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[Beta 9] Feedback of an EET-Installation


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Could install all major components (did not like every one), especially those who failed with beta 8. Kudos for DavidW!

Minor issues:

- F/M/T is as expected regarding weapon proficiencies available. F/Elementalist/T can only choose the 4 weapon proficiencies available to mages and use one skill point for each. On Level 1 this is possible but I expect that future weapon proficiency points will cause problems. I did not install the component "Revised Weapon Proficiency System"  obviously.  I guess that would solve the problem. Same problem for "Force Mage" Option.

- Blackguards are not a class of their own and the Blackguard kits are not available. I guess this is related to each other. 

- Confirm the multiple Saving Throw boni already reported, also for single class character (Paladin)

- The description of the undead hunter is changed at character creation but ingame in the character screen ("class" tab) the "old" description is displayed.  

- Wild Elf with Dex and Str 19 created with "pregenerate character" option. Loaded afterwards for "new game": Str is 18/57 reduced to 18 ingame and Dex is 18. Same with Earth Genasi bonus on Str, Dex and AC

Edited by maus
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Posted (edited)

During playing: 

Abilities: Extra Smite Evil; text for requirements: "NUMBER level CLASS". Well, I guess that is a placeholder ;)

Earth-Genasi: the protection against petrification is not protecting against the gaze attacks of the basiliks. 

Edited by maus
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General consideration: Shifting the barbarian to be a class of its own, it should need some ability requirements. Otherwise it is to easy to dual-class into a barbarian. Don't think that this is a big issue regarding balance oder gameplay, but maybe just for consistency?

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Neera joined with the possibility to level up to level 6. The level up happens in one "process" so I was able to select the abilities for Level 5 (3rd grade of spells) with the first pick. Don't know if this could be changed or is intended. But it compromises somehow the idea, that not all abilities might be selected straight forward. 

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I will try ;) my main character has some 70k XP. If a new group member joins one of the components ensures that the new member has more or less the same level. The new group member starts at level 0. First step is to level the character up to level 1. After this is done, the next level up can be done. This is a level up for example to level 6. 

All spellcasters can get the ability to increase the caster level by 1. But this ability is designed to available at level 5 (3rd grade spellcasting as requirement). If I level up Neera/Dynaheir/Branwen they all can chose in the level up process two abilities at level 6. For all of them I could choose to increase the caster level twice. 

If they would have been leveled up step by step, I could choose an ability at level 2 (but not increase the caster level) and another one at level 5(?). So at level 6 I can only boost my caster level by 1 as intended by the design. At least I guess this is the intention for the requirements for these abilities. But in fact I can increase the caster level by 2 if they join late. I guess this is not intended. 

Well, I would say: no big deal and the additional abilities are intended to be nice but no gamechanger (referencing the readme), so no problem that one has this increase in caster level earlier. But if you (DavidW) have set up the requirement you might be interessted to know that this is not always working like intended ;)

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