Jump to content

Demivrgvs

Modders
  • Posts

    5,369
  • Joined

  • Last visited

Everything posted by Demivrgvs

  1. Vampiric Touch - does the exact same thing apply to Larloch's Minor Drain ?No, multiple LMD spells currently stack. Should I make it not stack? LMD's max hp bonus is 10, instead of VT's 30, and they last 10 rounds instead of 50...thus it may be unnecessary in terms of potential abuse. Contagion It's intended, because within SR casting time and save penalties are tied to the spell lvl. Thus the 3rd lvl version is fester to cast with an easier save, while the 4th lvl one is slower to cast but it's harder to resist. Save vs death/poison is the very same thing, but I should make both descriptions use the same "name", will do. Magical Stone & Luck 5 turns (real time) = 1 hour (in game) Perhaps I should always use rounds/turns. Blindness Eh, leftover of its old V2 version, where it and Blindness were indeed permanent (a la Contagion). I'll fix the description.
  2. 1st lvl Invocation Spells Let's start with Magic Missile vs Burning Hands. Magic Missile also has the advantage of using 'magic damage', while BH is fire-based, which is the most common resistance for monsters. The multi-hit property is a plus too, because each projectile makes its own check to bypass magic resistance, making MM the most effective spell-disrupting spell against targets with magic resistance, and also useful to tear down Mirror Image. MM is still almost always the better choice imo, because BH's AoE is quite small (you can easily hit 2-3 targets if they're close, but not much more) and its very short range makes the caster vulnerable. That being said, BH is the only 1st lvl damaging spell with AoE, and in the right hands can indeed cause more damage than MM, but it's "harder" to use. One thing you're correctly pointing out though is that BH's damage goes up much more quickly. If I've convinced you about the above things (let me know) then I can probably agree to make it progress more like MM and cap at 9th lvl (it may actually be a must have for BG1 balance). Deal? Shocking Grasp and similar "on-hit or wasted touch spells" are a pain to handle. I come to the conclusion that I don't like this kind of spell at all, and I'd remove all its instances. For V4 SG will lokk like one of the two following way:1) electrical equivalent of Chill Touch, with stun as secondary effect 2) major overhaul, to make it work like Vampiric Touch (no hit roll required) And speaking of the latter solution, that's what I'm going to suggest for the Cause Wounds serie to make those spells at least a little appealing. Making CW spells work like that has the following advantages: - the effect wouldn't be considered a "weapon" anymore, preventing the weird issue of PfMW granting immunity to it - the effect would be considered a "true" spell, thus protections like Spell Deflection or Globes of Invulnerabilty are correctly applied - working via spl allows many refinements such as making CW not harm Golems (yes, you can harm them with CW now), or having Protection from Magic Energy work flawlessly against it (no "damage animation" issue) - minor consistency improvement, because they'd work more like Cure Wounds (no hit-roll) Long story short, they'd be a sort of Magic Missile with no range. Magically created weapons All good, but if you ARE proficient with the weapon (i.e. Specialized or Master) - will you benefit from it?Yes, that's exactly the improvement I've added over vanilla's behaviour. No proficiencies apply then, only base THAC0?Correct. I probably have to re-consider a ltittle all these spells and make everything more consistent. Fire Seeds: They still "suffer" from an old solution I used to make it bypass most "weapon immunities" because in theory these shouldn't be considered weapons by combat protections. Anyway, making them a sort of improved MMM is the best solution, and thus you're right, +4 enchantment should be enough (no creature is immune to +4 with PfMW or simialr spells).
  3. Fiends I can't reproduce this issue...anyway, what I'm doing here would probably solve that if it's really there. Protection from Fire/Elements/Energy It's quite hard for me to keep track of all mod-added custom spells, and there's no way to take them into account until I know their name. I'll baldead.spl to the list asap.
