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Unearthed Arcana presents Might & Guile: tweaks and kits for warriors and rogues


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I installed Sandrah after, which was the problem. I believe the issue arises here, in Sandrah's version of qd_multiclass.tpa: (v2)

Quote

DEFINE_ACTION_FUNCTION qd_multiclass
    STR_VAR
        kit_name = ""
        kit_clab = ""
        base_class = ""
        mc_dir = ""
    BEGIN
        
        ACTION_IF (NOT FILE_EXISTS_IN_GAME ~qd_multi_spls.qd~) THEN BEGIN
            //making the empty multiclass spells    
        COPY ~%mc_dir%/QD_MC_01.SPL~ ~override/QD_MCF01.SPL~
             ~%mc_dir%/QD_MC_01.SPL~ ~override/QD_MCF02.SPL~
             ~%mc_dir%/QD_MC_01.SPL~ ~override/QD_MCF03.SPL~
             ~%mc_dir%/QD_MC_01.SPL~ ~override/QD_MCF04.SPL~

        ...

        COPY_EXISTING ~sw1h01.itm~ ~override/qd_multi_spls.qd~ //multiclass macro spells identifier file

The same functionality in your version (v10):

Quote

// Ensure helper spells for multiclass abilities are available
DEFINE_ACTION_FUNCTION QD_ENSURE_QDMC_SPL
STR_VAR
  base_class = ""
BEGIN
  ACTION_IF (~%base_class%~ STRING_MATCHES_REGEXP ~[DFMPRT]~ = 0 &&
             NOT FILE_EXISTS_IN_GAME ~QD_MC%base_class%01.SPL~) BEGIN
    ACTION_IF (NOT FILE_EXISTS ~.../inlined/QD_MC_01.SPL~) BEGIN
      // create template SPL file for internal use
      COPY - ~.../inlined/qd_blank.file~ ~.../inlined/QD_MC_01.SPL~
        INSERT_BYTES 0 0x72
        WRITE_ASCII  0x00 "SPL V1  " (8)
        PATCH_FOR_EACH ofs IN ~0x08~ ~0x0c~ ~0x50~ ~0x54~ BEGIN
          WRITE_LONG ofs "-1"
        END
        WRITE_LONG   0x64 0x72 // ability offset
        WRITE_LONG   0x6a 0x72 // effects offset
        LPF QD_ADD_EMPTY_SPELL_HEADER END
    END

    ...

So, best I can tell, qd_multi_spls.qd used to be just a flag indicating that the spl files had been created already. At some point between 0.2 and 0.10, that flag was removed for more precise scripting that actually searched for the exact files that need to be created, but now it means that if any mod using 0.2 is installed after a mod using 0.10, the 0.2 mod will overwrite all the SPL files created by the 0.10 mods.

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It’s been a looong time since we worked on it. (I’m frankly surprised that Roxanne hasn’t updated her mod - say what you will about her, but she’s very good at the mod-making and -updating side of things.) I think we removed the marker files because the function now only makes the clab spells as needed; if you only made them for ranger/clerics, and dropped a marker indicating they all existed, then a subsequent mod would fail to create them for mage/thieves. 

The old 0.2 way created all clab spells for all multiclasses, even if you only need one set. It left a lot of cruft in the override folder. Also, it had a lot of serious bugs and should not be used by anyone. 

Like I say, I think you might be able to drop the new function into her mod, and the old-style function calls would still work. The old function had more variables but they are harmless in the new function. 

I think. 

Edited by subtledoctor
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On 11/10/2020 at 6:20 PM, subtledoctor said:

Huh. The Bladesinger was a late addition to the mod, and it looks like I neglected to add it to all of the script/dialogue changes. 

Intended. The Bladesinger is a bit less of a bard and a bit more of a normal fighter/mage. As a nod to the OP nature of the PnP kit, this one gets some benefits that other bards don’t.

Will look into this. I suspect it’s an interaction with the trueclass fighter abilities from the feats component.

The level-up screen is wrong, and meaningless, and impossible to change. Pay no attention to it. 

I think you have not used the “activate bardic spellcasting” special ability.

There might be a problem here. I’m playing with Xan as a Bladesinger in my current game, I’ll see what happens at level 9.

Kind bump. Bladesinger is my favourite. Non of the multiclass bards got spontaneous casting, btw.

