Jump to content

DMF

Members
  • Posts

    6
  • Joined

  • Last visited

Everything posted by DMF

  1. This is the P&P description for Spell Invulnerability. From Forgotten Realms Adventures (1990). Seems underwhelming for a 9th level spell.
  2. PnP indeed doesn't specify a limit for Domination uses other than your spell slots (both in 2E and 3.5E; no idea if it's different in 5E). That doesn't mean some DMs wouldn't have house rules against it, though. As for sleeping - PnP Domination can theoretically last indefinitely if the victim keeps failing his weekly/monthly saving throw (depends on INT score), so... yeah.
  3. In PnP, Domination is supposed to end when the wizard who cast it is dead. I suppose implementing something like that would be beyond the limitations of modding? I disagree with this. If I dominate a mage or cleric, I want to use their spells at my leisure instead of depleting their spellbook ASAP and subsequently throwing them at the enemies. I don't see the issue. Then again, I don't see the issue with letting necromancers have an unlimited army of undead or conjurers having their army of summoned creatures, because this is how it worked in PnP. Bioware agreed with me back in BG1, but for some reason their design philosophy shifted massively in BG2. I know SR(R) isn't supposed to be faithful to PnP, but these limitations make mages feel like neutered versions of their original BG1 selves, let alone PnP.
  4. Thanks for the quick fix on the charm spells, @Bartimaeus. While we're talking about Enchantment spells, I'm interested in hearing opinions about Domination's duration. In the original BG1 engine, it lasted a whopping 12 hours; the 1 turn duration is pathetic in comparison (and unmodded BG2's 8 round duration is even more so). And at 12 hours it still doesn't last nearly as long as the PnP version. I already edited this in myself in NearInfinity, but I wonder what your thoughts are on this, balance-wise. Necromancers get to have their allies stick with them for 8 hours, so why not Enchanters too? Domination wasn't the only spell that lasted longer in BG1, btw. Charm Person and Dire Charm lasted 17 rounds and 2 turns, respectively.
  5. Funny and probably harmless bug: when casting Charm Person and Dire Charm on people, the line "glittergold guide your eye on your travels" pops up in the combat log. Not present when using the Domination spell. This is on BG1EE+SOD, game version 2.5. There shouldn't be compatibility issues with 2.5 and the new SRR version, right?
  6. Fantastic mod, Bartimaeus. If no one minds, I would like to make two feature requests: 1. Battering Ram is an Evocation spell, as opposed to Knock which is an Alteration spell. I find this objectionable because: (a) I want to play an Enchanter, and (b) no one in the world wants to play an Abjurer in the BG games anyway, so no one was losing out on a basic utility spell. Personally I just edit Knock out of the install process, but I think one option would be to add Knock to the mod in addition to Battering Ram. Alohomora and Bombarda are different spells in the Harry Potter-verse, aren't they? 2. This one probably falls outside the scope of SRR, but I'll mention it anyway: Rogue Rebalancing adds Mass Charm as a Bard HLA. This is not actually accurate to PnP where Mass Charm is a level 8 mage spell. It also effectively makes Bards better high-level enchanters than Enchanters, which doesn't make a lot of sense. If there's interest in rectifying this, I think one option would be to make Mass Charm also available to Mages if SRR detects an installation of RR, either as a level 8/9 spell or as an HLA, depending on what you think is best balance-wise.
×
×
  • Create New...