  4. Oh my, after checking again you're right...demon vs demon behavior is quite screwed up right now. I'll try to work on it today if I have some time (I need a longer pause from work than the ones I usually use to post here ). That being said, if fixing this ends up being too much time consuming I may actually start to implement a V4-like behaviour for them (once summoned you have various checks, if you're "lucky" the demon is completely allied with you, else...well...you're unlucky ), at least it won't be wasted time. I'll add Remove Magic, after all SCSII Pit Fiend has it. Gated Demons don't use most of their abilities against one-another because of their "goodbutred" status, which partially screw spell targeting system and scripts checks. Making them work as per SR V4 should also fix this, because they'd become either "ally" or full "enemy". Mmm, I'll test it again, when I made them ages ago I was almost sure Pit Fiend won most of the fights 1 vs 1. I?m glad you're enjoying it.
  5. Gated Demons I never had such issues, but I'll double check asap. Anyway, looking at the scripts SR's Pit Fiend should only attack Chaotic Evil demons on sight, and Glabrezus should attacl Lawful Evil ones. Death Knight has no such block with its custom SR script, he's neither a tanar'ri nor a baatezu. My first guess is that some other mod might have ruined SR summoned demons' scripts. I had it too together with SR and didn't had such issues...I have yet to try the latest SCSII version though. Those balors are probably unique creatures (eg like underdark's one) and thus they may be a tad more powerful. Anyway, Pit Fiends surely aren't underpowered considering I've made them hugely more powerful than in vanilla. Glabrezus have much worse stats, thus I don't know how a Glabrezu can beat a Pit Fiend 1vs 1. Pit Fiends vs Planetars: I don't know, in terms of power they should be more or less the same I'll try a fight between them.
  6. Symbol of Death Ardanis, I'll put it here to share it with players and see if I'm really an idiot, but I've just realized that something you suggested was indeed cool despite my first thoughts. I think that making SoD a sort of party-friendly Skull Trap would be both appropriate from a conceptual point of view (a discharge of negative energy) and effective. Skull Trap's damage currently goes up to 20-80, thus 50 on average with a save for half. Making SoD deal fixed 60 points of magic damage would keep a shade of its former "creatures with 60 or less hp must save or die", though a save to halve the damage is needed imo (with a -4 penalty). The only "drawback" is that for mages it would almost be a copy of Horrid Wilting (which deals 70 points of damage on average, with a slightly bigger AoE), but for clerics this would indeed be a really cool 7th lvl spell (a "mini" Horrid Wilting).
  7. Imprisonment I gather that with SR's version of Imprisonment, this tweak should be safe to apply now ?Semi-safe. On a normal game it's safe now, but if you play solo it's still game over if your only character get mazed or imprisoned. That being said, this spell is quite broken if you ask me (its very concept): how can it be balanced a spell which eliminates any target bypassing spell resistance and allowing no save? Not to mention that in the current game there's almost no way to protect a character from it. Does this apply to SR's Imprisonment also, or since it is an ability and not a spell, does it follow its own rules ? If the latter, would it mean that a demilich casting Impr on CHARNAME would result in a game over even with SR installed ? Demi-liches don't cast Imprisonment, but a similar spell called Trap the Soul. SR includes its own version of such spell too, almost identical to SCS's one (the only difference is the save penalty, mine is -4 instead of -5) but semi-safe as Imprisonment. Unfortunately, SCS overwrite SR's Trap the Soul. P.S if you want you can restore SR's Trap the Soul very easily: take spin788.spl file from SR's 'shared' folderand put it into the override.
  8. Admittedly, it wouldn't be much of a problem for the first one as few people have liches in their party (although... ), however, the second one would be more of a problem, unless SR's Iron Skins are modified in the same way ? Not installing SCS More consistent Breach (actually I think the tweak should be called More inconsistent Breach ) simply makes the game harder for players, because they have to rely on SR's Pierce Shield to fight liches and rakshasas. This tweak doesn't affect the AI at all. You shouldn't install SCS Iron Skins tweak instead, because I've replaced Iron Skin with Stoneskin (druids can't use iron weapons and armors but they cast an iron version of Stoneskin?! ), making quite obvious they behave the same way within SR.
