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Re: Treelords in Conceptual Balance
i don't see why a tree capable of thinkink and casting powerfull magic can't teleport himself because of his roots.
If he is able to cast teleport, he can also teleport his roots and slip it in the ground. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Treelords in Conceptual Balance
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Via teleport though, if someone were to empower a Treelord with astral magic? No. Yes, he can teleport himself, but all his roots above ground would be a problem - especially teleporting into mountains, castles, or (heh heh) the sea. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Treelords in Conceptual Balance
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Re: Treelords in Conceptual Balance
if you want to move a treelord, use Transformation ;-)
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Re: Treelords in Conceptual Balance
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Also, Emelio Lizardo casts Raise Skeletons Emelio Lizardo casts Raise Skeletons |
Re: Treelords in Conceptual Balance
Could we stop these kinda ridiculous disputes about what could or not do a Treelord if ever a such thing existed ?
IMO the question is to know if, *in the Dom2 game*, a Treelord should or not be tagged immobile for gameplay, interest and balance. The rest is really useless babble ... |
Re: Treelords in Conceptual Balance
I have photographic evidence of treelords using flying carpets in real life, so that should settle this dispute http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Treelords in Conceptual Balance
show us them then http://forum.shrapnelgames.com/image...ies/tongue.gif but i agree that we need to stop these 'trees cant fly' comments. for balance and thematic reasons though id say immobile and stay that way.
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Re: Treelords in Conceptual Balance
Re: Treelord teleportation: anyone ever read SWAMP THING?
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Re: Treelords in Conceptual Balance
Heh! Precisely what I thought of when I first read this thread. Still, it could go either way, thematically. There's still something odd about the Treelord going through the gate, as opposed to simply being the gate. Deep bloody roots.
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