Posted: Fri Dec 01, 2006 1:34 pm
I believe the "Cearian Weapon Rack" Is a one off (currently), and should be considered a honey pot.
By no means consider it a solution.
By no means consider it a solution.
A NWN2 Roleplay and Story-driven Persistent World
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Or just turn off stealth/invis when they open a chest?muletang wrote:Have it so that when a chest is opened, if an enemy is there, they get a 2 round +20 on their spot/search (can't remember which is relevant), enough to see em and attack em.
So without a rogue there is no way to open them? I spent like 10 healing kits last night blasting myself with them with no luckWyvern wrote:I believe the "Cearian Weapon Rack" Is a one off (currently), and should be considered a honey pot.![]()
By no means consider it a solution.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
Because in tabletop, which is where that description comes from, you can't make as pot/listen check to know exactly where the invisible person is. You make them to get a general idea where you should target your attacks if you want to nail them (IOW, a square you think they're in).Jonny wrote:If this is true, then why not give the encounters listen/spot skill and be done with it. The should eliminate the problem with invis looters.
This will also help a hell of lot , as zombies don’t use stealth and rarely use magic .. Also they are rather slow so cant run away from monsters when spoted , and are more interested in brains than loot anyway .Loki wrote:Kill everyone.![]()
A tad harsh but never fails to solve all the problems.