  9. Pierce Shield Yep, Pierce Shield was changed to grant players a Breach-like spell that works on liches and rakshasas without bending the rules (e.g. SCS has an optional component to make Breach ignore their immunities, but I really don't like it). The Ravager is not immune to Pierce Magic if you need to lower magic resistance. That being said, I was asked to add a high lvl lower resistance spell with an AoE, and I'm trying to figure out if it makes sense in terms of balance, we'll see. Spell Shield Spell Shield is seriously broken even for "normal duels", that's why SCS doesn't use it (and you're not a beholder, are you? ). That being said I'm not the police, thus do as you wish. Non-AoE anti-magic attacks work exactly as they did in vanilla (though Secret Word now belongs to a different school). HLAs Yes I did, but there' no conflict I know of, and without Refinements there aren't HLAs for specialist mages.
  10. Animate Dead I was planning to restore Animate Dead for mages too, but giving it as a 3rd or 4th lvl spell. I actually don't like much the same spell to occupy a different spell lvl when used by a different spellcaster (as it makes it unbalanced for one of the two classes), but I'm generally tolerating it. I really can't tolerate though TWO more lvls for the same spell, because it would force me to make it terribly weak for a 5th lvl slot, or outstandingly overpowered for a 3rd lvl one. P.S Right now it's actually too powerful for a 3rd lvl spell. Skeletons and Greater Skeletons are fine, but Skeleton Warriors are really OP because of their 90% mr. I dind't removed them only because most player would kill me. Flame Arrow Eh eh, I'm glad you like them now. If correclty used they actually are more effective than before (e.g. a single FA spell can now destroy Mirror Image with its multiple arrows, or interrupt more than a mage spellcasting at once, ...). It's just a matter of knowing how to use them in a slightly different way than before.
  11. You probably should use this. I've actually got the hotfix, I needed it so I could install SCSII 'Improved Mages' component, you see. Yeah because your issue has nothing to do with that. It's because of the multiple target Flame Arrow, it's a known "issue" I'll have to solve sooner or later. Sorry, I hope at least it doesn't happen too often, and that's the only curscen where it can happen.
  12. Earthquake Just to clarify this considering both you and Dakk seem to have the same wrong assumption: death effect always allow a save, because you have to either fail the save vs unconsciousness or the fail vs the death effect itself. That being said, I got your point, and I'll think more about it.
  13. Flame Arrow I could do that, actually I think Spellpack does that, but the AI couldn't handle such feature, and the spell wouldn't correctly work on a spell sequencer anymore. Summoned Fiends Actually SR and SCS fiends have been made to work together. SR handles summoned ones, while SCS handles all the others (and sometimes it assign better scripts to SR's ones too). There may be very small differences but in general SR and SCS fiends have almost identical stats with the very same abilities. SR/SCS fiends follow a mix of AD&D and 3ed (the latter more than the former) while aVENGER's fiends instead are much more true to AD&D PnP. In terms of features aVENGER's work is probably more refined but I haven't tested them, and thus I don't know how they are in terms of gameplay and I'm not sure how they work along with SCS (e.g. SR/SCS fiends ignore Protection from Evil when gated by the AI). Earthquake I absolutely sympathize. The spell is somewhat "non-lethal" (well, for an earthquake;)) but it has the potential for non reversible NPC loss (=reload) if you don't stack up on the protection spells. If I understand Ardanis correctly, it should either be deadlier (so NOT buffing would be foolhardy) or have less permanent death potential. Right now it's "meh Earthquake, nobody ever dies from it" and then the giant miniature space-hamster goes buh-bye.Ok ok I'll think about it, though I don't understand the "NPC loss = reload" thing considering Raise Dead magic is far from uncommon within the Realms. I cannot make it more deadlier imo because it's a 7th lvl spell (it cannot work like a WotB + unconsciousness + crushing damage!), and the "sometimes it kill outright - sometimes not" part isn't so strange imo. Many high lvl spells inflict random damage that can occasionally kill in one hit, thus I don't see much difference, just imagine to replace 'death' opcode with 'outstanding crushing damage'. Lightning Bolt Scorching Ray? Is that one that works like the projectile for Aganazzar's Scorcher? Because that would be my suggestion, a short duration effect like that. If nothing works I would agree that your revision is preferable to the old ping pong version Sorry, Aganazzar's Scorcher is Forgotten Realms name for a classic spell which in the base manuals is called Scorching Ray, but they are the very same spell. Anyway, as I said I couldn't use its projectile.
