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Kit Request!


Guest Sol the BGTutu Player

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Guest Sol the BGTutu Player

Alright guys... I posted this because, Im a large fan of Mage-Warriors, except... I'd much prefer the idea of a Sorcerer/Quick Warrior.

 

I for one, feel this is a interesting step towards a new brand of kits because as you know sorcerer's in BG 1... really aren't that great, yet not everyone likes the way Mage's use magic.

 

I want a kit that's similar to the idea of Kensai and Sorcerer, yet not to where it's overpowered or overshadowing either of it's origins, and still a kit all it's own.

 

Anyone up to try this?

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Hmmm..

 

In that case Andyr, would it be possible for someone to make me a patch that modifies the "sorcerer kit" to be "Warlock" and to have slightly better weapon-skill gains and the ability to wear armors?

 

Im currently using the patch that also gives Arcane magic a fail-rate with it.. so honestly while thinking about it I cant see how it would be a bad idea for a kit, even if I ended up the only person who used it.

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But you can simulate a sorceror kit by scripts.

 

Warlock is a so good class, but he's not a sorcerer. He's a so well equiped man, who gots VERY limited spell selection, but he can cast them at will.

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But you can simulate a sorceror kit by scripts.

 

Warlock is a so good class, but he's not a sorcerer. He's a so well equiped man, who gots VERY limited spell selection, but he can cast them at will.

 

Yarpen, I dont use TDD or have the Warlock kit, I just want someone to make me a patch that modifies the sorcerer so that it has alright weapon skill gain - AT LEAST onpar with rogues and clerics, and the ability for it to wear lighter armors - which from my experience wouldn't of been hard to do, but I wouldn't be sure how to go about it.

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Have you tried the DruidicSorcerer kit, it allows the sorcerer to use weapons that a druid can use and also druid spells.  Kinda overpowered but its about what your describing.

 

ronin

 

 

Meh, unfortunately Ronin I couldn't get this to work with my BG1Tutu im playing - and with BG 2 itself.. I dont have ToB so im not even sure if I should try bothering....

 

Anyone here capable of making a BG1Tutu Druidic Sorcerer kit-mod or does anyone know how I could make it work with BG1Tutu without ToB?

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I for one, feel this is a interesting step towards a new brand of kits because as you know sorcerer's in BG 1... really aren't that great,

:)

 

I don't know who you're addressing with "as you know." If sorcerers are underpowered at BG1 levels it is certainly news to me.

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Anyway... Druidic Sorcerers seems to help, though it only seemed to make them able to wear armor in BGtutu for me... but that works at well also - im curious guys, what would I do in order to improve the rate a class gains weapon proficiency or the cap it can have on various fighting skills? [Alot of classes I have seem to have only a 1 slot max and that seems really low for a cleric or thief.]

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Geez, if ya want to do all that just use ShadowKeeper to give your character exactly what you want.

 

ronin

 

 

I couldn't seem to find a BG1 version, but ontop of that Ronin, this problem seems to be with -alot- of BG 1 classes. I agree that say a cleric shouldn't be able to reach Grand Mastery etc.. in skills, however - reaching at least Mastery isn't exactly 'unreasonable' especially not at least Specialised, hence If I can find a program that would let me I'd like to tweak my various classes/kits so that I can do that...

 

P.S - Why is it impossible for Sorcerers, Pallys, Barbs and monks to multi-class... always seemed discriminatory to me...

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Well it's not a problem, it's the D&D rules. Only fighting related classes get more than 1 point in weapons. And the BG1 version of ShadowKeeper is called GateKeeper.

 

And on your PS, it's because BioWare coded those as kits themselves (with some hardcoded tinkering thrown in), so they aren't classes in their own right.

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If you've installed EasyTutu, you can use Shadowkeeper, just point it to the EasyTutu directory. It uses the BG2 engine, remember?

 

But even with SK, you won't be able to give yourself more proficiencies than you should have for your class or at your level. I've used SK to re-distribute Jaheira's club proficiency in BG2, where she starts out with 2 slots in club. And I've found that the surest way to make your edited game crash is to (accidentally or purposefully) give somebody more OR LESS proficiencies than he/she is entitled to by level. The emphasis on the "less" part is because that's where I mess up--taking away and forgetting to give back.

 

But I know what you mean about clerics not being able to specialize. They were originally based (albeit loosely) on the medieval military orders, so you'd think they had some fighter training. I'm not talking about mastery, here, just a second proficiency slot. And yes, I do realize this is because of D&D rules. Maybe this was implemented to balance the facts that a vanilla cleric does have access to at least some offensive spells, can cast said spells while equipped with a shield, can wear any armor in the game, has 8-sided HD, only fights worse than a fighter, and, unless I'm mistaken, advances in level faster than anyone but a rogue.

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But I know what you mean about clerics not being able to specialize. They were originally based (albeit loosely) on the medieval military orders, so you'd think they had some fighter training. I'm not talking about mastery, here, just a second proficiency slot. And yes, I do realize this is because of D&D rules. Maybe this was implemented to balance the facts that a vanilla cleric does have access to at least some offensive spells, can cast said spells while equipped with a shield, can wear any armor in the game, has 8-sided HD, only fights worse than a fighter, and, unless I'm mistaken, advances in level faster than anyone but a rogue.

 

I think Fighters do catch up to clerics eventually in XP cost. But you've hit the nail on the head as to why Clerics (and most other classes) can't specialize in weapons, since it's basically the only unique fighter ability. In the final stages of 2nd Edition AD&D there were rules allowing all classes access to weapon specialisation (Player's Option), but you took a big hit in class abilities for it. For a mage for example, it removed your ability to cast spells from about three schools of magic.

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