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Pacek

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Posts posted by Pacek

  1. Please oh please don't force Minsc out of Full Plate! If he wants to wear it, let him. Besides, as has been noted before, there's enough incentive to wear light armours, and esp. with Item Revisions. I'm not too fond of being herded to the green pastures, I'll make my own way there thank you! (A philosophy you should bear in mind for all kit revisions IMO.)

  2. Spiritual Hammer

    It is pretty powerful. I find the touch attack (+4 Thac0) feature quite spurious. Is it a pnp thing?. Consider 2nd level Branwen has three of these up her sleeve. The ranged effect is truly awesome though.

     

    Otherwise I think this level's spells really are pretty solid - I may even come around to barkskin one day.

  3. Armor of Faith

    You've simply misunderstood him. TobEx's Concentration Check feature works this way (if I understood it right): if the caster takes damage he rolls 1D20 + luck. If the outcome is bigger than spell level + damage taken, you succeed. As you can see it is an advantage with this feature installed to take less damage, because it helps you to win the conentration check. And AoF reduces damage by a meaningful amount.

     

    Thakns for clearing that up, I had a feeling I had completely missed the point.

    Faerie Fire

    I'm happy with the PnP explanations for this

     

    Strength of Stone

    I had thought movement penalty was already around 20%, so I guess I'm happy with reducing it to this figure.

     

    Magical Stone

    Does it really use dart prof? I would suggest making it no proficiency.

     

    Command

    I need to check next time I play, but I remember opponents waking when hit. In this I guess there is some compatibilty problem with TobEx (but it probably has been addressed by now).

  4. Armor of Faith

    I agree with most of your suggestions but spell failure? Really? I don't think I would ever use it in that case.

     

    Command

    With awaken on hit tweak it really becomes much weaker. What do you think of a choice of effects?

     

    Entangle

    A very useful spell as is, don't touch it.

     

    Faerie Fire

    I don't really understand why the AC penalty? A sparkly opponent is easier to hit? Glitterdust's dazzle effect makes more sense. But is an anti-invis effect not enough for a first level spell? How about slightly larger area of effect (10') and remove AC penalty?

     

    Strength of Stone

    What is the movement penalty? It surely doesn't seem too great. As a first level spell against Wizard's Strength spell (2nd level) it seems pretty good.

     

    I have a suggestion for Barkskin, as I have never really used it: Immunity to critical hits. I guess this is possible with TobEx now.

  5. Demi,

    As you know spell icons come in three diffrerent colours, red for offensive, blue for defnsive and white for neutral. I'd like to suggest a makeover of all the spells so that they are tied to their school's casting colour instead. This is something I can do for you, but I may need someone to hold my hand through the technical steps.

  6. Blindness
    Is it possible/would you consider only affecting visual range for the player? This way AI can deal much better, pretty much as the player would.
    Mmm, leaving aside hardcoded issues (I think this cannot be done) the end result would be pretty much strange, as you'd have a blinded character simply suffer -10 thac0 and still able to do pretty much everything else normally, like casting a spell at a target 30 feet away from him. :)

    You're right.

     

     

    Also vocalize should cancel the spell failure part.
    :D Not sure about this...

    Because despite the spell's name, it actually removes the vocal component from casting. Its the vocals that a deaf caster has trouble with.

     

    turn Deafness into an Evocation spell, Sonic Blast, with a small 10-15 feet radius AoE, making it inflict a small amount of damage (4d4?) and forcing targets a save to avoid being deafened. What do you think?

    I think that is an awesome idea

     

    Blindness: what would be the benefit of making it an illusion? The only thing it would accomplish imo is making the whole "Cure Disease removes blindness" thing quite absurd, as an healing spell would dispel an illusion.
    Totally

     

    Mage Armor: this has always been a trademark of conjurers and I think it should stay. Otoh, I could probably vote to make Shield an abjuration spell as per 3E.