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On 10/11/2020 at 11:20 AM, subtledoctor said:

Huh. The Bladesinger was a late addition to the mod, and it looks like I neglected to add it to all of the script/dialogue changes. 

Intended. The Bladesinger is a bit less of a bard and a bit more of a normal fighter/mage. As a nod to the OP nature of the PnP kit, this one gets some benefits that other bards don’t.

Will look into this. I suspect it’s an interaction with the trueclass fighter abilities from the feats component.

The level-up screen is wrong, and meaningless, and impossible to change. Pay no attention to it. 

I think you have not used the “activate bardic spellcasting” special ability.

There might be a problem here. I’m playing with Xan as a Bladesinger in my current game, I’ll see what happens at level 9.

Okay, I haven't been playing a Bladesinger, but I figured since I was here, I could check out the kit myself to see if I get these same errors.

My level 1 bladesinger does have D5FEATA.SPL and D5FEATB.SPL, which I think subtledoctor recycles for all choices like this. When I use those abilities, I get to choose from a number of Bard songs AND also some generic feats: Lore Bonus, Mental Resilience, Physical Resilience, Precise Strike, Fighting Postures: Disarming, Parry Slashing, Parry Piercing, and Parry Blunt, Quickstride, and Health Conditioning. Not sure if those are all intended or not. I do start with Aura: Blur correctly.

The level 9 feats available are Inspiration: Reflected Images, Inspiration: Death Ward, Aura: Glove of Invulnerability, Aura: Cloak of Fear, Aura: Slow, and Advanced Precise Strike. No Weapon Focus indeed.

I do have the Initiate Bardic Spellcasting Ability. When I use it, it seems to work, but my spellbook is a little borked until I use the Change Memorized Spells ability it gives me and clear out my spellbook. When I do so and I rest, I do notice that it takes a second or two for the spells to be "loaded" after I rest. Generally this works okay, but it seems like it's possible for this to get disrupted.

One problem I am noticing is that, for some reason, my Bladesinger has a bunch of random Priest spells. Might be due to some other modding/editing I've done. I definitely don't get casts of Command when I memorize it though; it's just a useless bait option in my spellbook.

image.png.8bb498942fd3724f471f890f37c0bee8.png

 

 

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4 hours ago, hippofant said:

Okay, I haven't been playing a Bladesinger, but I figured since I was here, I could check out the kit myself to see if I get these same errors.

My level 1 bladesinger does have D5FEATA.SPL and D5FEATB.SPL, which I think subtledoctor recycles for all choices like this. When I use those abilities, I get to choose from a number of Bard songs AND also some generic feats: Lore Bonus, Mental Resilience, Physical Resilience, Precise Strike, Fighting Postures: Disarming, Parry Slashing, Parry Piercing, and Parry Blunt, Quickstride, and Health Conditioning. Not sure if those are all intended or not. I do start with Aura: Blur correctly.

This is all working correctly.

4 hours ago, hippofant said:

The level 9 feats available are Inspiration: Reflected Images, Inspiration: Death Ward, Aura: Glove of Invulnerability, Aura: Cloak of Fear, Aura: Slow, and Advanced Precise Strike. No Weapon Focus indeed.

I'll take a look at the missing weapon focus ability. The rest are correct. (The Advanced Precise Strike ability is supposed to be dependent on taking the basic Precise Strike feat first... but that sort of thing is not very easy with the feat selection UI. I think the current function is, you can take either or both, but one is not available until 9th level. If you take both, in any order, they will stack for an overall +10% chance for critical hits.)

One of the things I'm considering is consolidating some of the fighting style feats. Currently there are three "tactics" abilities, which benefit your allies and only one of the three can be used at a time; as well as five "postures" which benefit yourself, only one of them can be used at a time but they can be combined with tactics; as well as several individual abilities like Swashbuckling and Dirty Fighting which can be combined with both postures and tactics. These are separate for historical reasons - the warrior and rogue feats used to be completely separate systems. But maybe they should all be combined? I feel like Swashbuckling and Fighting Dirty (and maybe some new ones) should be part of the suite of fighting postures along with aggressive/disarming/parrying. Group tactics are more questionable... maybe they should remain separate and stackable.

And, maybe choosing a unified Parrying feat should give you access to all three parrying postures? You could still only use one at a time, but you wouldn't have to burn three feats for them.

