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![]() Premium Member Posts: 305 Joined: 25-February 07 ![]() |
I'll be making several suggestions (or at least bringing ideas) to the appreciated, great IA game developers. Even if you don't like my idea, maybe it will spark one of your own. Critto can let me know when he's no longer interested in hearing these ideas from me.
![]() My first idea has to do with weapon proficiencies. Simply put you get more proficiency slots as you spend more time with weapons. Dual classes would get slots according to whatever class they are currently. Maximum weapon proficiency slots per weapon type: 1 for wizards and sorcerers; 2 for clerics, druids, thieves, ranger-cleric mc, thief-cleric mc, and bards; 3 for caster-melee types (rangers, paladins, multi-class caster-fighters); 5 for straight melee classes (all fighters and barbarians). Wizards/sorcerers can’t have combat styles, but all others can. APR increases are not limited to warriors. Kits can’t increase the number of proficiency slots, except in very rare cases. For instance, rangers in more modern DnD versions can specialize in the use of 2 weapons or in archery. Consequently, it makes sense to me that a ranger specialized in archery can have 5 slots in bows. This post has been edited by rbeverjr: Feb 22 2019, 12:20 AM |
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#2
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![]() Premium Member Posts: 305 Joined: 25-February 07 ![]() |
"Looks interesting, however, to be honest I think the whole "immune to silence/level drain" mechanic is flawed because you either immune and rip the respective enemies to pieces or have to suffer for a lot of time without practical ability to do anything."
I agree that the "greater silence" or whatever nerfs vocalize and acts just as you say. If there is going to be a greater silence, let there be a "greater vocalize" too, rather than, "look-see, play my kit". The immunity to silence is one of the primary reasons that I adventure with Cernd. I despise Cernd. Conversely, the auramaster has several very powerful features. Level drain is just another way to damage and kill, same as fire or other stuff. IA employs several things to make the game harder. Control of GP and XP alone goes a long way. Golems immune to everything and able to stomp gods (str=25) is another, albeit contrived way to increase the danger. (Golems cost a fortune to make in pen-and-paper DnD. They're everywhere in IA and in a thousand forms.) Otherwise, tough monsters can be challenging. Well played mages of a higher level than you have always been trouble in DnD. In the end, some of my suggestions will focus on making the game difficult through means that fits with the BG2 story and DnD canon. If you want the game to be really hard, you could take the SCS game (i.e. enemy AI must not be crippled as in the unmodded game), never level your character past 13 in SoA or 21 in ToB and never use any item that offers more than a base enchantment (ex. +3 weapon but not Celestial Fury, +2 ring of protection but not Ring of Gaxx). Although that's extreme and not what I'm suggesting, I'm sure you can realize that it would be difficult for many people. Regarding removing Turn Paladin. I think a step backward to DnD canon is a step in the right direction. I don't typically play paladins, so I wasn't very vocal when this silly notion occurred way back when. Now, I simply would like IA to be the best it can be. Understand, while IA has a great group of playtesters and programmers (thanks guys!), DnD has had many more (millions) and has developed over the years. I'll be following its precepts in some of my recommendations. |
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