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Jun 6 2007, 07:20 AM
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#41
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Forum Member Posts: 8 Joined: 26-February 07 |
I think the easiest justification for restricting the flail to single class rangers rather than cleric/rangers is to consider what the weapon actually does: inflict bleeding damage. By 2nd ed AD&D rules, clerics (either single or multiclass) cannot use edged or bladed weapons. The only way bleeding damage could be caused is if the weapon was edged or bladed (of course, this means clerics shouldn't be able to use Gnasher either, but anyway...) As for restricting it to rangers only, that's less clear-cut, but I suppose Sikret has his reasons.
One thing about IA which could be addressed in future versions is getting rid of the old force-talk exploit. On a complete run-through, there were several instances in my game where this could still be used: the temple sewers party, all of the dragons except the ancient dragon and the dracolich, Orcus and the final villain for the Judgement Day Sword quest are the ones that come to mind. |
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Jun 6 2007, 07:27 AM
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#42
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The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 |
I think the easiest justification for restricting the flail to single class rangers rather than cleric/rangers is to consider what the weapon actually does: inflict bleeding damage. By 2nd ed AD&D rules, clerics (either single or multiclass) cannot use edged or bladed weapons. The only way bleeding damage could be caused is if the weapon was edged or bladed. Exactly! The mithril tokens and the diamonds (as ingredients) actually add edges to the flail. What you noted was exactly the justification (which I mentioned that) I had in mind. QUOTE One thing about IA which could be addressed in future versions is getting rid of the old force-talk exploit. On a complete run-through, there were several instances in my game where this could still be used: the temple sewers party, all of the dragons except the ancient dragon and the dracolich, Orcus and the final villain for the Judgement Day Sword quest are the ones that come to mind. Can you explain more? Do you mean that you can force them to talk during the battle? What's the result if you do? -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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Jun 6 2007, 07:44 AM
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#43
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Forum Member Posts: 8 Joined: 26-February 07 |
What I mean is that it is possible (at least in my game) to click on them while they are still neutral (as if to initiate dialogue), and then immediately attack them. They don't turn hostile, so long as you keep attempting to initiate dialogue.
One problem might be that they are scripted to initiate dialogue immediately upon seeing any member of your party. It is possible, by using pause, to beat this scripting. Take Orcus, for example. If you immediately hit pause upon entering his location (not wanting to give away spoilers for anyone who hasn't had this encounter), you can initiate dialogue with him before his scripting kicks in. |
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Jun 6 2007, 07:32 PM
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#44
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![]() Premium Member Posts: 305 Joined: 25-February 07 |
Now, as for the boots of Improved Haste, the boots (with that name and description) doesn't exist in the game anymore. It now has a new name, a new description and a new background story. It also requires a new ingredient which is a new item only usable by rangers. (Justification completed). If you go to Cromwell with boots of speed, he will not even offer you the upgrade. You need to have that new main ingredient in your inventory and if he sees it he will offer you the choice to make new boots. Boots os speed are still required as ingredients though. For those of us who choose to convert 4.2 to 4.3 and are currently in ToB: Will there be any provision to credit us for having the boots of IH and an avenue available for forging the new boots? I assume the already forged flail of defending and wounding will work as is, but must be used by a single class ranger now? |
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Jun 6 2007, 07:40 PM
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#45
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Forum Member Posts: 154 Joined: 8-May 07 From: Germany |
So, there are others with such a question in mind at last
I assume that (if the boots already exist in the game) they will simply be renamed and get the ranger only restriction, or whatever is changed. This post has been edited by Arkain: Jun 6 2007, 07:41 PM |
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Jun 7 2007, 06:49 AM
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#46
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The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 |
Yes, those who have already forged the boots can keep them (they won't disappear from your inventory). Only their usability condition has changed. You may, however, find the new ingredient added to the game (depending on which places you have not visited yet) but even then you won't be able to forge a second pair of boots.
-------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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Jun 7 2007, 01:08 PM
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#47
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![]() Premium Member Posts: 305 Joined: 25-February 07 |
Yes, those who have already forged the boots can keep them (they won't disappear from your inventory). Only their usability condition has changed. You may, however, find the new ingredient added to the game (depending on which places you have not visited yet) but even then you won't be able to forge a second pair of boots. That's good news. Ha This post has been edited by rbeverjr: Jun 7 2007, 01:09 PM |
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