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> Changing proficiency system?
Exor
post Jun 19 2007, 06:13 PM
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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? rolleyes.gif ph34r.gif

This post has been edited by Exor: Jun 20 2007, 01:02 PM
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Exor
post Jun 22 2007, 06:29 AM
Post #2





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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 unsure.gif


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 tongue.gif
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