Jump to content

Caedwyr

Gibberlings
  • Posts

    1,999
  • Joined

  • Last visited

Posts posted by Caedwyr

  1. SCS Improved Fiends and PnP Celestials pretty much does the same thing on the Celestials side (though apparently SCS doesn't give them their full set of abilities).  As to which one gives a better game experience, I couldn't tell you at present.  Maybe once I've had a chance to go through the game with SCS's component installed I'll be able to report back.

    1. There are two components in SCS dealing with spell sequencers.  One gives them to all mages and the other one makes them innate abilities.  Will both components install, or does it result in a mish-mash?
    2. I think either Galactygon or hlidskialf did the scripting.  I recall one of the outcomes, is that the celestials' scripts function much the same way as SCS did in its early days, where they don't use 'cheat scripting', but instead just make full use of their toolkit (which is pretty extensive since I made it match the 2e bestiaries.  On lower difficulties, you could pretty much just summon one and get an extra party member who was smart enough to help carry the party through a lot of fights.  Feel free to use whatever you want from the mod.  I'd be fine if it ended up being subsumed into/superseded by another mod, since I most just did a bunch of spell and item edits in DLTCEP, hacked together a weidu installer and then smarter people helped me with the hard stuff like scripting and making the install a bit more dynamic and not just a simple copy/paste of the new .spl and .cre files.

     

  2. For the Revised Usability and Proficiency System, does the install order of this matter relative to other mods like CDTweaks that also adjust item usability?  I seem to recall the recommendation that CDTweaks be installed after Faiths & Powers, but before SCS Balance, but I'm wondering if proficiency adjustments like these should be treated like tweaks to spell tables (which recommendations seem to suggest should be done before installing large kit mods like Faiths & Powers or Tome & Blood).

    On 5/23/2020 at 4:58 AM, subtledoctor said:

    Overlap MnG kits: they should be identical, but if by chance they are not, the FnP version is likely better. Happily FnP should be installed first, and MnG will defer if they are already there. I tried to require as little thinking as possible - if you want to install them, install them.

    One thing to note, is that since Will to Power is recommended to be installed after FnP, but before MnG, the MnG versions of the overlapping kits appear to take advantage of the Will to Power adjustments, but it's not clear from my reading if Will to Power makes the same type of adjustments if the kits were installed via FnP first.  I realize that this complex install order is entirely my fault.

    Another question.  Does Faiths & Powers make any adjustments to how shapeshifting is handled mechanically, like CDTweaks, Refinements, and SCS all have their own shapeshifting rebalance/tweak/fix?  I see that there are additional shapeshifting forms available, and every modder seems to like to make their own version of the shapeshifting fixes, so I figured I'd ask.

  3. I like the idea of the Item & Weapon Overhaul (IWO): Yet Another Revised Armor System.  I am guessing that since this pretty much does the same thing as the tweak anthology Allow Stealth and Thieving Abilities in Heavy Armor per P&P and Allow Arcane Spellcasting in Armor components from the Tweaks Anthology, that you don't want to install both. I was hoping to hear from people as to which they preferred between Scales of Balance and Tweaks anthology, and why.  Also, if there were any significant differences that made you suggest one option over the other.

  4. Here are some questions open to anyone who has experience using this mod with other mods.

    1. Treat Mage and Priest HLAs as innate abilities.  Does this take into account any modded kits, or only the base game HLAs?  What about mods like Refinements which replace/rework the base game HLAs?  Also, does this interact with the SCS component to Make Spell Sequencer... learnable by all mages or is the later not needed if I already have teh former installed?
    2. Improved Fiends and Celestials. Does this make any changes to Celestials, and if so what is the nature of these changes?  The readme provides lots of details on the changes to fiends, but doesn't give much info on the adjustments to Celestials.  If this mostly does what PnP Celestials does, I'd prefer to just install this one, since I trust DavidW to come up with elegant and balanced solutions over my half-understanding what I'm doing hack job from over a decade ago.
    3. Improved Shapeshifting.  This mentions giving a shapeshifting token weapon.  Is this like Weimer's shapeshifter fix, where it handed out a weapon with the shapeshifting fix that could be traded among party members, or is it more like Refinements which did some trickery to give an invisible shapeshifter weapon that couldn't be traded?  Or is it something different from the other two?  The description makes it sound like the Weimer approach.

