Slow movement area effect

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t-ice
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Slow movement area effect

Post by t-ice »

Would it be possible to have an effect that in its area forces all creatures to walk instead of run? Or just simply slow down their speed.

If they could come in two or three orders of severity of slowing down, and two or three area sizes, even better. The slowing effect could either be invisible, or perhaps represented by a generic "glow" thing, to make everyone realize where it is. When placed down by DM/builder it could then be coupled with environment objects to actually show why the going is slow (eg barricade of furniture / shrubbery)

There are two uses for such I see that would be great, the first far more so.

1) As a DM tool, the effect could be placed down to create and represent any difficult terrain or obstacles. This allows DMs to allow PCs to hastily assemble defensive positions for example, or to make PCs assault such positions. Or just represent plain simple difficult terrain. (Also applies to builders for non- on the fly)

2) Caltrops item. A grenade could be thrown to lay down a (quite small) slowing down area for a time.

(I presume this would technically be placed effects and scripts.)
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Blindhamsterman
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Re: Slow movement area effect

Post by Blindhamsterman »

i guess a trigger area which causes the slow effect as per the spell would maybe do the trick?
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Re: Slow movement area effect

Post by AcadiusLost »

There are scaling movement rate modfier functions in nwscript() nowadays, so it should be doable, though how to make it something a DM can employ on the fly is a good question.

Using the Slow spell would have other unintended consequences, so I don't advise it.

Caltrops are already in the game as a damaging grenadelike object, don't think they change movement rate though.
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Re: Slow movement area effect

Post by Veilan »

AcadiusLost wrote:Caltrops are already in the game as a damaging grenadelike object, don't think they change movement rate though.
And I'm pretty sure they shouldn't.

Having something to reflect difficult terrain, barricades, entrenched positions and the like would be sweet though!

Maybe we could also combine that with an effect granting actual cover... as you can shoot through most walls and solid treetrunks in NWN 2.
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Teric neDhalir
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Re: Slow movement area effect

Post by Teric neDhalir »

As AL says a trigger that applies a slowing/speeding effect (+/- 100%) is pretty simple, the drawback to an on-the-fly DM version is the size of the trigger. I've just had an experiment and you seem to be able to paste triggers down from the Creator, but there seems to be no way of changing the size or making irregular shapes, meaning you would have to paste down lots of little square tiles to cover a big area.
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Re: Slow movement area effect

Post by AcadiusLost »

I'm pretty sure one can generate an Area of Effect that applies effects while inside the radius, but not once one moves outside of it... web, stinking cloud, blade barrier, and many other spells use these. The details may be tricky, though. Possible a wand could be made for DMs with several size AoE's available.
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Re: Slow movement area effect

Post by SwordSaintMusashi »

Veilan wrote:
AcadiusLost wrote:Caltrops are already in the game as a damaging grenadelike object, don't think they change movement rate though.
And I'm pretty sure they shouldn't.
http://www.d20srd.org/srd/equipment/goo ... rvices.htm

"...The caltrop deals 1 point of damage, and the creature’s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing..."

They do reduce movement speed, and its in fact one of the perks of using caltrops. Not sure how doable that is in NWN2, but by pnp, they're a movement reducer.
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Re: Slow movement area effect

Post by Veilan »

SwordSaintMusashi wrote:by pnp, they're a movement reducer.
Hmm... like heavy armour? ;)

Educating angle though, I'm not usually aware of the PnP rules.

Having such a cheap toy possess such a massive CvC value would be somewhat critical. We do got tanglefoot bags, they should cover the niche well enough, I hope.

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Re: Slow movement area effect

Post by SwordSaintMusashi »

Eh, its not a big deal. DC 15 Heal Check or a Single Point of Healing removes the penalty. A single goodberry will cover that up. Not that its needed, just pointing out that is what it can do.

And why are we taking this back to the armor debate? I supported implementing proper movement speed percentages: I opposed the "let's do this haphazardly with no forethought" methods.

The thread died. If necromancy is to be performed on it, at least animate the right thread.
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Re: Slow movement area effect

Post by Mick »

Veilan wrote:... I'm not usually aware of the PnP rules.
:?
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Re: Slow movement area effect

Post by Mirabai »

Mick wrote:
Veilan wrote:... I'm not usually aware of the PnP rules.
:?
:? :?
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Re: Slow movement area effect

Post by Blindhamsterman »

Mirabai wrote:
Mick wrote:
Veilan wrote:... I'm not usually aware of the PnP rules.
:?
:? :?
:? :? :?
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Re: Slow movement area effect

Post by Magile »

Erevain wrote:
Mirabai wrote:
Mick wrote:
Veilan wrote:... I'm not usually aware of the PnP rules.
:?
:? :?
:? :? :?
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Re: Slow movement area effect

Post by Rotku »

Poor Veilan.
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Re: Slow movement area effect

Post by Veilan »

Well, there must be some justification why I maintain minions. Besides, just how much more inadequate would it make Mags feel if I knew everything? :D
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