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> New HLA's for Swashbucklers
Sikret
post Oct 26 2008, 09:21 PM
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QUOTE(geh4th @ Oct 26 2008, 07:34 PM) *
Admittedly, I'm certainly not an expert at higher levels or late-game play. I was merely reporting the impression I get from reading others' reports. I didn't intentionally mean to spread an untrue sentiment,


No problem. I know it for sure that you didn't mean to spread false information, geh4th. smile.gif

QUOTE
but in many cases the choice whether to play or not play a particular class of character is entirely based on common perception.


Yes, similar false rumors had also been spread regardling the uselessness of mages in IA. Many naive players simply believed that rumor and even started to repeat it.

Jealousy rules in modding community. Some people deliberately forge false rumors about IA, some others (= mostly naive players), who don't know how to test those claims, simply believe what they read and even keep repeating them. After a while, the false belief turns to be a common belief shared by many people who do not know what they are talking about at all!

Here in IA's forum, we are present to clarify things and to nullify the effects of those rumors, but there are still plenty of such false statements about IA at other sites. An intelligent player should not allow false rumors to affect his mental state and sentiments.

Any time you hear some such rumors, you can ask me about their validity and credibility, because noone knows more about Improved Anvil than I do. Experienced IA testers are also very reliable sources of information. I believe that you, geh4th, will also become one of those experinced IA experts in the near future.

When I read comments (even negative or false comments), I can almost always correctly detect whether it is written with a good intention or with an ill one. Everything you write has always sounded to be of good intention to me. So, don't worry, I didn't misinterpret what you wrote, geh4th.


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geh4th
post Oct 27 2008, 06:23 AM
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Thank you for your kind words, Sikret.

I do need to learn to base my own comments off my own experiences and not things I've picked up from others. A common lesson in life.

On to the experience... smile.gif


George



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Kerkes
post Oct 28 2008, 01:36 PM
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It's true that Granlords won't always hit you, of course. But it only takes a few hits for a swash to go down, and they sure do attack quickly (not to forget you rarely fight only one, they come in groups!!!), critical hit never misses...we'll see. I still prefer doing max dmg in minimum time over relying on AC, potions etc.

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Silverstar
post Feb 18 2009, 11:03 PM
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I read some interesting info from the High lvl Campaigns book of 2nd edition, It has some high level abilities for rogues.

Italics are directly copied from the source. Then I used my own ideas to create HLAs out of them. Feel free to add your own ideas.


Improvised Attack: Rogues with this skill can use unorthodox and unexpected maneuvers to achieve special results in combat. The more unusual the maneuver, the better its chance for success.

A rogue can use this skill only once a day, but the character can learn the skill multiple times. For example, a rogue who learns this skill three times can make three improvised attacks each day. An improvised attack can have one of the following effects:Blind, Immobilize, Stun, Trip, Disarm, Kill.


So by using this HLA the Swashie can perform a very unexpected and flashy attack which can cause one of those random effects. The duration of the HLA must not be higher than two rounds, and its saving throws allowed should be with a hefty penalty. If it can stack with WW attack it may be powerful. The effects may be:blewn backwards (as if hit by Dragon Breath), drop uncouncious, stunned, blinded, or killed outright. Ofcourse, most IA enemies may be immune to such effects, so maybe an extra damage chance upon hit may not be too bad?

Shadow Flight: This ability is similar to the shadow travel skill, except that a successful hide in shadows roll allows the character to fly silently from shadow to shadow.
Like the shadow travel skill, the rogue must begin with a successful hide in shadows roll.


My idea:
When this HLA is used, the Swashie must make a Hide in Shadows roll, if succesful, he is improved invisible for the next 10 rounds, and if he is in trouble (health is reduced down to half) while this HLA is in effect, he instantly teleports (dimension door) right next to the strongest (highest HP) character in the party, via shadows, ending the effect.

This may be hard to code, but it gives a good defensive ability, an instant escape chance from rough situations, and a reason to invest Hide In Shadows for Swashie.

Inner Focus: Rogues with this skill can marshal their personal energies to provide a temporary bonus to their Dexterity, Intelligence, or Constitution scores; it is otherwise similar to the warrior skill of the same name.

Make it something like Draw Upon Holy Might, it may prove useful to boost ability scores to very high levels.

Adaptation: A character with this skill has a trained mind that quickly analyzes unusual or unfavorable environments and a finely tuned body that can compensate for physical impediments to fighting. Except where noted below, it is identical to the warrior skill of the same name.