Also, Swashbuckling needs to be buffed. Given that it applies a penalty to thac0 and damage, maybe a 1/2 APR bonus would be okay? A move back toward the vanilla Offensive Spin ability, without being quite so cheesy.

4 hours ago, hippofant said:

I do have the Initiate Bardic Spellcasting Ability. When I use it, it seems to work, but my spellbook is a little borked until I use the Change Memorized Spells ability it gives me and clear out my spellbook. When I do so and I rest, I do notice that it takes a second or two for the spells to be "loaded" after I rest. Generally this works okay, but it seems like it's possible for this to get disrupted.

This is all working correctly. The small delay after you wake up involves an invisible creature running a script on the bard... it relies on the HaveSpell trigger, which cannot be replicated with spell effects. So this is one of the rare times that I will tolerate the 'invisible creature+script' technique. 99% of the time you wake up, it will be in an inn or some other uneventful circumstance, so this 1-second delay should generally have no consequence on real gameplay.  (I highly doubt it could be interrupted, unless you sleep was interrupted by a monster attack or something like that, and the monsters had craaazy scripts that take up your computer's entire processing power for a few seconds.  Very unlikely... and even then, with sleep being interrupted you should not get your spells anyway.)

Incidentally, I am considering an alternative method for this process.  Right now your chosen spells are automatically "loaded" into your brain each morning. If you want to change your spells for the next day, you use the spell preparation ability and then you get access to your spellbook to swap them out.  While you have access to your spellbook, casting is impossible; you must sleep in order for spellcasting to be re-enabled. 

A possible new method would look like this: you never have to  do anything at night.  Instead, every morning, your spellcasting will be disabled and you will get access to your spellbook. You can change out spells, or not. When your choices are ready, you would use an innate ability to enable spellcasting and remove access to your spellbook. Pro: you don't have to remember to prepare spells before resting. Con: you have to do something (clicking an ability) every time you wake up. Whereas right now, if you don't want to swap spells then you don't have to interact with the system at all.

Thoughts? Preference?

4 hours ago, hippofant said:

One problem I am noticing is that, for some reason, my Bladesinger has a bunch of random Priest spells. Might be due to some other modding/editing I've done. I definitely don't get casts of Command when I memorize it though; it's just a useless bait option in my spellbook.

The priest spells are not random, they are part of the suite of "bardic" spells that involve manipulating sound:

  • Command
  • Deafness (or, with SR, Sound Burst)
  • Silence 15' Radius
  • Shout
  • Remove Curse (or, with SR, Break Enchantment)
  • Greater Command
  • PW: Silence
  • Earthquake

The "True Bard" gets to cast these spells without needing to put them in spell slots; other bards get them in their spellbooks for free, but must prepare them in spell slots to cast them.  I noticed in my game that Command is bugged, and cannot be cast by Keto (who is a Meistersinger).  I think this only affects Command, and the other ones work. But it's on my radar, in any event. (The same bug affects Magic Missile if you install TnB's "Level 1 Cantrips..." though these bards cannot usually cast MM so that was harder to spot.)

So:

  • Bladesinger missing Weapon Focus
  • Command not working when memorized (and maybe a few others)
  • Bladesinger not recognized as bard by in-game scripts and dialogues

@GawainBS is that everything?  If you are not getting the "initialize bardic abilities" innate, then something weird is up. I cannot replicate this, the ability is present for me (just like hippofant) so there's not much I can do about it. (EDIT - per the recent discussion, maybe some other mod with an old version of the QD_Multi function was installed, and messed up the kit's CLAB abilities?)

In my current internal builds, I've changed the way spell slots are managed, they no longer rely on CLAB-applied spells that can get messed up if someone leaves the party and then returns. This also had a bit of a bad interaction with TnB's Level 1 Cantrips, bit I think I've sorted that out.

As far as making the feat selection work in multiplayer games: thanks for the tip @kjeron, I think I should be able to add that stuff into the code without much problem.

Edited by subtledoctor
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On 12/2/2020 at 10:30 PM, Rizzen said:

Is it possible that NPCs in BG2EE can also chose feats? I installed Level One NPCs and hoped it would work. I changed Minsc to a Berserker Ranger and could chose one single feat. Iomen as a Sniper could not choose any feats.

Forgot to address this. The short answer is, yes NPCs who have classes with access to feats will be able to choose feats. (And note, enemy fighters and thieves will employ some feats against you, as well.)

