Shattered Kingdoms

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PostPosted: Wed Jan 07, 2009 3:56 pm 
suzie9fingers wrote:
Then it needs to be a master level spell. Period.


That would be better.


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PostPosted: Wed Jan 07, 2009 4:00 pm 
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SK Character: Airkli
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( 4) an aquamarine vial of remove compulsion


useless.


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PostPosted: Wed Jan 07, 2009 4:32 pm 
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It's overpowered period! I had someone take me into their cabal headquarters and made me attack their very own guardian and I never once had an option to flee or do anything due to the new code. Its ridiculous even though I am charmed I don't understand why I wouldn't want to flee from a massive guardian thats smashing my face in?


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PostPosted: Wed Jan 07, 2009 4:35 pm 
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Gee. I don't know what my problem is. I've never used Charm in these [REDACTED] applications.

Maybe I'm just not a [REDACTED].


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PostPosted: Wed Jan 07, 2009 5:03 pm 
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See what I mean. No commands or what.

Ejection from the group would make sense. Maybe an aggresive command like kill so and so. I can understand as if a body guard. A little something like sactuary. Just an idea.
Allowing use to do more would be much apprciated.


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PostPosted: Wed Jan 07, 2009 5:19 pm 
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Two things.
1) Raising the level of the spell isn't going to solve the problem and will mostly just hurt midbies trying to use it on NPCs.

2) Making it so you couldn't eject from the party without breaking charm will only slightly inconvenience people who are trying to get charmed PCs killed. You still just stand behind them, attack something, then flee when the charmed person is dead.

I wouldn't mind charm being and end-all spell like petrification if it had a casting time and cost to match. It just doesn't, currently. You can charm someone in their home city (works particularly well on tribunal members), take them somewhere else, get them killed, and avoid any legal ramnifications. All for a spell that's quicker and cheaper than other options.


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PostPosted: Wed Jan 07, 2009 5:27 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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jhorleb wrote:
then flee when the charmed person is dead.

Perhaps if the master is not in the room with the charmed character, then the charmed character is free to use his commands again?

jhorleb wrote:
You can charm someone in their home city (works particularly well on tribunal members), take them somewhere else, get them killed, and avoid any legal ramnifications.

People keep saying this and I keep saying it's not true. The change was supposed to have fixed this. If it didn't, prove it to me with a log.


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PostPosted: Wed Jan 07, 2009 5:31 pm 
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Dulrik wrote:
jhorleb wrote:
then flee when the charmed person is dead.

Perhaps if the master is not in the room with the charmed character, then the charmed character is free to use his commands again?


I will agree that if the charmer isn't in the room with the charmee, the charmee should be free to do what he pleases; but in jhorleb's aforementioned case, that doesn't help the dead dude, since he'd no longer be charmed. ...Because he'd be dead already.


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PostPosted: Wed Jan 07, 2009 5:32 pm 
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Dulrik wrote:
Perhaps if the master is not in the room with the charmed character, then the charmed character is free to use his commands again?


That's not a bad addition, but it doesn't solve the issue we were discussing. What I described was the master staying in the room while the charmee was killed, then left after that. Having your commands back when dead would be too late.


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PostPosted: Wed Jan 07, 2009 5:33 pm 
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Dulrik wrote:
jhorleb wrote:
then flee when the charmed person is dead.

Perhaps if the master is not in the room with the charmed character, then the charmed character is free to use his commands again?

jhorleb wrote:
You can charm someone in their home city (works particularly well on tribunal members), take them somewhere else, get them killed, and avoid any legal ramnifications.

People keep saying this and I keep saying it's not true. The change was supposed to have fixed this. If it didn't, prove it to me with a log.


lol @ tribunal members. Really sucks to be part of a tribunal.


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