  14. Lightning Bolt Back then I hoped to somehow "copy" Scorching Ray's projectile to make it work a la IWDII, but it cannot be done. Making this spell stand out has always been a concern of mine. In the same slot you have Fireball as an AoE damage dealer and Flame Arrow was way more powerful as a single target damage dealer (actually I ask myself quite often if FA is overpowered). Thus trying to make both LB and FA useful I've made the former more "user-friendly", and the latter more unique (and more faithful to its description and PnP version). Long story short, I really have no idea how to make LB more appealing (we discussed a bouncing effect, but it would be really too similar to Chain Lightning), and if you have a good suggestion I'm indeed open to it. P.S After SR's change the spell is now used by SCS AI, thus there's no way I'll revert it to its old vanilla behaviour. Various I'm glad you're enjoying it. Regarding the two things you don't like: 1) AoE anti-magic and 2) Flame Arrow randomness. 1) I don't like it myself, but it had to be implemented for SCS compatibility, and I cannot remove it. At least I managed to convince David to remove it from many of them (e.g. Pierce Magic, Pierce Shield, ...). 2) What's there that you don't like? You prefer it to always strike a single target? Anyway, I've done it for many reasons as stated above. The randomness itself makes it slightly less reliable on purpose because else there's no way Lightning Bolt can compare to this spell if both hit a single target. Blindness I felt too Blindness was OP for a 1st lvl spell (mainly because the AI cannot handle it much), and proposed to move it at least to 2nd lvl (replacing its 1st lvl slot with Daze or something like that), but then we opted to not mess things up too much for V3. Regarding its duration it doesn't matter that much in terms of gameplay if it lasts 1 turn or hours. David pointed out to me that a blinded AI mage is "dead" in both cases. Thus I kept the longer duration because it's deadlier when used against players, who instead generally survive long enough to be "annoyed" by its long duration (making Cure Disease much more appealing). Making it work as a necromantic spell (a la 3ed) instead of illusion (a la AD&D) was "only" a matter of consistency: I don't think an illusion would be "curable" by Cure Disease. Considering it's a save-or-else spell with no secondary effect I fear that reducing its duration to 5 rounds would make it completely pointless (and it would highly reduce Cure Disease appeal too). Why would I care to risk using a single target disabling spell that more often than not does nothing (it's quite easy to save against it) and when it finally works it lasts so little? I'd take Color Spray or Sleep over it anytime, wouldn't you?
  15. I almost forgot to answer sorry... Symbol of Death Perhaps no save penalty for 60+ then? Or small AoE, 10'? I would vote to change it to something else, but that would mean even more confusion for AI (it already mistakes Symbol of Disease for a Symbol of Fear).I thought the same both about wanting to change it and then stopping myself from doing it for some reason. Still, that seems to me the only way to make it both balanced and appealing. Letting 60+ targets save with no penalty may be almost fine for an 8th lvl spell (mage's version), though it would still make WotB look relatively unimpressive, but it would surely be really too much powerful for a 7th lvl spell (priest's version). Regarding Symbol of Fear I replaced it because I really couldn't imagine it being used when Symbol of Stunning does the same and in a much better way (stun immunity is much less common, and a stunned target is much better than a panicked one who can still run away and sometimes even react). The reason the latter was so much more effective is that only the former was implemented as per PnP, because PnP Symbol of Stunning had hp limit just like its PW version. Are you sure a change like SoFear->Weakness can cause any "confusion" to the AI? I don't think the AI effectiveness is affected by this, because the spell is still considered a "friendly mass disabling" spell, and I think it's all the AI needs to know in this case. Am I wrong?
