Yup, I totally agree, it was just the way the spell was expiring on the attack as though it had just worked that threw me. That and the fact that the stupid creature was casting spells beyond their range and they weren't working. :yawn: Anyways, good news: Tim was right, get the monster to cast it first round of combat and (assuming he lives until second round of combat) the party get a nice surprise.
So this means I've misreported the thing? Sorry then. However the Weapon Focus issue is still present/valid, right?
Yes it would be, but if that's not how the spell is supposed to work according to the rules, it would be more apropriate to change the in-game description and leave the spell rules compliant. IMHO Cuchulainn.
Well, it's not that the spell description is exactly inappropriate, it's just that the effect that the PnP game has is hard to transition to the video game. I think the +20 bonus to Sense Motive was the best way they could transltate it. And I think that seems at least fairly accurate as far as how the video game version works.
Update on True Strike - buffing by dialogue THEN initiating combat (a la the Ruined Tower fight) WILL give the critter its True Strike bonus on its first attack. There's always a workaround... unmissable ray, anyone? Since I won't be needing that particular critter to have Point Blank Shot, I tihnk I might give it improved initiative :evil_laug
I'm glad you figured it out, Ted, but at the risk of sounding like a broken record, True Strike really shouldn't be castable outside of combat. The original idea behind the Dialogue buffs as Liv implemented them was to allow casting of buff spells that really would have been cast before the party got there because of their long durations. True Strike has a 1 round (or less) duration and having an NPC cast it during dialogue is sort of cheating. Especially since technically by the PNP rules, time isn't tracked in rounds until combat starts. The assorted ray spells are balanced based on the fact they need an attack roll to be effective. While True Strike allows for a near-automatic hit to get around this drawback, it has a drawback of its own in that the caster has to use an action to cast it.
All true. And if the buggers were casting a spell during dialogue with my party (which, true strike being 1 round duration, they would have to), I would sure as hell want to do something about it. That something would be starting the first round of combat! Perhaps if the monster surprised the party, simulated by a dialogue along the lines of "suddenly the Shopkeeper appeared" (Mr Benn reference for those old enough!), Ted might get away with it under the rules. A single standard action is permitted in a surprise round (such as casting a spell with a casting time of 1 standard action-like True Strike). Of course, whether the monster could feasibly surprise the party depends on the set up...
These are all valid comments. But the dialogue in question involves the players taunting the monsters rather than just initiating combat, and it IS possible for PCs to cast True Strike then jump into combat. I would suggest (though someone may go back and read what Liv wrote and prove me wrong) that the dialogue buffs are there precisely because the PCs buff themselves to all get-out before entering a combat scenario, while the poor stupid CRPG monsters can't even position themselves or anything. There are endless exploits the players can use (eg enter room, flank monsters, then initaite dlg): this one is something the players can do (it works some of the time, as attested above) that the monsters, in this case, are going to do back to them. If they don't like it, they can go straight to combat or seek a diplomatic alternative. Its not a given that it will happen.
Thing is, based on your description of the situation, you're essentially punishing the player for actually trying to do something RP-esque instead of buffing to all hell and then jumping into combat. It's a shame there's no way to have NPCs go hostile if you start buffing up right in front of them. Basically, anything short of a healing spell or condition remover should count as a hostile action. Outside of Inns and the like, of course.
I agree, Kal, but thats the thing: I've gotta work with what I've got. If it means occasionally using the PCs own exploits back on them (in certain circumstances, with the option of avoiding it) to get a challenging encounter, then that is what I will do. I mean, I am using True Strike as a pre-cursor to the casting of a 1st level ray, not Disintegrate Also, 'punishing' the players for RPing is what a good DM does. In this case, the trigger will be a completely ill-advised attempt at intimidating (not taunting, sorry, I described it wrong). Whereas atm you only get the social skills if you know they are going to work (other than a few encounters of Liv's), in KotB there are already several situations where you can get them but not be guaranteed to succeed (ie there are different outcomes if u have a hi or low score - there are succeed outcomes and failure outcomes) and a few like this one where you shouldn't be trying them, but have the option to anyway. I mean nothing is stopping a pnp player saying, "I try an intimidate check on the King" but there should be consequences if it fails. I am trying to introduce those consequences.
Apologies if you guys already know this, but I discovered while doing the Sammy thing that there are options for trickery with the social skill checks as they exist. (Trying not to be spoilerish . . .) A casually placed <= X in the skill check code checks to see that the skill is below X and makes it fail if it is, but still happily displays normally in-game like it's sure to succeed. Maybe this is standard code, but I can't ever recall getting the little bluff (or whichever) smiley next to a dialogue response and then failing the check. Until now.