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The Black Wyrm's Lair Terms of Use |
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#1
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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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Forum Member Posts: 607 Joined: 20-November 09 ![]() |
I think when an enemy can do >80 damage in a non-critical hit (web and hardwood golems can do up to 94 damage on a hit, ultra golems can do up to 74), critical hit protection is required. At least for me it is. If you want to move critical hit protection from helms onto rings or some other piece of equipment from ioun stones, that's fine, but those items need to be accessible in Ch 3.
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#3
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![]() Premium Member Posts: 305 Joined: 25-February 07 ![]() |
I think when an enemy can do >80 damage in a non-critical hit (web and hardwood golems can do up to 94 damage on a hit, ultra golems can do up to 74), critical hit protection is required. At least for me it is. If you want to move critical hit protection from helms onto rings or some other piece of equipment from ioun stones, that's fine, but those items need to be accessible in Ch 3. Personally, I'm fine with it being the way it was in early bg2 (all head slot items). I think critto has already made it that way, and that is why I am in search for that new file (because I am too lazy to edit things myself when someone already has). ![]() My reply above was to simply remind that neither ioun stone, helmet, nor armor alone could be expected to realistically protect from criticals. A person in full plate armor (covered from head to toe with armor) and magically protected from criticals as per an enchantment on said armor - now that makes sense. That's probably more trouble than it is worth to code. So, making the game rules like they were in the original BG2 is fine by me; I am in total agreement with bulian in that I want crit protection. In general (not always), I prefer changes to the rule set to make it more like DnD or leave it like the original BG2. This post has been edited by rbeverjr: Apr 12 2019, 11:51 AM |
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Lo-Fi Version | Time is now: 9th September 2025 - 04:43 PM |