The long answer is that Imoen's .CRE files are weird, and sometimes resist mod-added changes like this. I have had some success with fixing her, but not 100%. In my own current game I tried to make her a bard, but she did not get any other the feat abilities or the bardic initialization ability. Why? I have no idea. The game ran an AddKit script on her, so she definitely should have gotten the kit abilities. But she is somehow immune to it. This is SUPER annoying and I don't know how to fix it... :(

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4 hours ago, subtledoctor said:

One of the things I'm considering is consolidating some of the fighting style feats. Currently there are three "tactics" abilities, which benefit your allies and only one of the three can be used at a time; as well as five "postures" which benefit yourself, only one of them can be used at a time but they can be combined with tactics; as well as several individual abilities like Swashbuckling and Dirty Fighting which can be combined with both postures and tactics. These are separate for historical reasons - the warrior and rogue feats used to be completely separate systems. But maybe they should all be combined? I feel like Swashbuckling and Fighting Dirty (and maybe some new ones) should be part of the suite of fighting postures along with aggressive/disarming/parrying. Group tactics are more questionable... maybe they should remain separate and stackable.

And, maybe choosing a unified Parrying feat should give you access to all three parrying postures? You could still only use one at a time, but you wouldn't have to burn three feats for them.

Also, Swashbuckling needs to be buffed. Given that it applies a penalty to thac0 and damage, maybe a 1/2 APR bonus would be okay? A move back toward the vanilla Offensive Spin ability, without being quite so cheesy.

I think the defensive Postures are hard to feel worthwhile when you could get just straight +1 AC with a feat. Obviously, there are limited number of times you can pick that but once you see it you can't unsee it.

I haven't really used the offensive postures because I don't want the knockback. I could probably edit it out myself, but I don't like knockback because it can cause extra "pulls" and it can occasionally knock an enemy through some bad geometry.

As for the tactics, one thing I've found annoying is that if I only have 1, I can't tell if it's on or not. Obviously, I distribute the tactics across my different fighters, but sometimes I literally can't remember which I took or not. Just a minor UI limitation.

 

4 hours ago, subtledoctor said:

This is all working correctly. The small delay after you wake up involves an invisible creature running a script on the bard... it relies on the HaveSpell trigger, which cannot be replicated with spell effects. So this is one of the rare times that I will tolerate the 'invisible creature+script' technique. 99% of the time you wake up, it will be in an inn or some other uneventful circumstance, so this 1-second delay should generally have no consequence on real gameplay.  (I highly doubt it could be interrupted, unless you sleep was interrupted by a monster attack or something like that, and the monsters had craaazy scripts that take up your computer's entire processing power for a few seconds.  Very unlikely... and even then, with sleep being interrupted you should not get your spells anyway.)

While I was messing around, I had one, maybe two, instances where SCS's Ease-of-use AI script caused my Bladesinger to immediately cast Armor upon resting. And then afterwards, I ended up with 0 casts remaining, when presumably I should have ended up with 1. I could NOT reproduce this consistently: when I tried, most of my attempts had my character just standing there not casting Armor, and it didn't work when I cast Armor manually. Sorry that's not much to go on in terms of a bug report.

FWIW, I think some of the solutions you use to try and make these designs work in a pretty limited engine are pretty incredible. Obviously, I don't understand the full systems, but when I've dug into them, I'm pretty astounded at how intricate it all is.

 

4 hours ago, subtledoctor said:

A possible new method would look like this: you never have to  do anything at night.  Instead, every morning, your spellcasting will be disabled and you will get access to your spellbook. You can change out spells, or not. When your choices are ready, you would use an innate ability to enable spellcasting and remove access to your spellbook. Pro: you don't have to remember to prepare spells before resting. Con: you have to do something (clicking an ability) every time you wake up. Whereas right now, if you don't want to swap spells then you don't have to interact with the system at all.

I definitely think this way is better. Having to do something each time you rest would be massively aggravating. Also if you get ambushed or some other sort of script interrupts your sleep with combat, you'd just have no spells at all.

I don't think this way is bad. It's essentially the same as for Wizards: if you want to change your spells for the next day, you have to remember to do it before you rest. Even if that's not the better way to do it generally, the fact that Wizards (and Clerics and Druids) already work like that is a good reason for spontaneous Bard casting to follow suit for consistency.

