Demivrgvs, on May 3 2009, 12:59 AM, said:
Teleport Field
Judging the real effectiveness of many spells usually is more difficult than it appears. Teleport Field for example never got my attention before seeing it used by Tactics liches, and it even left me amazed when I realized that multiple TF could make a spellcaster almost unreachable by "tanks".
To understand the true spell effectiveness we must take into account possible combinations, one outstanding issue is vanilla's Robe of Vecna which makes a reasonable spell like Improved Alacrity utterly overpowered imo, and in this case a possible combination simply is multiple TF. You're right, a single TF won't make the caster unassailable by melee opponents, but it's ok imo, as it's only a 4th level spell with good duration and a big friendly AoE, and without a save multiple TF were considered by many players too powerful/annoying.
So, you compare TF's base line effect for a lvl 8 sorc, which as I just demonstrated doesn't work, against a lich with potentially instant cast pre buff scripts or a very high level sorc with a epic level skill & the best robe in the game can do?
You are also comparing Monster(this side has TF) Vs Player combat against a Player(this side has TF) vs Monster comabt. Against that Lich, where were the mobs attacking him? I just showed that against mobs, the spell just doesn't work. I was surrounded by enemies and consistently beaten down. And, this is when the spell didn't grant a save.
My lvl 8 sorc can't waste spell choices on a spell that I need to spend two - three rounds recasting it to give me reasonable (not unbeatable) Hth protection.
The author of the Tactics mod probably noticed that TF just doesn't work, so threw a few more down to compensate for it.
Demivrgvs, on May 3 2009, 12:59 AM, said:
Anyway, just to throw in some suggestions we may spice things up...for example disadvantaging ranged attacks within the TF as well, after all how an archer is supposed to perfectly shot at his opponents while his own position is suddenly completely changed?! This would probably be achievable by either increasing caster AC vs. missile or reducing targets thac0 with missile weapons. Is it a bad idea?
Running with your idea and completely suspending disbelief. Maybe TF would effect the arrows in flight as they enter the TF field. What should happen to these missiles? NO idea. To be consistent with the spell maybe they are randomly teleported, so just travel back out of the TF field in a random direction. So, I guess giving the caster (all friendlies?) a significant AC boost vs missiles would be way to implement the effect.
Demivrgvs, on May 3 2009, 12:59 AM, said:
Klye said:
But, on a side note, can you prevent casting the same spell twice in an area? For example, can the spell script detect that the spell is already in progress, dispel the old one and cast the new?
I don't like this concept, unless there's a really good explanation for preventing two AoE spells from co-existing.
Precedent has been set by plenty of other spells. Consider:
- AI effecting spells - Sleep, Horror, Slow, Emotion: HopeLessness, etc. Once they effect you, you can't become more asleep, paniced, depressed etc.
- personal range spells - Mirror Image, invisibility, etc . These usually erase the old spell, or really just reset the timer. After all, you can't become MORE invisible.
And It's EXACTLY the stacking ability of some spells that get people upset. Consider Spell immunity as a case on this point. Or could you imagine if Fire shield was stackible with itself?!? (It's not is it?) You all are rightfully upset with just the two versions stacking with each other.
There are two sources of cheesiness in AOE stationary spells. The AI just doesn't deal with them well (*just run out of the stupid thing!*), and that you can stack them.
I say, an acid cloud is an acid cloud. You didn't make it more acidic. For example, if you mix two jugs of HCL- you get more HCL, not super HCL.
I say, a grease spot is a grease spot. You didn't make it more slippery.
I say, a teleport field is a teleport field. You didn't make it more.... teleport(y?).
In fact, the only effect recasting these things twice should be they cover more area.
And, did you know how ANNOYING it is to be a caster inside one of those fields? Targetting monsters that keep hopping around is not fun & tends to lose spells and rounds.
Anyway, besides your possible addition, maybe do the following :
1) Keep the save vs spells(?) on the TF - Keep the relative save (-2/-3 ?) that you use for all 4lvl spells.
2) Make those who fail a save teleport OUT of the field. They shouldn't be able to teleport near me, run over and attack me in the same round AFTER they failed their save.
3) Make the spell non stackible/ besides.
Finally, while it's doesn't effect friends, it's not exactly friendly except to those who use missiles. If you want to put a crimp on the power of the spell, make it effect everyone but the caster.