    Its just that a "magical field of force" doesn't sound very conjure-y. A "Magical suit of armour" maybe... Shield>Abjuration yes. Then abjurers would have a decent 1st level spell, usable at level 1.

     

    Luck: I really don't know which school would fit it best, but I wouldn't change a pre-existing school unless I have a very good reason to do so.

    I've changed my mind and think enchantment really is best

     

    Ray of Enfeeblement: good point, necromancy does fit a STR draining spell much more than enchantment school (another point for 3E).

    Yay

  7. Some more thoughts:

    Blindness:

    Is it possible/would you consider only affecting visual range for the player? This way AI can deal much better, pretty much as the player would.

    Deafness

    Might be interesting to add some beneficial effects, and turn it into a utility spell. I'm thinking immunity to Command, Bard Song, Chant, greater command, Power word spells etc, Siren's charm. Things you really need to hear for them to affect you. Also vocalize should cancel the spell failure part. But I don't get why it should penetrate II: what's the logic?

     

    Failing that, how about swapping these two around?

     

    On Spell schools:

    Blindness: Necromancy > Illusion

    Mage Armour: Conj. > Abjuration

    Luck: Ench > Abjuration/Divination

    Ray of Enf.: Ench > Necromancy

    Stinking Cloud and Web should indeed be conjuration

  8. Chill touch/Shocking Grasp:

    I think the main problem with melee spells is it puts your wizard right on the front line. Of course there's nothing wrong with that if you're a F/M or even bard, but then your going to have (hopefully) some pretty good weapons on you, and probably dual wieding, right? So you could tailor chill touch to these classes by making it dual-weilded (Your wizard has two hands, don't they?). As for Shocking Grasp, if my mind serves, BG1 this spell didn't need an attack roll, which is a much better implementation IMO.

     

    Friends

    I think the only way to make this truly useful (and work as the description states) is to re-work every encounter to offer a non-violent solution. Way out of the question, surely. I think it might JUST be usable if you seriously extend its duration to 8 hours or something.

     

    Blindness

    Only thing I don't like about this is its drastically reduced range of vision. Now just hear me out: Any effect which highlights shortcomings in the AI is bad, and here we have an effect which is so much more debilitating for AI than for the human player. Also range of vision surely must also represent other senses like hearing right?? And -10 thac0 is pretty hefty penalty as it is.

     

    On the subject of AI shortcomings:

    Charm

    So much more useful for the human player. Are you able to make charmed party members act hostile? Or else disable the ability to control charmed creatures (which would make the spell so much less appealing).

     

    True Strike

    I liked it and used it as a blade. Here is a spell also very well suited to the dual-weilding multiclass

     

    Color Spray

    I remember being hit by its SR version and its effects stacked, which didn't seem intended according to its description. Is it bugged or am I mistaken?

     

    Do you intend to use Tobex's "Apply Concentration Check On Damage"? Cos while I reckon this is really cool, it disrupts the balance of the game a little, making spellcasters slightly more powerful and spells like Magic Missile more redundant.

  9. Minsc is unable to cast spells in the regular game, so there is no issues.

    He can in my game, am I missing something?

     

    But this is a Kit Revision mod, why aren't we talking about the KITS, but the class ?

    Because base classes are up for revision as well. And if you say "a ranger needs a wisdom of x to cast divine spells" then you are really only affecting 1 ranger in the entire game. And you could argue that Minsc's berserk ability already balances any disability he might get regarding loss of spells.

  10. I agree Minsc would have been a barbarian had the class been available in BG1. But as it wasn't, the designers went with the closest fit, and the character was developed accordingly. He still has many ranger-esque qualities, not least of all his affinity with animals. Ability to cast spells however is something I do find ridiculous... hmm, would it be too presumptuous of KR to deny spellcasting to Minsc?

  11. RE: Rangers and armour restrictions, I would still grant true rangers access to heavy armours, I'm all for versatitlity in unkitted classes. Oh and otherwise Minc's classic line "Full Plate and packing steel!" would make zero sense.

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