Edited by hippofant
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19 hours ago, hippofant said:

I think the defensive Postures are hard to feel worthwhile when you could get just straight +1 AC with a feat. Obviously, there are limited number of times you can pick that but once you see it you can't unsee it.

I think the Parrying postures are a 3- or 4-point bonus against a particular damage type. It's supposed to be attractive, if you know what you're facing. A 4-point bonus against blunt when facing ogres, or a 4-point bonus against piercing when facing an army of gnolls, could be a serious advantage.  Getting all three postures for one feat and being able to use them interchangeably could be worth a Dodge feat that gives you a blanket 1-point bonus all the time... maybe? Or maybe changing them is too finicky.

Maybe parrying should be more like a small-scale aura that applies a -1 or -0.5 penalty to APR to a nearby enemy (subject to a save). Could set it up to work like the SoB Shield Bash, so it only affects one enemy each round. Hmmm...

(EDIT -  man, a MnG/SoB fighter with a parrying aura and the Dodge feat and defensive tactics and toughness and armor-based DR and specialized in shield-fighting would be suuuuuuper tanky. Might have to try that with... Mazzy? Auren? Hmm...)

19 hours ago, hippofant said:

While I was messing around, I had one, maybe two, instances where SCS's Ease-of-use AI script caused my Bladesinger to immediately cast Armor upon resting. And then afterwards, I ended up with 0 casts remaining, when presumably I should have ended up with 1.

Ah, I see: the script cast the spell, and then it was no longer memorized, and since it was not memorized then the MnG semi-spontaneous script (firing later for whatever rare reason) did not give you the spell.

The semi-spontaneous system disables the casting button when you decide to swap spells, but I didn't contemplate scripted casts. I can try to bolster it in two ways:

1) actually apply an opcode 145 "Disable Spellcasting" effect in addition to the opcode 144 "Disable Button" effect... I usually try to steer clear of op145 since it can mess with quickspells, but these semi-spontaneous casters cannot use quickspells anyway, so it should be fine. OTOH I'm not sure this will work, because such effects seem to be briefly canceled when you rest or move to a new area, and then quickly reapplied a moment later. Why, I don't know. But the SCS script might inadvertently exploit this to cast a spell in that small window of time. But,

2) I can apply a "Wish Rest" to restore all your memorized spells the instant before the script is applied. This way even if you somehow manage to cast something, it will still be available for spontaneous casting after the script is applied. There will still be a problem, to wit, a free casting of Armor. But in my experience getting an extra spell is far more forgivable than not getting a spell you should get.  :D

No E.T.A. for any of this stuff - time is not something I have a lot of right now. But this is all good feedback and helps me eventually make the system more robust and fun.

Edited by subtledoctor
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2 hours ago, subtledoctor said:

I think the Parrying postures are a 3- or 4-point bonus against a particular damage type. It's supposed to be attractive, if you know what you're facing. A 4-point bonus against blunt when facing ogres, or a 4-point bonus against piercing when facing an army of gnolls, could be a serious advantage.  Getting all three postures for one feat and being able to use them interchangeably could be worth a Dodge feat that gives you a blanket 1-point bonus all the time... maybe? Or maybe changing them is too finicky.

Maybe parrying should be more like a small-scale aura that applies a -1 or -0.5 penalty to APR to a nearby enemy (subject to a save). Could set it up to work like the SoB Shield Bash, so it only affects one enemy each round. Hmmm...

(EDIT -  man, a MnG/SoB fighter with a parrying aura and the Dodge feat and defensive tactics and toughness and armor-based DR and specialized in shield-fighting would be suuuuuuper tanky. Might have to try that with... Mazzy? Auren? Hmm...)

Oh right, it goes up to +4 at level 12. And since it's a specific modifier, it would stack over the max AC limit.

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I can confirm that Bladesinger is missing a Weapon Focus option at level 9. Is there a way to temporarily fix that via adding a proper ability via NearInfinity? If so, which one of these would work properly?

obraz.png.4a0648542c1ae106e009598819d9c677.png

Edited by Hypaspist
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On 1/27/2021 at 5:11 PM, Hypaspist said:

I can confirm that Bladesinger is missing a Weapon Focus option at level 9. Is there a way to temporarily fix that via adding a proper ability via NearInfinity? If so, which one of these would work properly?

obraz.png.4a0648542c1ae106e009598819d9c677.png

It would seem to me the easiest way to fix that would be to just cancel out of the feat selection, then use EEKeeper to manually increase the proficiency you were going to focus in.

