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SebeokThu 06-Nov-03 11:05 AM
Member since 04th Mar 2003
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#226, "a couple tweaks of late"


          

Some of these are already in, some will be NCR.

-resistance to poison helps more against poison-path thieves,
especially inhaled poisons.

-couple of other little things with poisons fixed/tweaked like
emptying containers and ridiculous knockout lengths.

-neurological disruption added to the anti-ganging revolution and
modified slightly in regards to gangs.


I'm sure there's some others but those are ones I remember at the
moment.

  

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IsildurSun 09-Nov-03 05:31 AM
Member since 04th Mar 2003
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#229, "RE: a couple tweaks of late"
In response to Reply #0


          

Yay for neuro changes.

IMHO: if it still fails to wake knocked out targets and can be stacked ad nauseum then it's still comparable to knockout/damn/damn/.../rot.

  

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ValguarneraMon 10-Nov-03 02:58 AM
Member since 04th Mar 2003
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#232, "Neurological Disruption will deal (a little) damage."
In response to Reply #1


          

This makes the spell slightly more appealing overall, but less so if your opponent is unconscious at the time, since it will wake them. Saving throw reduces but does not eliminate the damage. In for next crash/reboot.

valguarnera@carrionfields.com

  

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