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Morpheus562's Kitpack


Guest morpheus562

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On 11/7/2022 at 6:47 AM, morpheus562 said:

I'm struggling with the disadvantages for the Dragoon. I am leaning towards a -2 AC Penalty since their focus is on movement and crippling enemy movement. Thoughts on if this is a good tradeoff?

I checked your GitHub kit_descriptions.tra file, this kit has an extra passive 20% 2D10 knock back attack, hamstring causes enemy slow in movement for 2 round. 
 

I’m thinking with this kind of unique mechanism -2 AC probably not enough. Perhaps armor type can only reach to scale armor and fatigue penalty with each successful hit?

Wearing scale armor so they are dragon knight can move faster than wearing plate mail, fatigue penalty so they can use their special martial art to knock back enemy.

You can also make a connection to let “Second Wind” in “Skill and Abilities” restore some fatigue in a tough fight.

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For the Dragoon, you've already hit it with some very significant weapon restrictions. Weapon restrictions are the only penalty berserkers have. Your battle master has the same restrictions but slightly looser, also being able to use 2handed swords, and does not have any further disadvantages. I think the dragoon as-is would be fine with just the weapon restrictions, unless you are designing your kits around mods that are so generous to polearms that being limited to them is much less of a drawback than in the unmodded game.

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Guest Morgoth

I have to ask: why would I play a vanilla fighter, forsaking me from:
- good kits (Berserker, Barbarian, Kensai, ranger) and their bonus (Berserker: rage; Barbarian: Their % resistance; kensai: being a great glass cannon; ranger: backstabs)
- stopping from dualling
- Forcing to me to play 15 levels (that's going near half of the levels you are supposed to get in game...) 

just to get the prestige class. What does this prestige class offer that is so great to play the game just to get it ? 

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Guest Connelly

If anything, it should be neat as an alternative/update to the Sarevok component of NPCKit. Giving you the choice to get it as well should be nice for roleplaying. How exactly would one acquire it, though? As a dual class option?

The chance to stun reminds me, in the Beamdog forum there was a fix for Deathbringer Assault.

Quote

This is a weidu fix for Sarevok's Deathbringer Assault for ToB that I made quite a while ago and forgot about. Sarevok's special attack had numerous inconsistencies and issues with it which I have fixed. First, The massive 200 points of damage would not affect creatures under level 8. Second, When Sarevok does his bonus damage he is supposed to laugh at the target, but he would instead laugh at random intervals, whether his bonus damage happened or not. Third, his attacks also have a chance to stun enemies, but there was no string displayed when this happened so it was hard to tell that it had taken place. I have fixed all of these issues.

Fixing those other two issues isn't terribly important, but any chance you've looked at them?

12 hours ago, Guest Morgoth said:

I have to ask: why would I play a vanilla fighter, forsaking me from:
- good kits (Berserker, Barbarian, Kensai, ranger) and their bonus (Berserker: rage; Barbarian: Their % resistance; kensai: being a great glass cannon; ranger: backstabs)
- stopping from dualling
- Forcing to me to play 15 levels (that's going near half of the levels you are supposed to get in game...) 

just to get the prestige class. What does this prestige class offer that is so great to play the game just to get it ? 

If someone wants to roleplay a pure fighter, that's reason enough. The mod also applies the kit to Sarevok by default, so it strikes me as an effort to update the Sarevok component of NPC Kitpack but also allowing the player access to it.

Mod synergy wise, imagine that you use a fighter overhaul mod, like the one in Artisan's Kitpack. The pure fighter kit gets several abilities that make it worthwhile to go pure up to lv 20. Up to lv 15 you get three skills (Power Attack, Expertise, and Rapid shot, and improved versions of them). That already isn't bad at all, but you also get specialization in all weapons at lv16 (great for flexibility) and an additional 1/2 apr at 20.

Looking at the code, I see the mod allows you to gain the kit only at 15 and not a single level above that. If that limit wasn't there and you could gain the skills retroactively, you could end up with a very scary dps that doesn't need self-buffing as badly as others. But even with only the pre-lv15 skills, this is a very hard hitting melee.

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