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On 1/27/2021 at 6:11 PM, Hypaspist said:

I can confirm that Bladesinger is missing a Weapon Focus option at level 9. Is there a way to temporarily fix that via adding a proper ability via NearInfinity? If so, which one of these would work properly?

obraz.png.4a0648542c1ae106e009598819d9c677.png

Unfortunately it's not that simple. Well, it actually is simple - the correct ability is "D5FTPROF.SPL." However, I'm just now realizing that that spell has an eight-letter filename, which means if you give it to yourself you will never lose it, and will be able to cast it every day instead of just once ever.

So the best workaround would be to cast D5FTPROF on yourself, without actually giving yourself the ability. Unfortunately I think the EE console doesn't make that easy - you have use ActionOverride, and get the formatting just right.

Possibly easier would be just editing your save to increase your proficiency - but don't use EEKeeper!  Use Near Infinity instead.

I've added this to my fix list for the next version, and mostly done the work already. As relating specifically to the Bladesinger, I wonder whether people think you should have to select Weapon of Focus as a feat? Or should it just be a free thing at 9th level, allowing you to choose a different bardic feat in addition?

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6 hours ago, subtledoctor said:

Possibly easier would be just editing your save to increase your proficiency - but don't use EEKeeper!  Use Near Infinity instead.

Why do you advise not using EEKeeper? I have noticed it borks on the ExtraProficiency1 you use for Clubs/Maces, but otherwise I think it's been okay when I've used it?

 

Actually, I should add, I do have an actual bug report to make: there are some permanent character effects that you apply - either in this or Scales of Balance not sure - that are reapplied every time the character is removed and added back to the party. In particular, D5_WF11N, D5_WF12N, D5_WF13N, D5_WF21N, D5_WF22N, D5_WF23N, D5_WF24N, and D5_WF25N seem to fire every time and apply their corresponding effects repeatedly. Also the D5??NUSE spell applies a lot of 180 opcodes each time a party member joins. I've had to give each of my characters permanent protection from D5??NUSE spells, or their character files just get insanely bloated with effects and starts really lagging NearInfinity when I try to make edits to their character files.

I haven't been able to figure out how/where the D5??NUSE spells are fired, but it seems like this could be fixed by just making sure they apply protection from themselves so the effects don't duplicate.

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23 hours ago, subtledoctor said:

Unfortunately it's not that simple. Well, it actually is simple - the correct ability is "D5FTPROF.SPL." However, I'm just now realizing that that spell has an eight-letter filename, which means if you give it to yourself you will never lose it, and will be able to cast it every day instead of just once ever.

So the best workaround would be to cast D5FTPROF on yourself, without actually giving yourself the ability. Unfortunately I think the EE console doesn't make that easy - you have use ActionOverride, and get the formatting just right.

Possibly easier would be just editing your save to increase your proficiency - but don't use EEKeeper!  Use Near Infinity instead.

I've added this to my fix list for the next version, and mostly done the work already. As relating specifically to the Bladesinger, I wonder whether people think you should have to select Weapon of Focus as a feat? Or should it just be a free thing at 9th level, allowing you to choose a different bardic feat in addition?

Thanks! I'll do that, though I'd be missing the one more attack every two rounds (as per kit description), is there a way to fix that as well? Also, if you have Scales of Balance installed as well, does Bladesinger's Mastery mean 4 pips or 3?

As for your question - I'd keep it as a feat, but I'd consider adding addtional Bladesinging variants as feat choices as well (from here😞

 

When novices began their tutelage under experienced bladesingers, they could maintain their bladesong for about a minute's time, two times every day.Throughout the course of their training they developed great concentration that helped prevent their magic from being halted in any manner.

Over time they learned how to further modify the magic of their bladesong in order to better suit their needs. These songs were often presented in pairs that shared some close association with one another.

A song of defense a bladesinger could actually negate harm inflicted upon them, while song of victory allowed them to attack with greater power.

When performing a song of celerity a bladesinger was empowered to cast a spell with great quickness, while the song of fury allowed them to make a swift, "arcane strike" against their foe. With the choir of swords a bladesinger could strike out against every opponent near them, with similar blinding speed.

 

But the player would only be able to pick one or the other - either making their Bladesinger a better fencer, or a better spellcaster. Making hard choices is always interesting!

Edited by Hypaspist
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