    Thanks!

  5. For Faiths & Powers I grabbed version 79sd12 and there's some placeholder text here still.  I'll try to fill what I can in, although for some I'll need some help.  These line references are from setup.tra

    1. @20803. There should be an extra carriage return after the fluff and before "Advantages"
    2. @31403. There's missing fluff text.  Consider using the following:
      Quote

      Priests of Ilmater are often itinerant, traveling the land looking to assuage suffering wherever it may exist. They stick to their cause if they believe it is right, whatever the pain and peril.  They strive to stand up to all tyrants, resisting in ways both great and small.  They find no shame in a meaningful death.  Their dogma can be summarized as "Today is the first day in what's left of your life.  So live it well."

    3. @37303.  The Advantages section is incomplete.  The last entry says "From 9th level, ..."
    4. @40501-40503.  Is this a sorcerer?  Right now the advantages say "cast like a sorcerer, etc." and the restrictions say "May not use divine magic" and "progresses as a sorcerer in hit points and thac0".  This sounds like it is just a sorcerer.   If it is something more let me know so I can help flesh out the mechanical advantages and restrictions, after which I can create some fluff text.  Note that the earlier entry had the following information about generic Incarnates
      Quote

      Often called, "Chosen", Incarnates are 'natural' priests, with little or no connection to any church hierarchy. It is less true to say that they choose their deity than they are 'chosen' by a given deity (whether they like it or not) for their temperament, and natural connection to divine magic. Often peasants, they typically have few skills or other special training.

      But I don't think this is quite what you were looking to present.

    5. @49212.  There is text saying "Dimension Door Fluff".  If you want the fluff for the 2e Wind Walk spell, see the following
      Quote

      This spell enables the pries and possibly one or two other persons, to alter the substance of their body to a cloudlike vapor. A magical wind then wafts the priest along at a movement rate of 60, or as slow as 6, as the spellcaster wills. The wind walk spell lasts as long as the priest desires, up to a maximum duration of six turns (one hour) per experience level of the caster. For every 8 levels of experience the priest has attained, up to 24, he or she is able to touch another person and carry that person, or those persons, along on the wind walk. Those wind walking are not invisible, but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, etc. The priest can regain his physical form as desired, each change to and from vaporous form requiring five rounds. While in vaporous form, the priest and companions can be hit only by magic or magical weaponry, though they may be subject to high winds at the DMs discretion. No spellcasting is possible in vaporous form.

      The material components are fire and pure water.

    6. @70004.  "MYSTIC: fluff about archetype/class, and choose a kit".  I'd suggest stealing your blurb about the mystic kits from the OP
      Quote

      Mystics, which are focused on magic relating to the elements. Like Zealots, Mystics are fundamentally differentiated by their spell access.

    7. @70023. "DRUID: fluff about archetype/class, and choose a kit".  I don't have it at hand, but I'd just use the default kit selection dialogue for druids.
    8. @70033. "OCCULTIST: fluff about archetype/class, and choose a kit."  Needs to be filled in, but the documentation I have access to doesn't explain what these kits are.
    9. @73503. Northern Druid is called Arctic Druid in the descriptive text and the //commented text.  It looks like the name was changed, but not all the "arctic" references got replaced by "northern".  Needs a find/replace with whatever terminology you choose to use.
    10. @73803.  The Shadow Druid description text for the Shadow Wolf and Panther are incomplete.  Needs mechanical benefits described.  Is this the group that Faldorn belongs to?  If so, consider using the following for their descriptive fluff
      Quote

      Shadow druids are a militant sect of druids who believe that there is a long and endless struggle between civilization and nature and that their role is to even the odds for nature.  They have been known to use extreme methods and violence to drive away civilization, using the ferocious powers of nature they are capable of summoning.

