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Offensive spin increasing thac0 by (127 - 1) ?


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What I'm more concerned with is the install order?

 

I copied it from BWP, so you say if I use the fixpack for Baldurdash, it should be okay?

 

After all the XP is a representation of the experience of the character, and a higher level character being rewarded from the same act as a lower one but getting more XP is uncomprehendingly bad.

 

It ought to scale with the difficulty of the task. AD&D rules generally make no sense though.

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I copied it from BWP, so you say if I use the fixpack for Baldurdash, it should be okay?
Yes... the BWP Fixpack actually makes the Baldurdash have little effect to the game itself, but it allows correct the installation of few components... ps, don't report errors to the Baldurdash forum, but to the SHS's Megamod Help forum.

 

1) It ought to scale with the difficulty of the task. 2) AD&D rules generally make no sense though.
1. And perhaps in a decreeing fashion with levels.

2. Well, there's a massive amount of cheesed things in all the other rule systems too... so you might just have to learn live with them...

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Thanks Jarno!

 

Also, do you have any idea which mod (I suspect Spell Revisions - but can't find any mention of it) nixes the improved alacricity nature of Nahal's Dweomer and replaces the spell with a shorter-casting one (school: every, cast time 1) ?

 

Seems good balance-wise - in BGT having Imoen cast 3 power-word stun per round through Nahal (I modified her to T/WM because why the fuck not and the randomness of it seemed pretty much in character) did seem a bit like cheating. Especially when it rolled to 'area effect'.. :D

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Also, do you have any idea which mod nixes the improved alacricity nature of Nahal's Dweomer and replaces the spell with a shorter-casting one (school: every, cast time 1) ?
No idea, but the original was even worse, as you could cast 10 magic missiles (spells, meaning 50 missiles) in a round of combat... if you pause correctly. Or the same amount of fireballs with items and levels. And that's just one mage... take a few of them with you and a cleric.... and nothing survives for your lonely fighter spawn.
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the fact that the characters level that does the unlocking or removal of the trap makes the bonus higher is a bad sign of idiozity. After all the XP is a representation of the experience of the character, and a higher level character being rewarded from the same act as a lower one but getting more XP is uncomprehendingly bad.

What? Come one, the XP increase curve could have been done a bit smoother, but conceptually whoever wrote this 2da managed goal at hand just perfectly. How else would you handle giving an XP amount that would be "generally small yet large enough for a player to be glad to have it" no matter what level the player is?

Consider this as an implementation of "trap yields 0,5% to the next level", which totally makes sense.

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What? Come one, the XP increase curve could have been done a bit smoother, but conceptually whoever wrote this 2da managed goal at hand just perfectly. How else would you handle giving an XP amount that would be "generally small yet large enough for a player to be glad to have it" no matter what level the player is?

Consider this as an implementation of "trap yields 0,5% to the next level", which totally makes sense.

Well, erhm, considering the table and it's conseguencies... at the very start of the BG2: SoA game not made from a TotSC character, if you go and disable the very first trap in the game and do nothing else, you get 400 xp points... now restart the game and do the quasid engine part and a few other encounters first which allows a few level ups (and at this point it should be very easy, as I would remember that unlocking the very same container is enough), you can go back and get 950xp points from the very same action you just did in the other game. It's one of those WTF moments...

 

Erhm, disabling the trap shouldn't be about the XP, but about how deadly the trap itself is and having it removed... this might be my table:

2DA V1.0
0
	1	 2	3	4	5	6	7	8	9	10      11      12     13      14      15        16      17      18       19     20      21      22      23      24      25      26      27      28      29     30      31      32        33      34      35       36     37      38      39      40      41      42      43      44      45      46     47      48      49   50 
PICK_LOCK       1000     980    960     940     920     900     880     860     840     820     800     780    760     740     720       700     680     660      640    620     600     580     560     540     520     500     480     460     440    420     400     380       360     340     320      300    280     260     240     220     200     180     160     140     120     100    80      60      40   20 
DISARM_TRAP     1000     980    960     940     920     900     880     860     840     820     800     780    760     740     720       700     680     660      640    620     600     580     560     540     520     500     480     460     440    420     400     380       360     340     320      300    280     260     240     220     200     180     160     140     120     100    80      60      40   20 
LEARN_SPELL     250      500    750     1000    1250    1500    1750    2000    2500    0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0   0 

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Erhm, disabling the trap shouldn't be about the XP, but about how deadly the trap itself is and having it removed...

Well it could worked if the traps were indeed deadly, or at least made more inconvenience than 1 hitting of "rest" button could cure. Currently getting XP for traps is the only thing stopping me from stomping them good with my 150+ hp fighter: it's 1 mouseclick versus 4 after all. Same true for a lockpicking, if for a lesser extent. Should the XP gone, my party thief would totally feel like useless, sad thing :)

 

It actually might be an interesting idea for a mod to make removing traps more important thing, even though I'm not sure I personally would install this mod should it exist.

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It actually might be an interesting idea for a mod to make removing traps more important thing, even though I'm not sure I personally would install this mod should it exist.
Well you are free to punish yourself by activating the cheatkeys and 'Ctrl + Y' your entire party when you activate a trap... the house rules !

 

Yeah the resting... you could try to actually play games where the total time is less than say 80 days(~that's one day per 1 map with mosters in SoA).

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