SorrowSeer Posted January 5, 2023 Share Posted January 5, 2023 (edited) Wrong theme, sorry Edited January 5, 2023 by SorrowSeer Wrong theme Quote Link to comment
Guest Valefor Posted February 9, 2023 Share Posted February 9, 2023 equipment restriction for ranger/cleric dual/multi I noticed there was an option for druid and cleric multi class for equipment access and I made an archer/cleric thinking it applied, but while my unit can use bows, he can't use metal armor. it makes sense thinking about it cuz the restriction is on the ranger end rather than the cleric end. it's up to the mod author ofc but I figure for niche situations like that it would be good to also unlock that. elf archer/priests seemed like a thing in a lot of high fantasy lore and pure rangers are pretty bad so I figure it sounds like an interesting idea of an archer who is a viable healer on the side, letting a primary cleric focus his spell slots on utility. I'm running this on icewind dale not sure if that matters at all. Quote Link to comment
StummvonBordwehr Posted February 10, 2023 Share Posted February 10, 2023 Would it be possible to boost spears a bit? Halberds can apparantly deal both piercing and slashing damage. The rationale is that the user can use the weapon 2 ways… Fair enough, but what about spears? Couldnt a spear deal some chrushing damage? I am not a spear master, but have had training with the bayonette, and in close combat you will deal chrushing damage as well - if you see fit. I know DnD and esoecially the BG Series is something of its own, but I would like to use spears more. My suggestion would be 2d4 piercing damage and long reach or 1d6 chrushing damage at close range - Or something like that Quote Link to comment
jmerry Posted February 11, 2023 Share Posted February 11, 2023 So, no reason to ever use the crushing mode unless the enemy has a specific resistance/immunity to piercing damage. You can't give an attack ability a minimum range in these games, after all. Spears could use a buff, and there are certainly already mods out there that do it. My own idea, which I might throw in next time I update my tweak mod, is 1d8 base damage instead of 1d6 and being usable by thieves (including backstabs and proficiency). As a side note, I believe this is one place where the games didn't adapt P&P material faithfully. I think 1d6 damage is the standard for one-handed spears, and the two-handed variety are supposed to hit harder. Quote Link to comment
OrlonKronsteen Posted February 13, 2023 Share Posted February 13, 2023 How hard would it be to add an optional component for restoring the poison weapon ability (assassin, blackguard) to what it was before the 2016 nerf. Or perhaps a range of options, for those who might not want it as strong as it used to be? Tresset had made a mod for this (hosted on the Beamdog forums), but I don't think it's quite in sync with v2.6, and I'm not sure if he's around much. And I think it would be good idea to have that in a mod that gets continued maintenance and updates. Thanks again for all you do. Quote Link to comment
StummvonBordwehr Posted February 13, 2023 Share Posted February 13, 2023 (edited) I have another one: backstabbing with a large or and odd weapon should not add strenght multiplier to the attack. Its fair enough that thieves know the weak spot on most enemies. But ut hardly seems posible to be hiding in the shadows and do a precise and forcefull attack with a katana or staff. A dagger, club or short sword seems more suitable for making the attack with full force and with precission. so how about removing the strenght bonus for back stabs not made with a club, dagger or short sword Edited February 13, 2023 by StummvonBordwehr Quote Link to comment
jmerry Posted February 13, 2023 Share Posted February 13, 2023 Strength bonuses already aren't multiplied by backstabs. Setting strength bonuses to not be added at all in backstabs? Probably not possible. Quote Link to comment
StummvonBordwehr Posted February 15, 2023 Share Posted February 15, 2023 Okay. Could a lower backstab multiplier be implemented? Like: - regular multiplier for daggers, clubs and short swords, - multiplier -1 for regular thieves weapons besides the above, - multiplier -2 for all else. Quote Link to comment
