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Kalindor

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Everything posted by Kalindor

  1. Undead Hunter He is, then, a literal hunter of undead. Interesting. I'm not sure an armor restriction is necessary, but what is he losing compared to the True Paladin? I see he can still cast spells. Consider moving the immunity to paralysis to 2nd or 3rd level. Ghouls and ghasts are common-ish in BG1 and this could be very helpful. Kensai I like this a lot. It should be better at lower levels than before and gives more of a sense of progression. Other changes sound fine.
  2. Dammit, kreso!! *Edit: What about the Undead Hunter?
  3. Or better yet, RAGE! Rrrrrrrraaaaugh!
  4. Penalize his spellcasting speed and customize the spellbook and I think it will be fine. I might even penalize the speed by 2. *Edit: I share your concern that the Archer will have too many advantages. We will see how it plays out. Have you decided on level 4 for Ranger spells, then?
  5. Archer having spells is indeed odd. Did you decide that there is no way to remove them elegantly?
  6. Demi, Kaigen was nice enough to provide item codes for the new items at the bottom of your linked post. I am not certain if the list is absolutely comprehensive, however. I can export the item descriptions and send them to you if that would be helpful and no one has done this already.
  7. Oh dear. That's no good about the disabling of spellcasting. Perhaps Ascension64 has some insight into the mechanisms that govern this?
  8. The "increased by 2" message for Lay on Hands must be a BG:EE thing. It's only a cosmetic issue. Cavaliers being able to memorize but not cast spells seems hack-ish. The Inquisitor's spellbook is grayed out. Is this not possible to replicate? I agree with kreso that Heroism would be better if centered on the Cavalier. Having to target an area with the moon-and-stars cursor is what makes it seem spell-ish. It is also odd to think of him channeling his heroism over long distances like a her0-ventriloquist.
  9. Feedback for beta 16: -The Paladin classes do not start with Lay on Hands, but the game still informs you on level up that "Lay on Hands increased by: 2." This does not occur on the Inquisitor. -I must confess that the current Paladin descriptions still bother me because it is not immediately evident what the kits are giving up with respect to the True Paladin due to the lack of a "Disadvantages" section. -Cavaliers still get Divine Spellcasting at level 4. -Are Paladins meant to get Shillelagh? It is a plant sphere spell. -I like that there is an icon for Heroism. However, it seems odd that it functions like a spell. I assumed it was just the Cavalier inspiring his party to heroism in a non-magical manner ala the Fighter's Tactician ability (although not a passive ability). -Cavalier description: Heroism "lasts twice as much" should be "twice as long." Heroism "and protect from any fear effect" should be "protects." Lay on Hands "cure the target from any disease" sounds better as "cure the target of any disease." -Agree that Dispel Evil needs a saving throw penalty to banish summons. This could improve at higher levels. -Inquisitor description: True Seeing still sounds like it functions as per vanilla as currently stated. Lay on Hands: "At 6th level, it also cures from" sounds better as "At 6th level, it also cures." -With the revised level progress, the XP cap in BG:EE of 161,000 seems absurdly arbitrary (even more than normal). Consider changing it to 150,000 for sanity's sake.
  10. That's a pretty nifty revision to True Seeing. Nice work.
  11. I think it's fine if he's not immune to instant death effects. I assumed only that damage was unable to lower his HP below 1 as opposed to him being unkillable.
  12. The Stalker as currently proposed has increased movement rate, a bonus to stealth, the ability to cast some arcane spells, and backstab. He is definitely differentiated enough from a Ranger IMO. If you are worried about him overlapping with Fighter/Thief, then you could capitalize on the part of his description that reads "Stalkers serve as spies, informants, and scouts." You could translate this into a larger sight radius, if that is doable. Improved Tracking and Non-Detection are also options. *Edit: Evasion is also an option, but you have that on the True Ranger right now.
  13. Agree that Empty Body is an Inner Focus on steroids. You could always reduce the magic immunity if you wanted but leave the immunity to physical attacks. However, in that case it may indeed overlap with Abundant Step too much. I am concerned that the proposed incorporeal state is both an offensive and defensive buff, and would prefer it if you removed the THAC0 bonus. I am not sure how an incorporeal thing is able to physically fight anyhow.
