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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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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
Thaks for the suggestions, everyone!
I still need to think more about this new kit idea. @methusalar QUOTE Character may take on some of the abilities of a golem for 2 turns once per day per 6 levels: levels 1-5 Flesh golem - 10% resistance to crushing damage, fists become +1 weapons doing 1-8 damage lvls 6-10 Clay golem - 15% resistance to crushing damage, fists become +2 weapons doing 1-10 damage, immunity to slow lvls 11-15 Stone Golem - 25% resistance to crushing damage, fists become +3 weapons doing 1-12 damage, immunity to slow lvls 16-20 Iron Golem - 35% resistance to crushing damage, fists become +4 weapons doing 2-16 damage, immunity to slow and poison lvls 21+ Admantite golem - 50% resistance to crushing damage, fists become +5 weapons doing 1-20 damage, immunity to slow and poison The character always does double damage against golems, but when in (pseudo-)golem form, he does triple damage. The problem is that those golems don't actually have those abilities. Furthermore, I can't see how a fighter can gain the ability to shape change. Studying golems could give the fighter knowledge of how to strike golems more efficiently or how to forge a specific weapon against golems; but it's not easy to accept that he can gain shape change ability. The ability to shape change to golems is very similar to the 9th level wizard spell and it doesn't look very suitable for a fighter kit. Thanks for the suggstion, anyway. As smr49 said, you have found a nice idea. Perhaps, with some modifications, it can be a good idea for a new mage spell. This post has been edited by Sikret: Nov 3 2006, 06:52 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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