    11. @80010 & @80014 . Suggest changing first sentence to "Zealots are strong devotees to a particular god, without actually being an official part of the church hierarchy."
    12. @80703. "HAMMER OF MORADIN" is missing the fluff text before the advantage/disadvantage section.  Consider using this text from Demi-Human Deities:
      Quote

      The Hammers of Moradin are an elite military order with chapters in nearly every dwarven stronghold and members drawn from every dwarven clan. The Hammers serve both as commanders of dwarven armies and as an elite strike force skilled in dealing with anything from large groups of orcs to great wyrms to malevolent fiends from the Lower Planes.  The order is dedicated to the defense of existing dwarven holdings and the carving out of new dwarven territories.

    13. Note that you had used the following text for @37103:
      Quote

      HAMMER OF MORADIN: Moradin is the chief deity or the dwarven pantheon; a harsh but fair judge, he is strength and force of will embodied. The Hammers of Moradin are a military order dedicated to the defense dwarven holdings and the carving out of new dwarven territories.

      I'm not completely clear on which one is which, though I think @37103 is for clerics and @80703 is for paladins.  For the specialty priest you could instead use "Sonnlinor" which is the name for Moradin's specialty priests in Demi-Human Deities.   To provide unique text for the specialties priests, you might want to use

      Quote

      SONNLINOR OF MORADIN: Sonnlinor are the specialty priests of Moradin, the Soul Forger, the chief deity or the dwarven pantheon.  A harsh but fair judge, he is strength and force of will embodied.  His priests strive to restore the dwarven races to strong numbers and a position of influence in Faerun.  They believe that wisdom is derived from life tempered with experience and that they have an important role to lead the stout folk in the traditional ways laid down by the Soul Forger.

      @80803. "INQUISITOR OF AZUTH: As the patron of wizards, and conscious of the potential destruction that magic can visit on the world, Azuth ... Controlly control".  I suggest grabbing some or all of the following text to complete the fluff. Replace with

    14. Quote

      Followers of Azuth feel that reason is the best way to approach magic, and that it may be examined and reduced to its component parts through study and meditation.  Calm and caution are the watchwords of Azuthan clergy members as they strive to avoid mistakes that even magic cannot undo.  Unfortunately, not all practitioners of the art take such care or approach magical power with responsibility and that is where Inquistors of Azuth fit in.  This holy order of the Lord of Spells strive to curb the use of overly destructive magic that harms the Weave and provide martial might where it is needed to destroy threats to wizardry.

    15. @86903. Missing flavour text.  Suggest using text in the format used by Cherub of the Ruby Rose.
      Quote

      Zealots dedicated to the service of Mystra, weaveragers seek out evil magic users and seek to bring about their downfall.

      Note that there are references to the generic "Zealot of Mystra in the restriction text as well as in the @86905 entry for Weaverage.

    16. @87703. See my earlier comment regarding possible fluff for the Truesword of Arvoreen.

    17. @93303.  Earth Dervish.  Suggest using the following flavour text

      Quote

      Earth Dervishes are the earth element imbued ranger counterpart to the druidic earth mystic.  They are capable of calling on their chosen element to bolster their defenses and empower their attacks.

    18. @93403.  Water Dervish.  Suggest using the following flavour text
      Quote

      Water Dervishes are the water element imbued ranger counterpart to the druidic water mystic.  They are capable of calling on their chosen element to bolster their defenses and empower their attacks.

    19. @93503.  Air Dervish.  Suggest using the following flavour text
      Quote

      Air Dervishes are the air element imbued ranger counterpart to the druidic air mystic.  They are capable of calling on their chosen element to bolster their defenses and empower their attacks.

    20. @93603.  Fire Dervish.  Suggest using the following flavour text
      Quote

      Fire Dervishes are the fire element imbued ranger counterpart to the druidic fire mystic.  They are capable of calling on their chosen element to bolster their defenses and empower their attacks.

    21. @93803. Light Dervish.  Suggest using the following flavour text
      Quote

      Light Dervishes are the light empowered ranger counterpart to the druidic light mystic.  They are capable of calling on their chosen specialty to bolster their defenses and empower their attacks.