  14. I would personally prefer the ethereal state to the incorporeal state, but if it can't be done then so be it.
  15. Casting Time 1 is fine with me. Also fine with it being a HLA. *Edit: Can you make it un-interruptable?
  16. I agree with Lawlight. Slow Time, Abundant Step, and Ki Shout give panache to the Monk. I would not remove any of them unless absolutely necessary. In terms of kreso's concerns, I am troubled by the thought of the monk being "pretty much impossible to kill" as you mentioned. If this is true, his defensive prowess should be reduced a bit. If it is too easy to kill SCS mages before they get their protections up, perhaps give Slow Time a small (1-3) casting time. Keep in mind that said mages have no compunction against nuking you into oblivion while you are frozen in in time.
  17. I agree that Ki Arrow is not particularly appealing. I used it in BG1 on occasion but consistently found it underwhelming. Perhaps a save or knockdown that is more difficult to resist than Ki Shout's would make it more balanced. I would add a secondary effect of some sort in lieu of increasing the damage.
  18. I must say that in my hands the 2 attacks per round right out of the gate make all the difference in making the monk playable compared to vanilla early on.
  19. Monk cannot use Oil of Speed without IR either. I seem to be able to use Stunning Fist to stun enemies with a Longsword. Ha ha. Very minor: monk description is missing the "MONK:" at the beginning. I am going to give the monk a whirl now. Also, there is an empty space between Ki Arrow and Wholeness of Body in the Ki Pool menu. Ki Arrow's animation is not very convincing, heh heh.
  20. I think the idea of a monk being a bit more like an active ability-oriented melee fighter with some different stances / maneuvers definitely makes him feel distinct from the fighters, which was what I was originally worried about. This also gives you a lot of wiggle room for playing with the BGEE monk kits. It is a lot of work, though. I just caution that having to repeatedly activate fighting styles will be tiresome. *Edit: Conceptually, I have no problem with very low-level monks being more effective with weapons than unarmed. It seems like the novice would favor weapons as a "crutch" until they achieve oneness with the Ki or whatnot. Right out of some kung-fu movie.
  21. Hmmm... IIRC, there was a component in Spell Revisions that made AoE spells bypass Mirror Image. I think Ki Shout should do the same. I will test the monk a bit in BG:EE tonight.
  22. Unique fighting styles would be cool, rather like in Jade Empire. "Thousand Cuts," "Leaping Tiger," etc. Honestly, if you were going to do this on the monk, I would prefer it to function differently than the fighter stances. More like as follows: -Styles give passive bonuses. Thousand Cuts-like stance could give +1/2APR, +2 THAC0. White Demon-like stance gives +2dmg, 5% chance to inflict knockdown (save). -Special ability buttons to switch styles. -Fighting styles remain active permanently unless the style is switched out for another one. Having no penalties on the fighting styles would allow them to be active permanently until switched. This would prevent the problem of having to activate the stances incessantly ala defensive stance on the Kensai. Otherwise, I fear having to repeatedly activate styles combined with the Ki pool would result in a character that requires a whole lot of micromanagement.
  23. I mentioned this a moment ago on the fighter topic, but monks could get Ki Strike ala Kensais. It is a Ki ability after all, and I don't see why the Kensai would have it but not the monk. Obviously that does not abrogate the THAC0 problem that may exist. Like you mentioned, that will take some testing. For Ki Arrow, is it possible to make it affected by physical protections like Stoneskin instead of Mantle, Spell Deflection, etc?
  24. In my experience with other games it is generally not a good idea to have offshoot sub-mods as this splinters the user base and requires more headaches with support and compatibility.
  25. Tweaking abilities via HLAs is kinda tricky but doable (it requires a shell system). We'll see, HLAs aren't my top priority. OK. I am just trying to think of more flashy "gimmicks" for the monk class, and a force wave repulsion effect would be unique and conceptually compatible with Ki. What about Ki Arrow? Since it isn't a spell per se, does it ignore spell protections? If so, it would be extremely powerful against mages.
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