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 Post subject: Maledictions not causing adrenaline gush
PostPosted: Tue Dec 06, 2005 6:00 pm 
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Joined: Sat Jul 16, 2005 7:50 pm
Posts: 1798
Quote:
Shaman utters the words, 'noselacri'.
Victim appears to be blinded.

Victim prays for transportation!
Victim disappears.

I am sure those who regularly use maledictions are aware of this. In the other thread, we learned that casting blindness on self causes adrenaline gush. After further experiments, it appears malediction not only doesn't initiate combat, but it also doesn't cause adrenaline gush for the victim, which is somewhat inconsistant.

Is this a bug, or feature?


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PostPosted: Tue Dec 06, 2005 9:15 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Is this really any malediction or just blind? The bug might be that the victim can't initiate combat because he can't find his attacker.


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PostPosted: Tue Dec 06, 2005 11:15 pm 
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Joined: Thu Aug 19, 2004 7:54 pm
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Well, from what I understand of the blindness spell, casting it on itself causes one's own pulse to race. so if you cast it on yourself, you're the caster, your pulse will race. being hit with the spell though, doesn't seem to make the victim's pulse race. though personally, if i all of the sudden lost my vision, i think my pulse would be racing.


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PostPosted: Tue Dec 06, 2005 11:52 pm 
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Joined: Tue Dec 07, 2004 7:39 pm
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The whole adrenaline system needs reworked. Yes blindness should make the person being blinded a bit chaotic at the sudden loss of sight, but people don't react to everything the same way. I don't see why everybody has the same adrenaline rush time. A GM with mastered meditation and mastered trance for example should know how to calm down more quickly. A barbarian with blind fighting should be more confident of his/her ability to survive and thus only stand a chance at a massive adrenaline rush.

Was this tested on all maledictions players can cast or is it just blindness that was checked so far? The others could be tested fairly easily without it turning in to a series of duels. For example, a person blinds themself, another person hits them with maledictions 1 at a time to see the result. If the pulse quickens wait for it to slow. You could simply use the sleep command to test the condition of the pulse.


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PostPosted: Wed Dec 07, 2005 9:02 am 
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Dulrik wrote:
Is this really any malediction or just blind? The bug might be that the victim can't initiate combat because he can't find his attacker.

I ran the experiment twice, the first set with curse, blindness, deafness, poison and plague, with the victim behind a camel, and the victim was able to sleep right away with those spells successfully casted on them.

Then I ran the experiment again this time within melee reach, a malediction spell whether successful or failure results in melee, combat then begins, and therefore raises pulse for the victim.

Since the caster's pulse is raised regardless of spell success or failure, it is somewhat inconsistant with the victim's pulse. What do you think?


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