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Posted: Fri Dec 01, 2006 1:34 pm
by Wyvern
I believe the "Cearian Weapon Rack" Is a one off (currently), and should be considered a honey pot. :wink:

By no means consider it a solution.

Posted: Fri Dec 01, 2006 7:29 pm
by Dusty
muletang wrote:Have it so that when a chest is opened, if an enemy is there, they get a 2 round +20 on their spot/search (can't remember which is relevant), enough to see em and attack em.
Or just turn off stealth/invis when they open a chest? :P

Posted: Fri Dec 01, 2006 7:38 pm
by Kazak
Wyvern wrote:I believe the "Cearian Weapon Rack" Is a one off (currently), and should be considered a honey pot. :wink:

By no means consider it a solution.
So without a rogue there is no way to open them? I spent like 10 healing kits last night blasting myself with them with no luck :( Do you have any other goodies for none rogues?

Posted: Fri Dec 01, 2006 8:24 pm
by Jonny
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.


If this is true, then why not give the encounters listen/spot skill and be done with it. The should eliminate the problem with invis looters.

Posted: Fri Dec 01, 2006 8:42 pm
by Stormknife
Jonny wrote:If this is true, then why not give the encounters listen/spot skill and be done with it. The should eliminate the problem with invis looters.
Because in tabletop, which is where that description comes from, you can't make as pot/listen check to know exactly where the invisible person is. You make them to get a general idea where you should target your attacks if you want to nail them (IOW, a square you think they're in).

Posted: Sun Dec 03, 2006 3:14 am
by Coasty1981
Wvyern your Haste + See Invis + +5 dispelling weapons Mobs are nothing...

Haste + See Inivs + Hide in Plain Sight + 80 Hide skill + 5 Disjunction weapons + Regen 45. Put 5 of those in a room with really good chests. Lets see if anyone gets through.

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On the issue of these "Phantom Theives" as stated take matters into your own hand. It's been clearly stated killing these people where they stand is completly acceptable. Slaughter them! Ask them to leave! and if they stay report them and kill them till they go.

The weapon rack isn't an attempt to stop this it's just the "honeypot". Think of it as a very vicious mimic. Like the mimic it sits there looking all nice and ripe for the taking. Then when you touch it bad things happen.

One of the largest hauls from adventuring in undermountain came from a room just like this. There was a room filled with armor and weapons. When you entered the room nothing happened. However if you tried to leave with any metal objects that where in the room you got teleported back into a corner of the room.

So when you entered this honey pot you lost lots of stuff. There was a way around it and we eventually got our stuff back... (after 3 sessions of trial and error).

Posted: Sun Dec 03, 2006 4:02 pm
by Judas
Please don’t nurf magi or rogues , there are other options that will not only let characters keep their abilities but will be easier to implement as well ..

I say move the chests into a treasure room , the kind of place you would expect to find treasure .. You only get the key to the room after you kill the end of quest boss …

The occasional dispel magic trap was a great idea .

Also guard dogs with see invisible and a good spot and listen can be handy ..

Loki wrote:Kill everyone. :twisted:

A tad harsh but never fails to solve all the problems.
This will also help a hell of lot , as zombies don’t use stealth and rarely use magic .. Also they are rather slow so cant run away from monsters when spoted , and are more interested in brains than loot anyway .