Aragorn II Posted January 18, 2006 Share Posted January 18, 2006 Something that I would very much like to see implemented in the Divine Remix is a Paladin Remix, with kits such as paladins of Torm or Tyr, with perhaps even demipaladins (from Complete Paladin Handbook). Is there a Paladin Remix in the works at all? Link to comment
Grim Squeaker Posted January 18, 2006 Share Posted January 18, 2006 It's somewhere on my to-do list, believe me. However, I wasn't really planning on focusing on different gods for the kits, as they wouldn't actually cause as much effect as it does with clerics. Link to comment
Andyr Posted January 19, 2006 Share Posted January 19, 2006 Yeah. We want to add more stuff but I feel the existing kits cover a lot of bases; for example Inquisitor fits Torm/Helm well while Undead Hunter could be Kelemvor/Lathander and Cavalier Sune. Link to comment
Aragorn II Posted January 20, 2006 Author Share Posted January 20, 2006 Another great idea! (Jesus, this has been a good week for ideas!) In the Complete Paladin's Handbook, it has ideas for different holy swords besides your basic +5 Holy Avenger. Would it be possible to implement some of these into Divine Remix? Link to comment
Grim Squeaker Posted January 20, 2006 Share Posted January 20, 2006 I guess its possible. We'll see. Link to comment
NiGHTMARE Posted January 20, 2006 Share Posted January 20, 2006 I for one would love to see a paladin warhammer - surely not all paladins view a great big sword as being the ultimate weapon? Link to comment
SixOfSpades Posted January 27, 2006 Share Posted January 27, 2006 I might as well mention this here as well.... I have my own ideas for rebalancing Paladins (not that any of them will be implemented any time soon, but they're still decent ideas), most of them making the various kits deviate more from the original class, and weakening them a tad (especially the Cavalier) so as not to leave the unkitted Paladin crying in the dust. What I'm curious about is other modders' reactions to the concept of allowing pureclass Paladins (and Rangers, and Barbarians) to put three proficiency points in a weapon, to help even out the power imbalance that currently sets trueclass Paladins a rung or two below the kits, and the various Warrior Multiclasses. Link to comment
Andyr Posted January 28, 2006 Share Posted January 28, 2006 Please, post your ideas. What's the ingame effect of 3 stars rather than 2? The extra point is +1 damage or something, isn't it? That'd probably not be too much of a bonus. Could work, I suppose. Link to comment
Guest Guest Posted January 28, 2006 Share Posted January 28, 2006 What's the ingame effect of 3 stars rather than 2? The extra point is +1 damage or something, isn't it? That'd probably not be too much of a bonus. Could work, I suppose. <{POST_SNAPBACK}> Well, I'd be smoothing out the Weapon Specialization curve as well, so that each proficiency point confers a roughly equivalent amount of bonuses (as compared to, say, going from High Mastery to Grandmastery and getting an entire +1 to ApR). So the 3rd proficiency point would probably either be +1/2 to ApR, or +1 bonuses to THAC0 and Damage. The overall power of all proficiency levels would not change much, just the progression along the line would be more steady. I just want something meaningful enough to make the Ranger (with +++) be noticeably better in melee than the Stalker (with ++), who is noticeably better in melee than the Archer (with +). Link to comment
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