    22. @93804. Shadow Dervish.  The descriptive entries for this kit are missing (I'm not sure if the kit actually exists.  Add the other variations needed for the name and include a kit description with the advantages/disadvantages/restrictions.  Suggest using the following flavour text
      Quote

      Shadow Dervishes are the shadow empowered ranger counterpart to the druidic shadow mystic.  They are capable of calling on their chosen specialty to bolster their defenses and empower their attacks.

       

  6. My list of questions for this one is a lot shorter.

    1. Revised Dragon Disciples.  Does this change the existing Dragon Disciple Kit, or just add more Dragon Disciple Kits?
    2. Is the Sorcerers choose spells via dialogue component used for anything, or is it just a resource for modders? Never minds, this was removed in a later version and is a hanging chad in the readme.
  7. And a second set of questions, going off the OP.

    1. Are the following kits clones/new kit entries at character select, or updates of the ones in the base game? Watcher of Helm, Dawnbringer of Lathander, Stormbringer of Talos, Totemic Druid, Hivekeeper (replaces or is as well as the Avenger), Beastmaster, Stalker.
    2. Placeholder question asked in the Might & Guile thread about the components that affect or overlap with this and that mod: Beastmaster/Revised Beastmaster, Barbarian Ranger, Archer Ranger/Improved Archery, Elven Archer, Stalker/Revised Stalker, Mage Hunter.
    3. Any clue regarding Improved Shamanic Dance and your mod?  The readme of that mod says to install after any Shaman kits, which I would take to mean I should install it after your multiclass shaman kits, but I'm curious if anyone has experience running both mods.
  8. I'm trying to plan out what components to use with this mod, so of course I have some questions.

    1. There are several kits that have the same name as kits in Divine Remix, but the list in the OP doesn't denote them as being part of Divine Remix v8.  Should these kits be denoted as coming from Divine Remix, or are they new creations of Faiths & Powers?  Examples are Painbearer of Ilmater, Heartwarder of Sune, and the Battleguard of Tempus,.
    2. Based on the list in the OP, Faiths & Powers adds a cleric kit called the Hammer of Moradin as well as paladin kit with the same name.  Is this intentional, or is this just a typo and I should be looking at the .tp2 file to figure out what components are actually in the mod?
    3. The Truesword of Arvoreen and an item that looks like it is used to give it to Mazzy has the following text
      Quote

      @87712  = ~Change Class

      Use this scroll to change Mazzy to a Truesword - a Champion of Arvoreen.

      TRUESWORD OF ARVOREEN: blah fluff

      Advantages:
      - Trueswords can use the Move Silently and Hide In Shadows abilities, as a ranger of the same level.
      - From 1st level, a Truesword can increase <PRO_HISHER> Strength to 18/00 (or higher, if it is 18 already) once per day.
      - From 5th level, a Truesword can heal with a touch, similar to the Lay On Hands Power of paladins.
      - From 9th level, a Truesword can use a personal version of the Haste spell, increasing movement and physical attacks per round for one round/level.

      Restrictions:
      - Cannot Turn undead.
      - Alignment: Good and/or Neutral.
      ~

      Does the blah fluff part need to be updated, or is it text that is never seen?  Note that @87703 has the same blah fluff in it.  If you need some fluff, then you could use the following adapted from Demi-human deities (2nd edition) (pages 199 and 200).

      Quote

      Arvoreen the Defender, fiery guardian of the home, is the nearest thing to a halfling war god. He is a god of stern defense and aggressive watchfulness, who is always preparing for incursions into halfling lands and making ready to repulse hostile creatures at the first sign of trouble.

      Trueswords of Arvoreen are the protectors and defenders of halfling communities. They spend their days constructing defensive barriers, signaling systems, beacons, and traps, and reviewing defenses already in place.  While many Trueswords stay close to their communities, some will adventure to gain allies they can call on as well as magical weapons and defensive items of all kinds.

       

  9. I'd like to add, despite me whining upthread about the documentation for this mod, it is one of the best laid out bits of mod documentation in all the various kit/class mods I've been looking at all evening.  Explicitly listing the components and providing information on possible compatibility issues is a huge timesaver and I really appreciate it.  It's easier to criticize/comment when there's something to comment on.

