Insta Travel in FK - Derivation from component thread

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Brar
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Insta Travel in FK - Derivation from component thread

Post by Brar » Tue Oct 12, 2010 10:16 pm

Athon wrote:How does teleporting in FK have nothing to do with teleporting in D&D?

- In FK, teleport is a level 7 spell. In D&D, greater teleport is a level 7 spell.
- In FK, teleport has no range and takes you to the PC/Mob you specify. In D&D, greater teleport has no range and takes you to the destination you specify.
- In FK, teleport can fail and take you somewhere random. In D&D, greater teleport always succeeds.
- In FK, teleport has a material component (expensive at that). In D&D, greater teleport has no material component.
- In FK, teleport only teleports yourself. In D&D, greater teleport can bring along yourself plus one extra medium-sized creature (or smaller) for every 3 levels of the caster.

So yes, there are differences between teleport in FK and greater teleport in D&D, namely in that we made teleport far more difficult to use. However, their functionality as an overall spell are nearly identical.
Astral Walk, Shadow walk, stone walk, wind walk, pass pant, tree stride.....
I said "Teleporting in DnD have nothing to do with teleporting in FK", I did not said Teleport spell in Dnd ect ect.
I'm completly agree that in FK, the Mage Teleport spell is far too hard than they should be, and Greater Teleport shoudl be added.

And what I said still holds true for most priests in FK have a far easier time teleporting around than in DnD which is just not right, teleporting is a mages job for me, not a priestly one.

Edited: Forgot the suggestion part.
We remove the non standar DnD transportation spells, add greater teleport (which is a group teleport) and rename "Gate" to Teleportation Circle while making it one way (Basically it allows the mage to teleports very large group of people without teleporting him.)

Make Teleport and Greater Teleport more easily accesible to wizards, while leaving Teleportation Circle something rare and special (high cost component, rare availability of the spell (very very long, hard and failable quest, imm run dungeon/rp, that kind of things).
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Re: Insta Travel in FK - Derivation from component thread

Post by Lathander » Thu Oct 14, 2010 4:45 pm

Aren't wizards already on the edge of being overly powerful in FK?
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Re: Insta Travel in FK - Derivation from component thread

Post by Brar » Thu Oct 14, 2010 5:30 pm

Clerics are, Wizards don't really compete with others in FK because of the lack of tactical combat (ie combat where you can move) which means they don't really have anyway to protect their small HP pool.
But a wizard is the ultimate utility tool, fitting every needs in a given situation due to the broad nature of their spells.

Combat wise, nothing compete with priests and their healing/shielding capabilities.

Of course, I'm speaking about life against the game, ie against monsters :)

That is my reasoning behind the fact that Wizards should be left as the utility tool and not give their little unique power to priests for they do not have the same goal.
That and the fact that in FR, a teleporting priest just suonds odd and not the norm to me.

But it is my opinion only of course :)
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Re: Insta Travel in FK - Derivation from component thread

Post by Nysan » Thu Oct 14, 2010 5:54 pm

Huh... between shield, armor, dragonskin, iceshield, polymorph, mirror image, and a few other spells Siros (my mage) does better against most mobs than Nysan (my priest). Though both do a great deal better than Gilain (my fighter) or Trilev (my druid). Just my experience, mind you. :wink:
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Re: Insta Travel in FK - Derivation from component thread

Post by Selveem » Thu Oct 14, 2010 8:20 pm

Yeah, I agree with Nysan. Though, I'd still say Priests are top of the food chain, Wizards (depending on school, maybe) are a very close second. As one who duels often to understand how spells work and their affects on myself and others, I've an extensive experience with most classes in combat.

While a normal mage might be hindered by the things Brar suggested, in FK they have a lot of spells that do not work as they should and thus get unintended advantages. :)
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Re: Insta Travel in FK - Derivation from component thread

Post by Nysan » Thu Oct 14, 2010 9:17 pm

To be fair, Nysan was my 1st before the healing spells were lowered and armor system was updated. After the change, I have seen Siros do better against the same mobs when comparing damage received and rounds to kill mob... still a close race either way.
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Re: Insta Travel in FK - Derivation from component thread

Post by Isolrem » Fri Oct 15, 2010 12:54 am

PvM wise, wizards are superior to priests by a hair
PvP wise, priests are without competition

the other classes serve the purpose of cannon fodder :twisted:

just my two cents from observation, although this does not have much to do with topic at hand, so back to that:

I think the real restriction to teleport is still component cost and not the spell's effect. It used to cost no components and wizards were teleporting everywhere including the next room over which is why the current relatively prohibitive component is implemented. Now the availability of this component has continued to deteriorate over time so that nowadays even players capable of acquiring it must spend so much time to do so that they might as well not use the spell.

So I think a suggestion that would follow in the same vein as this one (in that it makes teleport more usable for wizards) but be much simpler to implement is simply change the component for wizards' teleport spell or make it more abundant.
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