Jump to content


oralpain

Member Since 25 Oct 2004
Offline Last Active Dec 20 2011 04:21 PM

Posts I've Made

In Topic: Half-drow

04 December 2011 - 02:39 PM

D&D is a parody of normal morality (even logically due to the present and watchful gods). Don't expect any grey from their "evil" races.


I don't agree.

(A)D&D morality can be as broad or narrow, as flexible or as immutable, as any given DM/group deems it to be.

There is plenty of room for shades of gray, and never has an "evil" alignment implied, in and of itself, an absence of good, or vice versa.

You don't see conquering armies raping men or boys openly no matter how "evil" (for instance, lets use the khmer rouge in Cambodia, after the US bombardments, just as a example) they are, do you?


Such things are not totaly unheard of. Less common than the systematic rape of women, for a variety of reasons, but not unheard of. Biggest reason it's not a matter of policy is because males cannot give birth, so the lasting effects on the enemy society are usually small, which in turn limits it's appeal as a strategy.

As for the alignment of rape, most would consider it an evil act, but it's not limited to evil beings and not all evil beings are going to be tolerant of it.

The whole concept of alignment grates me something huge, specifically because it's quantifying and reifying something that should not be in the name of mechanics and their "lore" and i use the word loosely.

It's why you get people asking for portraits that "look evil" or "look good". Did Cheney "look evil" to you?


I'm not sure your concept of alignment matches the intended use of it, or how it's used in practice.

People do tend to misinterpret the place alignment has, or even confuse it with entirely different aspects of a character. Alignment is not personality or style, and has no outward appearance.

In Topic: Ad&D2 magic of shadows

05 May 2011 - 07:48 PM

In the Ad&d2 wizard spells compendium, somes spells have the sub-school "shadow". Please, where can i find the total explanatation of that subschool, users, spells, etc ? In which book ?


The the 2nd edition "Player's Option: Spells & Magic".

Shadow: All the spells in this school are linked by the common effects of shadow and darkness. The shadow mage can make use of a number of illusion spells dealing with the Demiplane of Shadow and shadowstuff, including shadow monsters, darkness 15? radius, and shadow walk. He also has access to a number of necromancy spells. Although necromancy and illusion are opposing philosophies, schools of effect ignore these restrictions and concentrate on results.



Shadow Mage: Shadow mages are students of the power of darkness and twilight. While shadow mages are not necessarily evil, most tend to be grim characters who are at home in the darkness. The school of shadow is built around the thesis that all shadows are actually connected in some mystical way in the Demiplane of Shadow; the shadow mage?s repertoire of spells reflects this belief. Shadow mages must be keen-minded individuals; a character must have an Intelligence of 15 and a Wisdom of 16 (Intelligence/Reason and Wisdom/Will) in order to select this specialty. The school of shadow is opposed by the schools of invocation/evocation and abjuration.

The shadow mage follows the normal rules for specialist wizards, with one notable exception: the target?s saving throw modifiers are tied to the prevalent lighting conditions, and range from +2 to ?4. The shadow mage himself receives no saving throw modifiers versus spells of any kind (see Table 3 : Shadow Mage Target Saving Throw Modifiers).

Shadow mages also gain the ability to see in darkness due to their connection with the plane of gloom. At 4th level, the shadow mage sees as well in moonlight as a normal human does by broad daylight, and all darkness-based combat penalties are reduced by 1 point. At 7th level, he can see perfectly by starlight and reduces combat penalties for darkness by 2 points. At 10th level, the shadow mage can see perfectly in total darkness, negating all combat penalties. Note that magical blindness or fog can still impair the wizard?s vision.

The shadow mage?s spells are both powerful and subtle. Of all the specialist wizards, he makes the best spy or infiltrator, especially by night. While the shadow mage isn?t very well-suited for open battle, his spells are perfect for solitary confrontations.


In Topic: pnp characters in the IE games

05 May 2011 - 07:32 PM

Where is Ellesime mentioned in p'n'p? I was interested in this and I looked for her everywhere and I didn't see her anywhere.


I don't believe she is, at least not prior to her introduction in BG2.

In Topic: Invincible Greater Werewolfs

25 January 2011 - 07:20 PM

Does anyone know if the greater wolfwere regeneration itself was tampered with in the fix packs?

I'm running a mostly unmodded game, other than the fixpack and parts of the tweakpack and SoS. I've noticed that greater wolfweres are only regenerating 2hp per second. They seen vastly easier to kill than in earlier versions.

In the AD&D game, Greater Wolfweres regenerate all of their hit points at the end of any given round. To do this in Baldur's gate, they should be regenerating about 10-11 damage per second.