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The Black Wyrm's Lair - Forums > Released mods - Baldur's Gate II > Improved Anvil
Exor
Compared to wizards the fighters are underpowered in BG 2.

[Edit]
okok.. how about this motive: In BG there are that many weapon profencies.. although probably realistic they are imho boring/ to restricting. Or always develop the same way.. putting 5 points into the endgame weapons.
[Edit end]

So how about changing the weapon profencies, so that they are ...better^^


Small Weapons [Fists, Daggers, Short swords, (Clubs), Darts..]
Grants +1/2 attack at 1 & 3
*

Medium Weapons [Longswords, Katanas, Flails, Warhammers, Clubs,..]
Grants dextery bonus to damage [capped at current profency level].
*

Large Weapons [Bastard Swords, Halberds, Spears, Two-Handers,..]
Grants an additional strength bonus to damage [capped at current profency level].
*

Reloading Ranged Weapons [Slings, Shortbows, Longbows, Crossbows]
Grants dextery bonus to damage [capped at current profency level].
*

*and +<profency level> to Thaco, +1/2 Attack at 5 points

Exploit Weakness
Each damaging (melee) hit reduces the enemys resistance to it by <profency level>% [the highest reduced resistance is relative to the enemys current hp.
Bsp: enemy 80% resistance currently 50% hp -> maximal reduced resistance by skill 40%]
[or something to do with intelligence the above <profency level> capped by int bonus]
1p all
3p all melee types
5p all rogues

Physical Resistance
Increases your resistance to all physical damage types by [10, 15, 25, 30, 40]
3p all
5p barbarians, monks

Elemental Resistances
Increases your elemental resistances to all types by [10, 15, 25, 30, 40]
3p all
5p druids

Magical Resistance
Increases your magic reistance & magical damage resistance by [10, 15, 25, 30, 40]
3p all
5p mages, sorcerers

Shield style
Allows you to absorb [5 10 15 20 25]% of all incoming physical attacks (maybe absorbing an attack costs you one attack).((Maybe a HLA negates this drawback, or gives a counterstrike))
3p rogues
5p all other shield users

Dodge
Allows you to avoid [5 10 15 20 25]% of all incoming physical attacks, this bonus applies only while wearing no/light/medium armor, and not during the casting of a spell.
3p all
5p monks, rogues

Running
Increases your run speed by [1 2]
1p melee guys wearing light/medium armor
2p monks, barbarians

Two weapons style
Reduces the offhand penalty by <profency level> * 2. Gives <profency level> to AC.
3p all melee types
5p rangers

Hatred
<profency level> bonus to damage and thaco for
clerics against enemys of opposite alignment
paladins against evil creatures / dragons undead (mages?)
rangers against favored enemy
5p clerics, paladings, rangers

Improvisation
Allows you to use items that are not meant for your class, level,..
The enchantment level of the item defines its required improvisation level
Spell scroll level allowed to use = (profency level - 1) * 2
3p all
5p rogues


Multiclasses are capped at 4 points everywhere.


What do you think about it?
Is the most likely canditate, I can think of, of beeing able to do that, intrigued in trying to include something like this in the next release of his mod? rolleyes.gif ph34r.gif
leonidas
There's a lot of problems with this, but I'll point out the most obvious one: fighters aren't underpowered compared to mages, in fact, the opposite is true.

Sikret
Thank you very much Exor for the time you spent on making this suggestions and posting them.

As leonidas mentioned, people are already complaining that pure mages are penalized in IA compared to the original game. Now, you are suggesting that they are overpowered, which isn't something most players will agree with.

Moreover, some of your suggested changes (even if we assume that all of them are technically doable) will cause problems during the game. For example, adding the ability to reduce enemie's resistances is surely problematic. Some enmies cast hardiness or Armor of Faith to increase their resistances and then keep checking their resistances to see whether the resistances are still high or the hardiness/armor of faith is dispelled so that they refresh them if the player has removed/dispelled them. If we give the ability to reduce their resistances by a weapon or something, those enemies will be fooled and will think that the hardiness is dispelled or is not active anymore and will cast it again while it is actually still active. In other words, their scripts will be broken. See the point? Moreover, I believe that it will decrease the fun of fighting some of those tough enemies. What will remain of a mighty Elemental golem if you can just remove his resistances? Will your satisfaction of defeating him be equal to what it is now?

As another example, your suggestion to add to the player's speed is also problematic as I have already done my best to minimize the possibility of cheesy hit&run tactics and to penalize (duirng the game) those players who are used to such cheesy methods.

As for adding to players' resistances, please note that players already have a lot of options and opportunities to add to their resistances to physical and elemental damage in the game (the new potions of Barbarian Essence and other new weapons and items which grant such resistances come to mind); so there is really not good to add more such options as it will be easily possible for a player to reach (and even surpass) 100% resistance to damage types.

The point is that we should all keep thinking to find ways to make the game *more* challenging and to remove more cheesy tactics available to players (not the other way round smile.gif ).

Exor
thanks, no trouble

mmh ok... then I will play around how to make mages stronger.. , this should also have fewer technical troubles.

I find the enemy mages altough quite scary already... unless everyone has prot from lightning and magic my party is dust within seconds^^

..But I want to be able to reduce enemy resistances unsure.gif


This means? Upgradeable mage spells!

Upgrade Flame Hands - lvl 1
In addition reduces the enemys fire resistance (unless natural immune) by 10%.

Upgrade Shocking Grasp - lvl 1
In addition reduces the enemys lightning resistance (unless natural immune) by 10%.

Upgrade Flame Arrow/Fire ball/Lightning bolt - lvl 3
Removes the level cap.

Upgrade Greater Malison - lvl 4
The malison stacks now.

Upgrade Breach - lvl 5
Breach is now casted twice. (Like the Double Disintegration by Irenicus in the tree dream)

Upgrade Ruby Ray of Reversal - lvl 7
Can now be cast as a 6th lvl spell.

Upgrade Immunity to *
Now n Immunity to * can be active at the same time but their durations are also divided by n.

Protective Emergency - lvl 7 - Duration 24 hours.
Does the same as contingency<- Prot. magical weapons triggered on hit.
But this spell can be active multiple times.
If you are lvl 18 or lower stoneskin is invoked instead.

mmh but actually clerics need more love.

Devotion
Reduces the casting time of all cleric spells under the 5h level by 1.

Divine Knowledge
Displays either
-All physical resistances
-All magical resistances
-All magical combat protections, that are currently active
-All magical protections, that are currently active
of the targeted enemy.

Withering touch - lvl 4
Reduces every one of the enemys magical resistances by 10% every turn, this effect only lasts while the enemy is very close to the cleric, and the cleric has to concentrate on maintaining the spell.
(Enemys with Int>14 or Wis>14 will run away from the cleric pretty soon or just interrupt him)

Divine Preparation - lvl 5
Allows you to store 3 lvl 3 or lower cleric spells in a spell sequencer.

Improved Divine Preparation lvl 7
3 lvl 5 or lower


yes.. I have a lot of free time at the moment tongue.gif
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