  10. If I did something silly and used the following install order

    Quote

    Might & Guile v4.5.2.C
        a. Add the Jongleur Kit
        b. Add the Gallant Kit
        c. Add the Meistersinger Kit
        d. Feat System and HLAs
        e. Revised Archers
        f. Revised Bards
        g. Multiclass Kits
        h. Revised Stalker --- How does this interact with the Stalker kit in Faiths & Powers?
        i. Revised Beastmaster --- How does this interact with the Beastmaster kit in Faiths & Powers?
        j. Improved Rangers
        k. Revised Movement Bonuses (Quickstride)
        l. Revised Monk Fists --------------- Look for other monk kits/class mod.  Sword and Fist has one.  Figure out what I want.  Tweaks may  have some stuff too.
        m. Revised Shadowdancer
        n. Add the Corsair fighter kit
        o. Add the Marksman fighter kit
        p. Add the Elven Archer ranger kit --- How does this interact with the Elven Archer kit in Faiths & Powers?
        q. Add the Halfling Slinger ranger kit
        r. Add the Mage Hunter ranger kit  --- How does this interact with the Mage Hunter kit in Faiths & Powers?
        s. Add the Barbarian Ranger Kit --- How does this interact with the Barbarian Ranger kit in Faiths & Powers?
        t. Add the Sniper thief kit
        u. Add the Scout thief kit and revise the swashbuckler

    Basically, installing the 450-480 stuff first, then following the normal order.  Would it break anything other than having very similar sounding kit names?  I'd have duplication, but since I've changed all the kit and class names to Noober, that is the least of my worries.

    Edit: (Ignore the notes to myself).  I will find those answers, but I've been reading readmes, or in the case of Aion7's kits, digging through forum posts and reading .tp2/.tra files all evening and I have to get to sleep.

  11. On 1/13/2020 at 11:20 PM, Endarire said:

    Is M&G compatible with Epic Thieving?  If so, what's the best install order?

    I've gone with using the following components that do not appear to have overlap with Might & Guile

    Quote
    • Epic Locks
    • Epic Traps
    • Epic Pickpocketing
    • Epic Detect Illusions

    These all depend on others for the most part and not on the thief character aside from a simple skill check.

  12. The Agent kit has wording that doesn't fit the pattern.

    Instead of "as a species of bard", it says "as part bard".  For parallel presentation of the same information, you probably want to have all of these use parallel wording.

    The second row of abilities listed for the Agent kit has the following text:

    Quote

    - From 6th level, may use a Mind Blank Aura, which causes the Herald's mind to be undetectable by, and unaffected by, psionics or mind-altering magic. A Herald cannot cast spells while this aura is active.

    I suspect you want to replace all occurrences of Herald with Agent.

    In the bladesinger kit description there is an unclosed parenthesis.

    Quote

    (These are exclusively melee weapons; the Bladesong is specific to hand-to-hand combat. If a Bladesinger needs to attack from range, <PRO_HESHE> uses magic to do so.

    My guess is the parenthesis goes at the end of this aside about the need for magic to attack at range.

  13. Some other minor edits and typos.

    In the Setup.tra line @21808 the text for Swashbuckling references the swashbuckler kit and not the blade.

    Quote

    SWASHBUCKLING:
    This is a fighting style which focuses on harrying one's opponent while avoiding incoming blows. It provides a 2-point bonus to Armor Class against melee attacks, at the cost of a 1-point penalty to damage and to-hit rolls. Successful strikes cause enemies to suffer a 2-point penalty to thac0 on a failed save vs. Petrification, however, a critical miss may cause the swashbuckler to stumble and fall. This style may be turned on and off at will.

    Should probably be

    Quote

    SWASHBUCKLING:
    This is a fighting style which focuses on harrying one's opponent while avoiding incoming blows. It provides a 2-point bonus to Armor Class against melee attacks, at the cost of a 1-point penalty to damage and to-hit rolls. Successful strikes cause enemies to suffer a 2-point penalty to thac0 on a failed save vs. Petrification, however, a critical miss may cause the blade to stumble and fall. This style may be turned on and off at will.

    Though you could probably argue that a blade that is swashbuckling could be called a swashbuckler (though this appears to be a copy/paste typo).

×
×
  • Create New...