Drow blinded by fire spells

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Kromix
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Post by Kromix »

i would keep blind, and all lordy's additions
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Mr. O'Dearly
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Post by Mr. O'Dearly »

I say no save for blind but give a FORTITUDE save for daze. Try looking into a flashlight with your eyes closed. Eyelids dont do much to block out bright light. The no save for blind will encourage blind fight feat and listen and help to counter drow darkness.

As for duration i think make daze last 1d4 rounds and blind last 1 turn(10rounds).

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Post by lordvan52681 »

Marah Telexus wrote:Exactly.

Light should only blind a drow (as if you were in darkness without ultravision on), not affect their ac, ab, etc.. Thats just silly.
sorry, just saw this one

why? have you ever tried doing something as simple as brushing your teeth with your eyes closed? most people cant do squat when they are blinded, let alone dodge an incoming sword, hit a moving target, etc.

if you think im BSing, go 1 day without opening your eyes. I guarantee the results wont be pretty.

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Post by MasterYoda »

blind sounds fair ... i think the daze is a bit much but ... then again i dont play drow LOL

then should greater ruin insta-kill a drow since it is so much positive energy ...


or hell ball Blind them too since its a uber fireball?
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Myrdyr
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Post by Myrdyr »

It would be really sweet to have additional ill effects if the drow was caught with ultravision or maybe even other vision-enhancing spells. Talk about dazed!

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Post by MasterYoda »

what about spels like lightning bolt or call lightniing ......

it creates a pretty btight area for a seconed .... do those have any effect on drow?
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Daedalus
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Post by Daedalus »

lightning may create a 'flash' but they would hurt anyone. Drow have an avertness to light, not bright flashes.... there's a gaping difference.

Here a few ideas of my own.
1. Changes seem sort of fair, i would personally get rid of fireball and delayed because in affect they arent 'light', even drow have torches :D though keep the others since they cause divine damages "holy light".
2. Make these effects not affect the drow while his/her darkness is up. I reckon this is only fair.
3. Daze is a bit far, i don't see a drow walking into sunlight and then wandering round like a zombie for no reason :P Blindness however is fair, they need there over sensative eyes to adjust to the change of conditions.
4. I think if this affects Menzo Drow it may be a bit much, make them sitting ducks to attack and therefore making Menzo a weak city so i reckon that they should have magical wards or something that stops these effects within the city boundries. (PS i am personally not an SL so im not being biased) Make this affect PC's too.

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Post by PeregrineV »

From 3rd edition Drow

http://www.d20srd.org/srd/monsters/elf.htm

Drow Traits (Ex)
These traits are in addition to the high elf traits, except where noted.

+2 Intelligence, +2 Charisma.
Darkvision out to 120 feet. This trait replaces the high elf’s low-light vision.
Spell resistance equal to 11 + class levels.
+2 racial bonus on Will saves against spells and spell-like abilities.
Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency.
Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf’s automatic and bonus languages.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf’s favored class.
Level adjustment +2.

Is there a NWN status for dazzled?

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Post by Binkyuk »

blinded for 1-3 rounds sounds more like it. AFAIK there are no flash spells that aren't instantaneous, so the 'dazzle' part doesn't really apply.

i agree with the sentiment of making Drow light sensitivity work, but making it an unsavable effect as devastating as daze is a bit much.

Saying it 'only applies if you come up against those spells' is just silly, 'cos while monsters might be dumb enough not to figure out what the large 'Kill' button you wear on your chest does, players certainly aren't, they'll use it if they find out you have it.

personally i support the idea of giving it a reflex save with DC calculated as for all spells. that way low level spells and characters won't stand a chance of blinding a high level, and it might actually give reflex more use. If it was savable it could last longer - remember remove blindness will fix it for cleric, pally and wiz/sorc.

incidentally, Ultravision doesn't simply increase the sensitivity of vision, it magically enhances it to see perfectly *regardless of light level*, so if anything it would lessen the effects of flash on sensitive eyes. (but ignore that 'cos i don't want UV to be even *more* indispensible to Drow.)

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Post by PeregrineV »

The dazzled part could be replicated with penalties of some sort, although blinded is only for one round.

To show sensitivity to Sunlight, Dazzled could be applied to Outside areas during daytime hours (6am-8pm?), unless the Drow has their darkness up :idea: <-no pun intended

Darkness could last as per the spell description (1 round/Drow char level)

Dazzled "stunned" or "dazed" would be a bit much, but some penalties would be fair. If you want a sunbathing Drow you should make your char any of the other 10 elf subraces instead. :lol:

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Post by kgb »

I agree with the intent of the changes to Drow, Duergar and not sure about Smurfs but the execution is atrocious.

I play a duergar (yeah stop sniggering!) and I have no problem with the darkness/blinding. After all there is supposed to be a -2 penalty to hit and saves I believe in sunlight. Has this been implemented?

What I don't agree on is daze and its duration. I have been whacked by a fireball and sat there stunned for what seemed an eternity and only because of my high AC I did not get toasted before I could heal.

I would rather see a perma -2 to AB/to hit during daylight hours or make it even more troublesome -4 etc than be dazed. It ruins my enjoyment of playing the character and I have no desire to play other races so I can avoid this discomfort.

I just hope there is a more tempered less extreme approach to balancing/roleplaying an underdark race than giving it an achilles heel/kryptonic weakness.

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kgb
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Post by Metis »

Why is everyone still talking about being dazed?
Flailer wrote: the daze effect has been removed. Try that one out for a bit.
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Post by Cyrix »

If you think about it...Drows do not like sunlight, that is why they hide in dark places and if they are in sunlight they cast darkness on themselves. In addition to being out in the sun you are supposed to lose some abilities while being exposed to the sun, unless darkness is in effect. Maybe I should check the forums and see why you couldn't make your saves against fire.

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Post by Death Dealer1 »

because no one actually reads the posts anymore, they just rant and rave at what they know it was like 5 days ago.

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Post by JesterOI »

I think drows should be stunned for 5 rounds when they get hit with a light spell. Then for 3 turns after that they should get -5 ac and -5 ab with -5 to all saves.
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