Hmm this is impossible to directly to code for BG2, but:
When this HLA is in effect, the Swashie gains immunity to most things that impair his mind and/or body:slow, stun, hold, paralysis, charm, confusion, dominate effects etc for 10 rounds. This gives a good defensive ability to counter many nasty things enemies can hurl. Also maybe resistance to intense heat and cold, as they are enviromental and can be 'adapted'.
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Kerkes
post Mar 4 2009, 05:31 PM
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As for AC...
I tried this in vanilla game, and in vanilla Raven's first post is true. I don't know about Anvil6, but in vanilla the lowest AC is -26. I tried this with a swashbuckler, then cast prot evil, def harmony and used Greater Evasion HLA, (his base AC was already -26, therefore, all this added should have made it -36) and had Korgan (who is evil) attack him.
Mechanics were like this - Korgan, prior to buffs, hits on a roll of 17 and higher. After the buffs, he hits on the exactly same roll, as if Greater Evasion, Prot evil etc.didn't even exist. Only the "specific" weapon types AC applies after -26 AC.
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Sikret
post Mar 4 2009, 06:20 PM
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@Silverstar

Thank you very much for the ideas and suggestions; I'll try to use some of them. Some of those ability 'names' are really cool; so, we can at least use the names with different and more suitable effects.

QUOTE(Kerkes @ Mar 4 2009, 10:01 PM) *
As for AC...
I tried this in vanilla game, and in vanilla Raven's first post is true. I don't know about Anvil6, but in vanilla the lowest AC is -26. I tried this with a swashbuckler, then cast prot evil, def harmony and used Greater Evasion HLA, (his base AC was already -26, therefore, all this added should have made it -36) and had Korgan (who is evil) attack him.
Mechanics were like this - Korgan, prior to buffs, hits on a roll of 17 and higher. After the buffs, he hits on the exactly same roll, as if Greater Evasion, Prot evil etc.didn't even exist. Only the "specific" weapon types AC applies after -26 AC.


Yes, after having this tested again (Raven did test it again for one more time), the mechanism is exactly as Raven had reported before. Therefore, I changed the new HLA, Acrobatic Combat so that it applies the AC bonuses to each and every weapon type separately to make sure that it can (potentially) lower the AC to numbers better than -26 (although those numbers won't be shown in the character's sheet, they will practically affect the oppoenent's chance to hit).


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Raven
post Mar 4 2009, 09:12 PM
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QUOTE(Kerkes @ Mar 4 2009, 05:31 PM) *
As for AC...
I tried this in vanilla game, and in vanilla Raven's first post is true. I don't know about Anvil6, but in vanilla the lowest AC is -26. I tried this with a swashbuckler, then cast prot evil, def harmony and used Greater Evasion HLA, (his base AC was already -26, therefore, all this added should have made it -36) and had Korgan (who is evil) attack him.
Mechanics were like this - Korgan, prior to buffs, hits on a roll of 17 and higher. After the buffs, he hits on the exactly same roll, as if Greater Evasion, Prot evil etc.didn't even exist. Only the "specific" weapon types AC applies after -26 AC.


Hmm that is interesting because I would have expected at least the Prot from Evil to be effective irrespective of how good the character's AC is (since it applies a penalty to the attacker's hit roll, nothing to do with AC). Greater Evasion and Defensive Harmony both give regular AC bonuses so they have no effect if you have are at your AC 'limit' (i.e. -24 without single-weapon style, -25 with one point in single-weapon, -26 with two).

Are you absolutely sure that the Protection from Evil made no difference? Was the 'plus' number for Korgan's attack roll the same with and without the PfEvil? By 'plus' number I mean the number the dialogue box shows is added to the actual d20 roll.
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Kerkes
post Mar 10 2009, 11:07 AM
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Sorry Sikret and Raven, you're right, Prot Evil does stack with AC (for as long as something Evil is attacking you). I tried it again, and prot evil stacks but nothing else does. Glad it's fixed in IA6.

This post has been edited by Kerkes: Mar 10 2009, 12:02 PM
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darkjeshush
post Mar 24 2009, 04:02 AM
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Swashbuckler HLA suggestions:

1. Lightning Reflexes:
Duration: 1 round + 1 round per 4 levels
Natural rolls of 20 critically miss instead of hit. Doesn't affect rolls that would crit on 19,18 etc, only natural 20.

This would significantly reduce damage taken and also up utility of evasion if used in conjunction. However, enemy riskbreakers and grandlords will still be able to crit them in addition to regular hits. This would make armor class very important for Swashbucklers and actually increase the chances someone will actually equip a buckler.

2. Counter Attack:
Duration: Permanent
Each time an enemy critically misses against Swashbuckler (natural 1, or natural 20 with lightning reflexes activated), he attacks once

This gives it more non-GWW offensive capabilities. Makes up for the crappy attacks per round especially with possible shield equipped. Activation on 5%-10% of enemy attacks made on Swashbuckler doesnt seem like too much. Unless its tanking a ton of enemies, in which case you're screwed anyways due to regular hits or 18/19 roll crits. Players will probably want to dual wield until HLAs, and then switch to shield.
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Kerkes
post Aug 15 2009, 07:16 AM
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Just a note for HLAs...I've just cheched out a rather amazing mod called "Refinements". It changes HLA tables for every single kit in the game, and multiclasses also, in a very interesting manner (for example, Paladins and Rangers no longer get GWW wich is limited to only pure fighter, a ton of changes actually). I wonder if some of those could be used in Anvil too.
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Sikret
post Aug 15 2009, 08:40 AM
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QUOTE(Kerkes @ Aug 15 2009, 11:46 AM) *
Just a note for HLAs...I've just cheched out a rather amazing mod called "Refinements". It changes HLA tables for every single kit in the game, and multiclasses also, in a very interesting manner (for example, Paladins and Rangers no longer get GWW wich is limited to only pure fighter, a ton of changes actually). I wonder if some of those could be used in Anvil too.


