Separate names with a comma.
Discussion in 'The Temple of Elemental Evil' started by Livonya, Apr 23, 2005.
They're the same but you get a +1, it's only visible in your skills description.
It's just a personal opinion but rolling (esp. for that kind of stats) is by definition a bit "abnormal", compare those stats to what you can get by point buy. Of course some people like powergaming but then all the challenge will be gone, even with Liv's changes.
I've never used the point-buy thing, I just roll til I get a decent set of #'s and then decide what type of character I can do with it. The rogues #'s just happen to come up that way. It's unusual to get #'s that good but that's what came up and I'll sure them.
Might point out, when you do get a good roll and have lots of high numbers to throw around, its worth putting one in Cha, the Cha bonus effects a lot of skills.
That's fine. Rogues receive more points at start and per level because of the vast number of skills they need to train in. At the start they receive (8 + INT modifier)x4 and at every level up, 8 + INT modifier.
I am using your recent mod (which seems great) but every time I use the magic missle spell it is giving me 511 hits with it. Is there a fix for this? I have started entirely new games with new parties and it keeps happening. The first game I played with your mod had no problems at all so it seems really strange this is happening. Thanks for your help!
The 'Common Problems and Solutions' stickied thread answers this.
First, great job Liv and everyone else in the mods.
I don't know if any of you have noticed (I haven't read this entire thread through yet), but at random on startup on entering Homlett for the first time, I have seen barrels at different locations and in different amounts around Homlett. In these barrels are found small items like sling bullets and such or nothing at all. I believe Liv put in a random container generator with random items to match the area/level. Once the map is generated it seems to stay that way. On my first game start there were 3 different barrels, one was empty. On my second startup, there was only 1 and in a different location. On my 3rd, current, one there are none.
I like the added touch.
Also, I could be wrong but ToEE was the second module, that I ever played back in the mid 80's when I started gaming. I recall, in the Moathouse, that the giant tick was in the kitchen. My half-elf ranger stuck his head up the stove's flue to see if there was any treasure there, (I was always a very through searcher) and that bloody tick landed right on my face and latched onto my neck. AAAAA!! That was a shock and an enjoyable one at that. However, after killing it and being cured of the disease I got infected with, I looked back up the flue and found a +1 RoP. I am going over to by brothers this weekend to get the original module from our collection to check it out. If it is there, I'll let you know and it would be a nice addition to the game to add it as a secret container or treasure item for the tick. You could even set up a trap that triggers the tick attack. Spring the trap and the tick attacks with a full surprise round or at least as a surprise attack with bonus to attack an d initiative, and if the trap is disarmed the tick is released as a normal encounter with standard initiative.
Anyhues, I'll let you know.
That must have been added in by the DM. It's not in the module. Neither is the disease. The tick is said to have come in through the chimney, not be hiding in the flue. But a good DM always tries to make things make sense, so...it must have made sense for your encounter with the tick to unfold that way in the plans of your DM. Obviously, it left you with a favorable impression.
If you were normally such a thorough searcher as you say, then that's some good DMing.
A lot of the treasure in the original module does not show up in the CRPG.
Agreed. Makes more sense than a +1 shield swallowed by a giant lizard...which was in the original module...
I assumed the lizard swallowed some leather-clad adventurer whole, and all else, erm, passed one way or the other.
Yeah, I just got back from my bro's with the module. As 'Ted said, it isn't in there. Darn! :>
And that char got swallowed whole by one of those blasted frogs on the first hit but cut his way out. Ick!
Anyone interested in frog legs for dinner tonight?
Still that kind of thing would make an interesting kind of trap. Don't disarm the trap and it gets a surprise round or first init. Disarm the trap and it is a normal battle or you get the init. Just something to think about.
I did not have the giant's head drop from the hill giant in the meadows.
I had the severed giant's head drop from the bandit leader in moathouse.
Could this be due to the mods i installed after i installed liv 1.51?
I installed afater liv 1.51 mod from ftp then all the installs from the 1.5 forum thread then i installed additional bug fixes and content , drifter's dex con bard and druid fixes
allyx's shoppping mod v2
allyyx's prtos.tab for use with drifter's con bonus fix
drifter's max hp patch and humble npc patch v1.0