IceWind Dale Improvements, Some minor rule tweaks for IWD:HoW |
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IceWind Dale Improvements, Some minor rule tweaks for IWD:HoW |
Dec 7 2005, 12:15 PM
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#1
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Supremacy of the Metal Kingdom Mod Developer Posts: 223 Joined: 1-September 05 From: Bulgaria |
IceWind Dale Imrovements - This is the site. There's a readme file and also a download link to the Dragonshoard.
The mod's version is #1. It consists of four rule tweaks, compatible both with HoW and ToL: 1. Weapons For All 2. Improved Races component 3. Wizards Know Better (have more Lore) component 4. x6 Backstab Multiplier If you feel that more fixes can be adapted to IWD, post here or PM me. -------------------- Blessed be the one who has nothing to say, and yet remains silent.
Too many chieftan, too little indian. http://balduran.blackwyrmlair.net -- Azure NPC Romance -- BG2 Improvements -- IWD Improvements |
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Dec 7 2005, 12:40 PM
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#2
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Forum Member Posts: 141 Joined: 22-July 04 From: London, England |
The weapons for all seems a bit of an overkill or a tweak for the sake of it to be honest. Thieves wondering around with halberds or wizards with crossbows?
Kinda kills the roleplaying element. |
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Dec 7 2005, 12:43 PM
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#3
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Supremacy of the Metal Kingdom Mod Developer Posts: 223 Joined: 1-September 05 From: Bulgaria |
You don't need to use it if don't want. Though I have to admit that a thief with a halberd would be strange combo. But when I made it, I was thinking rather of a cleric with a helberd and a mage with a Two-handed sword.
REMINDER: Components install sepparately. -------------------- Blessed be the one who has nothing to say, and yet remains silent.
Too many chieftan, too little indian. http://balduran.blackwyrmlair.net -- Azure NPC Romance -- BG2 Improvements -- IWD Improvements |
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Dec 7 2005, 06:21 PM
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#4
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Master of energies Council Member Posts: 3319 Joined: 9-July 04 From: Magyarország |
I also don't prefer thieves with halberds, but I agree entirely with balduran that everyone should only install those components which he or she will enjoy in the game.
Long ago I made a mod for Sorcerer's Place (and upgraded it a few times meanwhile), which includes powerful (~over-powered) spells and an item. I have never played my game with that mod installed (and I would never install such mods), but many players seem to prefer such overpowered stuff. -------------------- Mental harmony dispels the darkness.
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Feb 6 2008, 03:38 PM
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#5
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Forum Member Posts: 99 Joined: 6-November 07 |
Very interesting.
When I played pnp D&D, we'd allow weapons for anybody, but it it wasn't originally a weapon that class could use, the proficiency would cost you twicw as much. Still, it's nice to see an elven wizard using a bow when they're not casting a spell. Giving a Dwarf a starting CON of 20 (slow regeneration) is way too powerful though. If you're hurt you can just travel to a new area and be completely healed! This post has been edited by Klorox: Feb 6 2008, 03:39 PM -------------------- Baruk Khazâd! Khazâd ai-mênu!
Your ass will be laminated -Dyslexia of Borg Haikus are easy But they don't always make sense Refrigerator |
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Jul 15 2012, 12:58 PM
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#6
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Forum Member Posts: 2 Joined: 15-July 12 |
Played this mod 2 year ago, enjoyed it much, keep up the good work.
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Lo-Fi Version | Time is now: 9th November 2024 - 08:14 PM |