We do not copy material from other mods. Only original and new ideas will be accepted here to be used in IA.


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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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Kerkes
post Aug 15 2009, 08:45 AM
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Yeah, I know...just think it would be great if modders worked more together rather then like this. But then again, Acrobatic combat is already introduced by a mod, cannot remember it's name now but I have it, and it works pretty much like the one in Anvil
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Sikret
post Aug 15 2009, 08:47 AM
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We didn't copy Acrobatic Combat from any other mod. Perhaps, it's just a similarity of names or a simple coincidence.


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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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Kerkes
post Aug 15 2009, 02:29 PM
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I know, it's a mod by Deratiseur (perhaps I spelled the name wrong, French anyway) and it's name is Acrobatic Attack, but it's practically the same. Then again, it's quite logical that swashes get this type of HLA.
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Jarin
post Aug 15 2009, 06:43 PM
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With so many mods around, many of which using the same inspirations (such as P&P), you are bound to run into a few coincidental similaraties

QUOTE
Yeah, I know...just think it would be great if modders worked more together rather then like this.


The problem being that modders (and, actually, every small group of very creative people) never quite agree with eachother wink.gif.
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darkjeshush
post Sep 4 2009, 06:26 PM
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QUOTE(Jarin @ Aug 15 2009, 06:43 PM) *
With so many mods around, many of which using the same inspirations (such as P&P), you are bound to run into a few coincidental similaraties

QUOTE
Yeah, I know...just think it would be great if modders worked more together rather then like this.


The problem being that modders (and, actually, every small group of very creative people) never quite agree with eachother wink.gif.


The solution is simple, lol. Sikret needs to rise to the top and become the premier dominant modder, like a gosu Bill Joy of modding, and all other modders will have no choice but to bend to his will or risk total failure. In other words, unite all the barbaric infidels under one iron rule.

A conversation about mods might go something like this:
"Hey have you heard? Leethaxor8800 developed a great mod, but unfortunately it isn't compatible with Improved Anvil."
"Aww...that sucks. I was looking forward to playing it. Oh well guess not"
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Sikret
post Sep 4 2009, 08:25 PM
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QUOTE(darkjeshush @ Sep 4 2009, 10:56 PM) *
A conversation about mods might go something like this:
"Hey have you heard? Leethaxor8800 developed a great mod, but unfortunately it isn't compatible with Improved Anvil."
"Aww...that sucks. I was looking forward to playing it. Oh well guess not"


It's easy to make most mods compatible with IA. All the mod's author needs to do is to contact me and consult with me about the possible compatibility issues.


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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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G-Force
post Sep 9 2009, 11:49 AM
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New HLA suggestion:


Taunt


Most swashbucklers have a connection to the sea often being pirates as well, and as anyone can tell you most "men of the sea" have developed a very, very foul language.
Some high level swashbucklers have have developed this "skill" into a weapon.

What does it do:

Basically once per day/battle he can use taunt one 1 enemy.

If its a spell caster: it's spell will be interrupted should he be casting one, furthermore he will actually attempt to melee the swashbuckler for a few rounds.

If its a melee oriented creature: it will ignore whatever its doing and try to harm the swashbuckler( this way you can save a party member who is about to die) for a large many rounds, however there is a slight chance that this may backfire. If the insult is to great the monster may go berserk giving the creature all the bonuses that berserk gives. (or perhaps a custom more powerfull berserk)

Coupled with the high natural AC of the Swashbuckler, and later a tanking ability (like acrobatic combat) this should be a very interesting skill.

To balance things out there of course should be a (high)saving throw for the monsters.
The actual duration of the spell propably need some testing.

Appearance:

If successful some kind of variation of the confusion/chaos symbol above the monsters head would be nice.

as for the "casting" nothing fancy, just a text bubble( like when lilacor speaks) quoting (perhaps famous movie) insults.


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Kerkes
post Sep 9 2009, 07:15 PM
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@ G-Force
"You talking to me? You talking to ME!?" tongue.gif
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Vuki
post Sep 10 2009, 07:55 AM
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QUOTE(G-Force @ Sep 9 2009, 01:49 PM) *
To balance things out there of course should be a (high)saving throw for the monsters.


That makes it almost useless unfortunately. On the level where you can use it all monster has very low saving throws. How about instead of saving throw if it affects only creatures not higher level than the swashbuckler?

This post has been edited by Vuki: Sep 10 2009, 07:55 AM


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