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#1
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
Improved Anvil adds a number of new and powerful types of golems to the game. So, perhaps the idea of a new "Golem Slayer" kit will be attractive for those players who are familiar with these tough golems.
So far I have thought of the following two advantages for the kit: 1- 40% resistance to crushing damage. 2- An innate ability to create a temporary golem slayer weapon which inflicts quadruple damage to golems. The weapon will be usable by its creator and will be an undroppable weapon in the duration of its existence. I need your suggestions for this kit idea: Question 1: Do you think that it should be a fighter kit or a ranger kit? Question 2: Do you have any better or additional suggestions for the kit's advantages? Question 3: What are your suggestions for the kit's disadvantages? Question 4: Do you prefer to have the 40% resistance to crushing damage right from level 1, or do you think it is better to divide it between different levels of experience. (and how?) What makes designing the kit difficult is how to make sure that it is neither overpowered nor underpowered. We don't want the kit to be too weak against non-golem creatures and we don't want it to be too powerful against golems without adequate compensation. Any suggestions will be appreciated. I will not add the kit to the mod unless I find a very good and balanced list of advantages and disadvantages for it. Not having a new kit at all is much better than having a badly designed one. This post has been edited by Sikret: Oct 26 2006, 02:26 PM -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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#2
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![]() Cunning Linguist Forum Member Posts: 48 Joined: 9-September 06 From: Oakdale, MN USA ![]() |
I think that this sounds more like a Cleric kit, and the power of the god is what produces the benefits (since the life of a golem is not given by a god, but the arrogance of man). Golems are not part of the natural order, etc....
Plus with spells like Bless, Chant, Defensive Harmony, and Pro: Evil, he helps buff the whole party for Golem onslaughts. Thoughts for advantages: 1.) Start with 25% crush resist at 8th level, add 10% every 3 levels. 2.) Immune to Slow effects. 3.) Tool of Nature - spell that creates an energy mace specialized against golems (both crushing and slashing damage). 4.) Can become specialized in blunt weapons (Mace, Hammer, etc). 5.) Has innate Haste ability, similar to Mazzy. 6.) Has innate Slow ability. Thoughts for disadvantages: 1.) Cleric class prevents using strength potions. 2.) Cleric class prevents Grand Mastery. 3.) Clerics can't use bladed or missle weapons - limits his options. 4.) DEX penalty, as part of crushing resistance. 5.) +5 AC penalty against missle weapons. 6.) Can't use shields. |
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#3
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
I think that this sounds more like a Cleric kit, and the power of the god is what produces the benefits (since the life of a golem is not given by a god, but the arrogance of man). Golems are not part of the natural order, etc.... Well, at least, Clay golems (among the standard types of golems) can have clerical origins. Clerics don't look to be really anti-golem after all. Perhaps your reference to "nature" indicates that you prefer the kit to be a druid or a ranger kit. I will consider your suggested advantages and disadvantages for the kit, for sure. Some of them are inspiring and usable even for a non-cleric kit. Thank you. This post has been edited by Sikret: Oct 26 2006, 06:21 PM -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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