  16. Earthquake Well, reducing death effect further will probably render it completely impractical to rely upon, and consequently even more frustrating when it does manage to kill an ally. That's why I suggested Hold, as the next closest effect type. Actually, I'd very much want to see an Imprisonment-like effect, curable via Freedom, but impris equals death and it's lesser brother maze can be resisted by Enrage (which makes as much sense as Death Ward protecting from falling into fissures).Well, if the problem is the "Death Ward protecting from falling" I'm pretty sure I can find a way to "fix" it. I'm not sure I understand what's the problem here...that it's hard to use this spell without risking to kill party members? I don't mind at all it affecting allies, although what you say about self-immunity is very interesting.I think I'll opt for it, and I'm seriously thinking about your suggestion about Free Action too. Symbol of Death, Power Word Kill Yep, I do thought about doing it for PW Stun. For Symbol of Death it's more complicated imo...because you'd end up with a Wail of the Banshee at a lower lvl.
  17. Earthquake Mmm...I'm not sure I like the Hold thing. Now, if it's a matter of effectiveness keep in mind that in V4 all those save penalties will be less powerful (-4, -2, 0) insteao of (-6, -4, -2). And if the death effect takes place too often we can adjust that. For the "friendliness" aspect, I actually suggested to make it at least not affect the caster (I think it worked like that in IWD), making it a great combo for an archdruid and his/her elementals bodyguard. A party-friendly earthquake instead probaly is too much. Having Free Action protect the character from it would be an nice twist, and it would also allow Earthquake to be used more effectively without having to make it party-friendly. I'm not sure about it but it's indeed interesting. Energy Blades I probably agree, not to mention that those 10 attacks per round are hugely exploitable during Time Stop. Symbol of Death, Power Word Kill And why should I make them bypass all resistances? Regarding PW: Kill I already planned to make it work similarly to V3's PW: Sleep. Creatures with 60hp die instantly, while those with more than 60hp are allowed a save to avoid death. Breach
  18. Elemental Prince I've just checked Planescape Compendium and you're right, it is a "she". Storm of Vengeance It's quite difficult to compare the damage output (mainly because of the poison effect that can be completely negated), but Fire Storm surely does more damage yes. Anyway I think it has another considerable advantage on top of party-friendlyness, which is the types of damage it inflicts. Fire Storm uses fire damage, which probably is the most common resistance, and a single 5th lvl spell can protect you from it. Storm of Vengeance deals THREE types of damage, immunity/resistance to those types of damage is less common, and to protect from it you need multiple spells. That being said, if most players agree with you I think that making it lasts 4 rounds like most "storm" spells could be enough...but I may also think about your more complex suggestions. Shroud of Flame Mmm...now that you mention it Vitriolic Sphere and Shroud of Flame are indeed almost the same spell with different damage type. I suggested them mainly because looking at IWD/NWN/PnP they seemed the only two "feasible" replacement spells to fill the two slots. If I had to choose between the two spells I'd vote for the Sphere, because fire-based spells are already uber common. P.S Actually the slot could be only one if we don't disable Spell Immunity after restoring Spell Shield. I was forgetting we planned to finally fix that damn spell!
