![]() |
The Black Wyrm's Lair Terms of Use |
![]() ![]() ![]() ![]() |
![]() |
![]()
Post
#1
|
|
Forum Member Posts: 20 Joined: 24-December 06 ![]() |
Compared to wizards the fighters are underpowered in BG 2.
[Edit] okok.. how about this motive: In BG there are that many weapon profencies.. although probably realistic they are imho boring/ to restricting. Or always develop the same way.. putting 5 points into the endgame weapons. [Edit end] So how about changing the weapon profencies, so that they are ...better^^ Small Weapons [Fists, Daggers, Short swords, (Clubs), Darts..] Grants +1/2 attack at 1 & 3 * Medium Weapons [Longswords, Katanas, Flails, Warhammers, Clubs,..] Grants dextery bonus to damage [capped at current profency level]. * Large Weapons [Bastard Swords, Halberds, Spears, Two-Handers,..] Grants an additional strength bonus to damage [capped at current profency level]. * Reloading Ranged Weapons [Slings, Shortbows, Longbows, Crossbows] Grants dextery bonus to damage [capped at current profency level]. * *and +<profency level> to Thaco, +1/2 Attack at 5 points Exploit Weakness Each damaging (melee) hit reduces the enemys resistance to it by <profency level>% [the highest reduced resistance is relative to the enemys current hp. Bsp: enemy 80% resistance currently 50% hp -> maximal reduced resistance by skill 40%] [or something to do with intelligence the above <profency level> capped by int bonus] 1p all 3p all melee types 5p all rogues Physical Resistance Increases your resistance to all physical damage types by [10, 15, 25, 30, 40] 3p all 5p barbarians, monks Elemental Resistances Increases your elemental resistances to all types by [10, 15, 25, 30, 40] 3p all 5p druids Magical Resistance Increases your magic reistance & magical damage resistance by [10, 15, 25, 30, 40] 3p all 5p mages, sorcerers Shield style Allows you to absorb [5 10 15 20 25]% of all incoming physical attacks (maybe absorbing an attack costs you one attack).((Maybe a HLA negates this drawback, or gives a counterstrike)) 3p rogues 5p all other shield users Dodge Allows you to avoid [5 10 15 20 25]% of all incoming physical attacks, this bonus applies only while wearing no/light/medium armor, and not during the casting of a spell. 3p all 5p monks, rogues Running Increases your run speed by [1 2] 1p melee guys wearing light/medium armor 2p monks, barbarians Two weapons style Reduces the offhand penalty by <profency level> * 2. Gives <profency level> to AC. 3p all melee types 5p rangers Hatred <profency level> bonus to damage and thaco for clerics against enemys of opposite alignment paladins against evil creatures / dragons undead (mages?) rangers against favored enemy 5p clerics, paladings, rangers Improvisation Allows you to use items that are not meant for your class, level,.. The enchantment level of the item defines its required improvisation level Spell scroll level allowed to use = (profency level - 1) * 2 3p all 5p rogues Multiclasses are capped at 4 points everywhere. What do you think about it? Is the most likely canditate, I can think of, of beeing able to do that, intrigued in trying to include something like this in the next release of his mod? ![]() ![]() This post has been edited by Exor: Jun 20 2007, 01:02 PM |
|
|
![]() |
![]()
Post
#2
|
|
Forum Member Posts: 20 Joined: 24-December 06 ![]() |
thanks, no trouble
mmh ok... then I will play around how to make mages stronger.. , this should also have fewer technical troubles. I find the enemy mages altough quite scary already... unless everyone has prot from lightning and magic my party is dust within seconds^^ ..But I want to be able to reduce enemy resistances ![]() This means? Upgradeable mage spells! Upgrade Flame Hands - lvl 1 In addition reduces the enemys fire resistance (unless natural immune) by 10%. Upgrade Shocking Grasp - lvl 1 In addition reduces the enemys lightning resistance (unless natural immune) by 10%. Upgrade Flame Arrow/Fire ball/Lightning bolt - lvl 3 Removes the level cap. Upgrade Greater Malison - lvl 4 The malison stacks now. Upgrade Breach - lvl 5 Breach is now casted twice. (Like the Double Disintegration by Irenicus in the tree dream) Upgrade Ruby Ray of Reversal - lvl 7 Can now be cast as a 6th lvl spell. Upgrade Immunity to * Now n Immunity to * can be active at the same time but their durations are also divided by n. Protective Emergency - lvl 7 - Duration 24 hours. Does the same as contingency<- Prot. magical weapons triggered on hit. But this spell can be active multiple times. If you are lvl 18 or lower stoneskin is invoked instead. mmh but actually clerics need more love. Devotion Reduces the casting time of all cleric spells under the 5h level by 1. Divine Knowledge Displays either -All physical resistances -All magical resistances -All magical combat protections, that are currently active -All magical protections, that are currently active of the targeted enemy. Withering touch - lvl 4 Reduces every one of the enemys magical resistances by 10% every turn, this effect only lasts while the enemy is very close to the cleric, and the cleric has to concentrate on maintaining the spell. (Enemys with Int>14 or Wis>14 will run away from the cleric pretty soon or just interrupt him) Divine Preparation - lvl 5 Allows you to store 3 lvl 3 or lower cleric spells in a spell sequencer. Improved Divine Preparation lvl 7 3 lvl 5 or lower yes.. I have a lot of free time at the moment ![]() |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 7th October 2025 - 01:30 AM |