all the time, but he just tells people to hold them until he is ready for them. It would be nice if he could just get the tokens added to his and subtracted from theirs so the deal is totally done.

Scott

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Re: Player's idea box

PostAuthor: Jazz » Sun Sep 03, 2017 10:14 pm

Another great, yet low priority idea: have high(er) level gemcutters have a better chance at getting Large & Giant gems. Right now the odds of a level 6 gemcutter hitting a vein and getting a Giant gem is the same as when a level 20 gemcutter would.
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Re: Player's idea box

PostAuthor: SkeletonParade » Wed Sep 06, 2017 8:37 pm

Any chance Avlis will add a character description changer like the one in Hala?
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Re: Player's idea box

PostAuthor: BeyondInfinity » Wed Sep 06, 2017 9:14 pm

With the recent fix to viewtopic.php?f=230&t=122088

My barbarian has thundering rage, and 12 fighter levels.

When raging, a temporary 2d6 massive critical is applied to the weapon, afterwards GMW is cast to a weapon, the result is, the temporary 2d6 massive critical is overrides by 2d4 massive critical.

But when GMW is cast first, followed by rage with thundering rage, the temporary massive critical is not override.

I think, it would be better to check if there is a temporary massive critical in the weapon, before applying the GMW massive critical, that way I have option... :) :) :)
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Re: Player's idea box

PostAuthor: surfer69 » Fri Sep 22, 2017 10:51 pm

If the mechanics of Invisibility Sphere aren't going to be modified (i.e., that it currently reapplies after an unlimited number of offensive actions and is only subject to Invisibility Purge for one round before going back up) - or if indeed it's working as someone or other intended - how about reducing the duration to round/level or 2 rounds/level? It seems to me that's more in line with durations for combat spells, one of which surely it is.

As it stands now, it not only empowers mages to be less than stellar at thinking through what they do, but when UMD'd by rogue/fighter types or clerics with trickery domain it becomes a little over-the-top - insta-HiPS against most, though not all, spawns, without having to expend an action.

I've asked about this spell before, and I know that while the Team is under no obligation whatsoever to explain why they haven't or won't change it, I think it would be a nice courtesy and would only take a minute of someone's time.

Thanks!

Pop this into a bug report. No promises, of course, but that's the place for this one. -Micah

EDIT: Reported, thanks.
Last edited by surfer69 on Tue Sep 26, 2017 1:12 am, edited 1 time in total.
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Re: Player's idea box

PostAuthor: Sarmanos » Sun Sep 24, 2017 7:02 am

Set the re-design fee on Futharadas' bag alteration to just be a flat fee of 1 to 2k gold instead of basing it on a container's set toolset value.
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Re: Player's idea box

PostAuthor: Sarmanos » Sun Sep 24, 2017 6:50 pm

Could PH Piggybank safes be changed to work like Donation chests do where you only need the key to view the contents or withdraw anything but anyone can deposit?
Vetinari: I have noted before that you have a definite anti-authoritarian streak, Commander.
Vimes: Sir?
Vetinari: You seem to have retained this even though you are Authority.
Vimes: Sir?
Vetinari: That's practically Zen.
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