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An idea for a kit.


Daeva

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Hi, I'm relatively new to this - I've messed about with modding a bit before but this is the first largish thing I've tried.

 

I've have a new idea for a kit, though am not sure whether it's over-powered or not and I would appreciate opinions on the matter:

 

Sorceror-type kit (name a description change with the day of the week but sort of Arcane Archer . . .)

 

Advantages:

 

up to 3* in short bows / slings

THAC0 -2 for every spell level for ranged weapons

each hit = 2% chance of fireball on target

may shoot magic arrows (ala gesen bow) but each one = -1 memorised spell

+ 1/2 attack every 4 levels

 

Disadvantages:

 

no * in melee weapons

no gauntlets

possibility for wild magic surge everytime a spell is cast

possibility for wild magic backlash everytime a spell is cast

-2 casting speed

 

So far I'm fairly sure how to code it - using a fighter kit and changing class to sorceror for spell casting but am not sure how to implement the magic arrows, also I can't seem to work out how to change the kit description without overwriting the original sorceror one . . .

 

Any help would be much appreciated.

 

Tah

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Pretty good for a beginning kit, the disadvantages seem quite interesting, especially given the Fighter base class, but it seems a bit overpowered, the main culprit being:

 

THAC0 -2 for every spell level for ranged weapons

Now, if this is an advantage (and I'm reading this right), this would be a +2 to hit per level of spell the character is capable of casting. By the time the character hits 12 level (which isn't all that high in BGII) they're going to get a whopping +12 to hit, on top of anything else they've got. At that point, they'd almost never miss, especially if you tool them up right.

 

 

 

Disadvantages:

-2 casting speed

Also, this is an advantage, though I assume you mean it to be a slower casting speed (i.e. a +2 to casting speed)

 

 

So far I'm fairly sure how to code it - using a fighter kit and changing class to sorceror for spell casting but am not sure how to implement the magic arrows, also I can't seem to work out how to change the kit description without overwriting the original sorceror one . . .

The Sorceror has some hard-codedness issues that mean you're probably going to have to replace the sorceror with this kit. However, some of the more expert coders might be able to give you a workaround.

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I know the Art of Weaving adds a new sorceror kit - and they did run into the same problem as you with the kit-description.

 

I think they 'solved' that by making the sorceror description contain the description of the general sorceror + the description of their new kit. Far from ideal, of course, but maybe inevitable.

 

I am wondering though if one can change a kit description through a spell applied at first level? But I am no expert on kit-coding at all.

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Thanks for replying, I did of course mean +2 to casting speed rather than -2 (always forget which way round it is).

 

Would it be better if I reduced the THAC0 modifier to -1 per spell level or perhaps even -1 per 3 levels, etc . . . ? I've tried a sorceror using a sling and their THAC0 progression is so slow as to make it unreal but I still want them to be able to realistically use a bow.

 

I am wondering though if one can change a kit description through a spell applied at first level? But I am no expert on kit-coding at all.

 

Well, I know that's how you can change the kit title, with a spell effect, but have not found one to alter the kit description as of yet.

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Would it be better if I reduced the THAC0 modifier to -1 per spell level or perhaps even -1 per 3 levels, etc . . . ?  I've tried a sorceror using a sling and their THAC0 progression is so slow as to make it unreal but I still want them to be able to realistically use a bow.

 

-1 per three levels sounds like a good way to go, that way you'll get +10 by game's end. It's going to make you good, much better than any mage, but not put you up there with Fighter specialists. I think the lack of any kind of melee proficiencies and the casting speed thing will put them in enough danger when things get up close and personal that it balances out the increased fighting ability.

 

At first glance I thought the fireball thing was a bit over powered, but now that I think about it, it's probably going to be a mixed blessing. Set at 2%, it's unlikely to ever really go off when you need it to, and will probably end up firing right when you don't need it.

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At first glance I thought the fireball thing was a bit over powered, but now that I think about it, it's probably going to be a mixed blessing. Set at 2%, it's unlikely to ever really go off when you need it to, and will probably end up firing right when you don't need it.

 

Yeah, that was the idea - I've already tried it out and, while it is sometimes helpful, it also hurts any of your characters in the area, which can be a pain - I've also capped the damage to that of a wand so that it does not get over-powerful.

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