  19. Afaik BG2 makes no use of the old proficiency system.Actually I think the old proficiency system still work, but I may be wrong. The thing is that the Morningstar used by the summoned ogres shouldn't be considered a morningstar (the relative parameter is set to 'unknow - 0' instead of 'proficiencyflailmorningstar -100')... Draz, how do you check the stats to be so sure the cre is affected by it?
  20. Reflected Image Ehm...I'll try it. Monster Summoning III - Base 16, +3 from STR, +2 from weapon (as it also simulates the weapon proficiency); thus he gets 11 (though enraging grants further bonuses).- no, because the .cre file is always the same ogregrsu (base hp 42 + 20 from CON) - eh eh, I don't know why he has it but it's useless; his katana doesn't use weapon proficiency tables - no, I've intentionally not used "normal" weapons for summons to be sure that the creatures stats remain as per description even if you install any sort of tweak which affects weapons (e.g. different Grandmastery tables)
  21. Reflected Image I'll re-test it asap and let you know.Just tested it with both 5 apr and 10 apr, it works fine. Can you please test it again in your game (e.g. try to hit your own character)? Remember that if your target has decent AC it comes to play BEFORE the 50% miss chance. Thus if your attacker has 6 apr, but a couple of attacks fail the "to hit" roll, you are left with 4 attacks, each with 50% miss chance. On average 2 attacks should hit the target, but it may as well happen that all of them fail, or vice-versa.
  22. Cure Disease Mmm...isn't this spell already quite appealing for a 3rd lvl slot? It cures any disease (even a 6th lvl spell like Dolorous Decay or a 7th/8th lvl one like Symbol of Weakness), and it cures both blindness and deafness (which are relatively common). Neutralize Poison is a 4th lvl slot and is effective against a single opcode... Long story short, I'd vote against it. I don't remember right now sorry. Chaos/Confusion Me too, though they both work as per PnP right now, and I generally prefer to remain close to PnP when possible...but have you any idea? Eveything I can think about to make Chaos not work as Confusion is something similar to what I did with Sphere of Chaos, but then we would have simply moved the "issue" from a couple of spells to a different couple of spells. Death Spell I think most of you wouldn't mind to let me replace it with Banishment. My only "complain" is that there already are tons of abjuration spells, and very few Necromantic ones. Tenser Transformation My fault. To make it non-stackable (with itself, or similar sources like Divine Power) I've made it "set apr". I'll think about another solution. Reflected Image I'll re-test it asap and let you know.
  23. Greater Malison Mmm...for some reason a lot of players understimate the effectiveness of this spell. Unfortunately vanilla BG2 offered us a "double strength" version of the original spell (PnP, NWN, IWD and any other D&D material use SR's Malison), and thus SR's one tend to seem a huge nerf. Anyway, let's get to the point...I probably wouldn't vote to make a 4th lvl AoE spell bypass magic resistance (are there mid-low lvl spells with such a feature?) unless "it makes sense" for most players. Just as I was writing my reply another suggestion for Malison come up in my mind...what about making it work as a sort of "curse"? It would become non-dispellable via Dispel Magic (though Break Enchantment should remove it). Would it make the spell more appealing/interesting, or not? P.S To understand Greater Malison's power lvl you may confront it with Doom and notice that the former: + is a sort of Mass Doom (this alone generally cause the spell being 3 slots higher than the original if you see Greater Command, Mass Invisibility, and so on) + doesn't allow a save (PnP/IWD/SR Doom does) + lasts much much longer than Doom - doesn't cause -2 penalty to hit/dmg (else they could have just called it Greater/Mass Doom ) Cure Disease No, because 'confusion' is neither a disease nor a necromantic effect (it's an enchantment). But since V3 you can use Break Enchantment (the old Remove Curse) to dispel it, which also happen to use the very same 3rd lvl slot for priest (and even mages get it, though as a 4th lvl spell). Reflected Image Well, it grants 50% miss chance, which means that if coupled with a very good AC he/she may indeed seem almost untouchable. The spell's