polytope Posted February 16, 2023 Share Posted February 16, 2023 4 hours ago, StummvonBordwehr said: Okay. Could a lower backstab multiplier be implemented? Like: - regular multiplier for daggers, clubs and short swords, - multiplier -1 for regular thieves weapons besides the above, - multiplier -2 for all else. Item Revisions (in a previous version, I haven't checked lately) did this but there's a problem when dual wielding. Longswords in both hands (for instance) means a -2 penalty to backstab multiplier, kind of ruins the stalker kit which is clearly supposed to be both a backstabber and also a two-weapon fighter (like other rangers). Quote Link to comment
subtledoctor Posted February 16, 2023 Share Posted February 16, 2023 8 minutes ago, polytope said: Item Revisions (in a previous version, I haven't checked lately) did this but there's a problem when dual wielding. Longswords in both hands (for instance) means a -2 penalty to backstab multiplier, kind of ruins the stalker kit which is clearly supposed to be both a backstabber and also a two-weapon fighter (like other rangers). Eh, that just incentivizes the Stalker to dual-wield weapons more appropriate for backstabbing. When a kit is supposed to hew to a theme, and the game mechanics push it toward that theme, Quote Link to comment
polytope Posted February 16, 2023 Share Posted February 16, 2023 15 minutes ago, subtledoctor said: Eh, that just incentivizes the Stalker to dual-wield weapons more appropriate for backstabbing. When a kit is supposed to hew to a theme, and the game mechanics push it toward that theme, The only recruitable stalker NPC is a katana specialist... Also, it depends on what you think are appropriate weapons. The vanilla game list is fine except for staves, which should really not be weapons for single class thieves, even spears would make more sense (I believe Safana in original BG1 had a mysterious spear proficiency? So long since I've played that version...). Then it became worse when the Staff of Striking and particularly the Staff of the Ram were introduced, which made clubs totally redundant to thieves. Light single handed blades (not battle axes or bastard swords) and light blunt weapons (clubs) are thematically appropriate for thieves, the reason daggers are a wasted proficiency (except for poisoned throwing daggers, and Fire Tooth if you're playing EE) is that the circumstances in which daggers would be useful just don't occur in game: Disarmed of your main weapon (even if you drop weapons due to a special attack you can move and pick them up). Trapped with a net and need to cut your way free (doesn't happen) Enveloped/constricted/swallowed whole by the monsters that can do that (which aren't encountered, or for which this attack form wasn't implemented) Forcing players to backstab with daggers (which have low damage ceilings) doesn't improve the situation much I'm afraid, as it is daggers are a ranged weapon only in BG2, which is also silly, but there you go. Quote Link to comment
subtledoctor Posted February 16, 2023 Share Posted February 16, 2023 …or, giving daggers better backstab multipliers than bigger weapons gives them higher damage ceilings, and works to remedy the very problem you are complaining about? Quote Link to comment
polytope Posted February 16, 2023 Share Posted February 16, 2023 A small d4 die for damage removes some of the suspense from a backstab*, regardless of allowing a x5 multiplier, because the maximum damage is at most 15 points above the minimum (and specialization/magic/kit bonuses would usually provide most of this damage anyway). If something needs to be done to improve daggers globally, then a good candidate would be an enhanced critical hit effect if wielded by warriors or rogues (i.e. not by single class druids or mages). *Although of course maximum damage can be guaranteed if you're a kensai->thief using kai or cleric/thief under Righteous Magic. Quote Link to comment
mickabouille Posted February 16, 2023 Share Posted February 16, 2023 Or have the backstab damage not be a multiplier but an additional damage die (die size TBDecided) Oh well, no, that something else entirely (and, I guess, very hardcoded) Quote Link to comment
jmerry Posted February 16, 2023 Share Posted February 16, 2023 There's actually a hidden option for 3E-style sneak attacks in BGEE/BG2EE, and the tables to support it are there. Drop the "invisible" condition on backstabs, replace the multiplier with some number of added d6 damage dice. It's also deeply flawed; enemies ignore the "behind" condition on backstabs, so enemy rogues with this option would get their sneak attack damage on every melee hit. Not a good idea for these games. Quote Link to comment
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