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Unearthed Arcana presents Scales of Balance: a post-hac tweak pack


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Fair point. Short answer is, mages and bards (Vancian arcane casters) use INT; sorcerers (spontaneous arcane casters) use CHA; snd all divine casters use WIS. 

In my current game I decided that paladins and rangers should actually get bonus spells too, to make them closer to “half casters” (to borrow 5E terminology) and close some of the gap between them and F/Cs and R/Cs and F/Ds. But alas, I don’t know if or when I could ever make it happen… :(

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Hi Everyone, 

I'm wondering if anyone here might have some insight into what's going on with my character. This is a Pale Master (sorcerer kit) from The Artisan's Kitpack, I also have the bonus spell slots from stats installed from Scales of Balance.

My Sorcerer is level 4 - according to the spell progression table, they should have base 3 lvl2 casts per day, minus 1 from the kit, but plus 1 from having 14 charisma. Immediately after resting, my character will have 4 lvl2 casts... but a second or two later, will have this reduced to 1. I used quicksave to capture the before and after in EEKeeper - there is a Wizard Spell Slots Modifier effect that substracts 2 slots immediately after resting. Then after a second or two, 3 of that modifier are added that subtract 1 slot a piece, leaving my character with only 1 lvl2 cast per day.

I am completely confused as to what is going on. Apparently, my Sorcerer has 6 base casts which is being reduced by 5. These numbers dont make any sense to me. Any ideas?

 

https://imgur.com/a/QiHdqvm

Edited by Communist-Cleric
added imgur link
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Subtledoctor,

Before installing "#121 // WPO - Combined Weapon Categories", Skie had a proficiency in Short Bow:

image.png.0ff71dc746c7108dcca1a48c4e4d20e5.png

After the component install, the proficiency got changed to Quarterstaffs:

image.png.39ccc7df1a53f73fcd396e5ea10a64ef.png

Any ideas? Version is:

~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #121 // WPO - Combined Weapon Categories: v6.5a12

p.s. Yikes - Looks like all characters with bow proficiencies (e.g., Imoen, Kivan, Minsc) got changed to Quarterstaff.

 

Edited by Chitown Willie
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5 hours ago, Chitown Willie said:

Yikes - Looks like all characters with bow proficiencies (e.g., Imoen, Kivan, Minsc) got changed to Quarterstaff.

Bastard swords get lumped in with longswords at stat 90, staffs get moved to stat 89 (formerly bastard swords), and all bows get moved to stat 102 (formerly staffs). And so all characters with proficiency in bows get switched to proficiency in stat 102, formerly staffs but now bows. All is as it should be. There is a method to my madness! :beholder:

There is code to change the strings in-game to match the new proficiency allocations, but Near Infinity will still show the old weapons. Nothing I can do about that… I’m modding BG, not NI

On 6/11/2023 at 12:33 PM, Communist-Cleric said:

confused as to what is going on. Apparently, my Sorcerer has 6 base casts which is being reduced by 5. These numbers dont make any sense to me. Any ideas?

My best idea is that it is a weird interaction with the Artisan kit. This type of tweak mod works with 98% of the kits out there, but for whatever reason the Artisan stuff is coded in a way that makes it incompatible. 

The SoB mod adds two extra spell slots to the base table, then selectively applies reduction based on your ability score. You should end up with the same or more slots - not fewer. If you have fewer then, as I say, it must be some unexpected interaction. 

Edited by subtledoctor
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The names Near Infinity uses come from an IDS reference - STATS.IDS, specifically. Changing that file would fix the labels ... at least if you loaded directly into that game when opening the program. NI can be "sticky" about that sort of thing when changing games, as I've noticed with song names (the song list differs substantially between BGEE and BG2EE).

Changing the proficiency labels in STATS.IDS would also impact any scripting that uses those labels, such as the code to select an import weapon when starting BG2 from scratch or the code to grant a weapon when starting SoD from scratch.

Which ... actually, there's a real gameplay issue there that might be worth fixing. Create a fresh Archer in SoD with four dots in bows, get one of a Staff Spear +2, Aule's Staff +3, or a Quarterstaff +2. Instead of one of Composite Longbow +1, The Dead Shot +2, or Protector of the Dryads +2 and several stacks of arrows.

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The term "coupled" may be misunderstood and I shouldn't have used it. What I meant was that the mod I'm referring to had a component that improved the spells number according to Int and was made by you.  I used it in conjunction with the "saving throw bonus" contained in Scales of Balance.

Edit: your signature came to my help. It's "Ability score bonuses" and it's inside Tome and Blood. But it seems the component is now the same that is inside Scales of Balance.

Edited by Morgoth
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Hey @subtledoctor, I got a suggestion/remark about Component 122.

It says that Rogues can specialise in weapons after lvl 6, but they get an extra point every 4th level.

Is there a reason why you choose lvl 6? It delays their specialisation to lvl 8 and forces  them to spread their pips ever further.

Is the goal to force broader proficiency?

If you use Component 123 and you have 3 stars in Spears/Halberds and then select Reckless Attack Posture, you end up with 2.5 APR, correct?

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