Guest morpheus562 Posted May 10, 2022 Share Posted May 10, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
subtledoctor Posted May 10, 2022 Share Posted May 10, 2022 (edited) I’ve toyed with the idea of revamping Turn Undead. It is very frustrating that, while Bard Song is super moddable, Turn Undead is completely hard-coded. Imagine how cool it would be if you could use something like the Switch Song opcode to change the effect of Turning? What I would do (still might do, if I get around to it) is disable the existing undead and make a whole stable of replacement divine toggle abilities. Systematize them - like the bard songs in Might & Guile - and then give appropriate versions to each kit. Lathander clerics could do False Dawn every round while active, harming undead and also a chance to blind living enemies. Talos clerics could do something like Static Charge, a chance to electrocute an enemy every round. Helm clerics could do True Seeing or something. And they could be upgraded or changed over time, or even let players learn more than one, like IWD/MnG bards. Sigh… it would be a pretty great addition to Faiths & Powers… there’s just not enough time in the day. Edited May 10, 2022 by subtledoctor Link to comment
Guest morpheus562 Posted May 10, 2022 Share Posted May 10, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
Guest morpheus562 Posted May 13, 2022 Share Posted May 13, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
Endarire Posted May 13, 2022 Share Posted May 13, 2022 Are allied or no hostile undead also hurt by this new ability? Should they be? Link to comment
Guest morpheus562 Posted May 13, 2022 Share Posted May 13, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
Guest morpheus562 Posted May 13, 2022 Share Posted May 13, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
Graion Dilach Posted May 13, 2022 Share Posted May 13, 2022 (edited) I guess evil clerics no longer able to dominate undead with this. Remind me, Thieving Skills for Bards is fully incorporated into this one, right? Edited May 13, 2022 by Graion Dilach Link to comment
Guest morpheus562 Posted May 13, 2022 Share Posted May 13, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
Andrea C. Posted May 14, 2022 Share Posted May 14, 2022 @morpheus562 building on your rework of weapon proficiencies—have you thought about implementing true P&P Grand Mastery? The engine wouldn’t normally support it so it would require some wizardry on Bubb’s part, but I think it would be pretty awesome. (Mad kudos if the aforementioned wizardry extends to the damage calculation and display in the character inventory / record) Link to comment
Guest morpheus562 Posted May 14, 2022 Share Posted May 14, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
Andrea C. Posted May 14, 2022 Share Posted May 14, 2022 (edited) In P&P, Grand Mastery was described in the AD&D Combat And Tactics handbook as giving 1 extra attack per round and increasing the weapon’s damage die size by one category. No other bonus was mentioned, so you’d strip any extra bonus to attack, damage or speed factor present in the game for Grand Mastery. The ApR is already there (well, half of it unless you used the True Grandmastery component from Tweaks Anthology) so the tricky part would be the damage die size increase, which would require enabling in the engine first (hence Bubb’s wizardry requirement.) Edited May 14, 2022 by Andrea C. Link to comment
Guest morpheus562 Posted May 16, 2022 Share Posted May 16, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
Guest morpheus562 Posted May 16, 2022 Share Posted May 16, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
Guest morpheus562 Posted May 22, 2022 Share Posted May 22, 2022 (edited) Remove Edited May 17 by morpheus562 Link to comment
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