effect is indeed outstanding, that's why I've used a very short duration (only 4 rounds, +1 round every 3 levels to a maximum of 60 seconds at 20th lvl). If the spell seems overpowered to some of you we may try to find a way to "nerf" it without making it once again useless as it was in vanilla. EDIT: Death Spell I do agree, in BG1 and against mid-low lvl opponents the 'death' effect is hugely overpowered (no save, large AoE), and then it suddenly become a useless feature (within SoA I always used it as an anti-summon and nothing else). That's why for V4 I was actually going to suggest to remove the 'death' feature, rename the spell Banishment (or Dismissal), and make it an Abjuration spell. It will probably seem only a cosmetic change for 99% of you, and it surely won't affect much the spell-system (I'm almost sure SCS already uses it only as an anti-summon)...but it would be a much more consistent spell as it would make more sense for it to "dispel" non-living creatures (e.g. undead) and there wouldn't be the strange paradox of it not killing a lvl 9 grunt, but obliterating a lvl 16 greater elemental. Chaos/Confusion Probably for the same reason nobody complain about Hold lasting 10 rounds...because they consider it a "save-or-else" spell. I'm quite sure we already discussed this somewhere, and I said I was somewhat open to go for it (especially for Chaos' no-save part of the spell). Pierce Magic Eh...I do get your point (though the Lower Resistance part of this spell is not a small feature in theory considering there's a 5th lvl spell dedicated only to that). The main problem is that there are really too many spell removals (Spell Thrust, SW, Pierce Magic/Shield, RRoR, KWW, Spellstrike) and making all of them interesting without overshadowing each other is a real pain. What was your suggested change? If it's to lower its casting time I'm not too much into it as I like spells to have casting time set as per spell lvl unless there's a "good reason" for it being lower/higher)...
  24. Spirit Armor & Tenser's Transformation Ehm... You do have a point here. Ok ok, you've seriously started to convince me... Well, that would rebalance mages A LOT, but I'm not sure I can assume players roleplay like I do. If they rest often and have even a minimum knowledge of spells nothing can beat a party of mages (not to mention a party of cheesy kensai-mages) Actually I'm pretty sure an archmage is much more powerful than an epic warrior, unless the latter has enough equipment to make him immune to most "disabling" spells, and survive a Time Stop + Alacrity. Anyway, we've discussed this so many times in so many topics that I should have opened a topic to discuss it once and for all!
  25. Spirit Armor & Tenser's Transformation The same as always, to block off grunts while wizards are busy with a boss?Yeah, I know, but if a mage can become a fighter (same thac0, AC, hit points, ...) with only a couple of spells and without any drawback (e.g. he can still cast spells under TT) what can possibly add to the party a plain fighter that a mage can't do? You'd just use a party full of mages, with a couple of mages that act as tanks even better than fighters (because under TT they'd continue to re-cast MI, Stoneskin, PfMW, ...). Am I wrong? The only "advantage" fighters would still have imo would be a "better" equipment (greatswords, heavy armors, ...), but is it enough to prefer having a fighter instead of another mage? As the title says those are only the most notable changes else I'd spend a couple of months only to update such post! You're right about the typo, hilarious. I'm sure you already knew my reply when typing something like "-20 base AC". I'm open to discuss something like Ardanis suggested (adding 3-4 AC points) but I'm not going to add such a ridiculous amount of AC (21 points more than vanilla? really?). And I know you love lvl50 mod just as well as you know I'll NEVER remove the lvl 20 cap used in PnP for tons of reasons (why not a Magic Missile that goes up to twenty missiles at 50th lvl?). Ghost Armor I get your point, and you're probably right about it not being much more useful than Armor, though you may be forgetting that this is an illusion spell now (not affected by Breach), and that it can be cast on other targets (which is a huge plus over 1st lvl Armor). That being said a small improvement surely wouldn't make this spell overpowered.
×
×
  • Create New...