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Salk

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Posts posted by Salk

  1. I agree that staff does not seem so ideal for rods either.

     

    But as you point out, the BG vanilla description mentions thickness and that's my biggest issue with choosing club as new weapon class (characteristically a club's thickness is usually extremely different at the grip and at the end). It's one step ahead (length) and one back (breadth). Wouldn't mace fit rods better than club?

  2. Interesting changes. I think they need testing so it's good if you can meet a November release.

     

    What you guys decided to do with rods is pretty radical but it doesn't necessarily mean that won't work although changing the weapon class from staff to clubs does not feel so right.

  3. All you say is true, however, I genearlly dislike things such as lowering resistance to a negative value. 0 is "no resistance", right? How can it get worse?

     

    It can when the target has acquired a special weakness against a specific kind of attack. So, in my book, a negative value does not sound that absurd. Magical effects against a target with a negative resistance to magic (ex. -20%) would produce a result that is in percentage superior to normal (120%).

  4. Demi,

     

    is it feasible to expect a real release (one that would be officially on Gibberlings3's homepage) by the end of the year?

     

    I do understand that you're busy and everything but the risk here is to have many parallel projects (SR, IR, KR) which feel incomplete for one reason or one other. At this point, wouldn't it be better to tie the knots and aim for a final release for IR or SR and put on hiatus the rest?

  5. Shield of the Archons

     

    I agree with everyone above

     

    Holy/Unholy Word

     

    I have a mild preference for a merge here because as Ardanis said, these two are really two identical spells that differ only for the alignment of the target. About introducing a save, I am not really convinced and I'd rather keep it the way it is.

  6. I am not in favour of AI dumbness, on the contrary. But between internal consistency and an AI that does take full advantage of ANY spell cast by the player I choose the former every time. The AI would benefit of the cloud if it happens to enter it otherwise I believe that's not the ONLY alternative it has.

     

    If SR is installed on a vanilla game, the AI won't behave any more stupid than it does during any fight without Mist of Eldath.

     

    If SR is installed with SCS it won't change anything because at present, there is no support for that spell in any script and I won't be sure that there will ever be.

  7. Mist of Eldath

    Well, I actually don't like to consider AI dumbness as a good reason to make this spell work this way. I'd instead consider it a good reason to not make it affect opponents, because else I would have to cope with opponents not stepping into the cloud (even if it's 2 feet away from them) only because the AI is unable to understand it would be much better to move there.

     

    All clouds-based spell are party unfriendly if memory serves well. Mist of Eldath should not be any exception, especially considering that there doesn't seem to be any valid reason for it to not be beneficial to all breathing creatures.

     

    And when it comes to AI, every game's strategist aims to just exploit's the AI's weaknesses in order to be victorious. I am not shocked by the idea of having the AI not understand the effects of the Mist, especially considering that in the vanilla game that spell won't ever be used by the AI.

  8. Mist of Eldath

    I'm instead with those saying that to be appealing it should be party-friendly. How can it be useful if it heals all opponents? o_O

     

    It would be useful working as regenerating pool for a party and its summons. The AI won't be smart enough to cope with its presence. It's enough to send into the cloud those allies that need curing and keep the enemies far from it.

  9. Cleric 7th Level

     

    No additions

     

    Druid 7th Level

     

    I like the best Mist of Eldath as spell concept. A cloud that heals is a nice counter to all those ones delivering nasty effects. I don't know how the PnP version of this spell is but I definitely think it should last 1 turn just like all the other clouds as you suggested Demi. Plus, you'd have to make sure that only breathing creatures would indeed gain the benefit of staying inside the cloud (and it should also heal hostiles and neutrals ones of course, making it even more special)

  10. Tortoise Shell

    ...and making it temporary increase maximum hit points may as well, does it?

     

    I am against this as it does not seem to fit with the spell concept. Just make it grant a solid AC bonus and physical resistance plus the possibility of casting it on others to make it really appealing.

     

    Restrict Fighter/Druids to Armor that Druids Can Wear

     

    I'll never understand the heavy dislike for that component. :(

     

    Do not change it. I use it and I like it EXACTLY the way it is, Demi!

  11. Tortoise Shell

     

    I'd vote for making it create an external shell and make it then usable on others as well. In this way, no recoloring is needed but I wonder if there might be other visual effects that'd do nice instead. How does IWD display it?

  12. Raise Dead

     

    For gameplay reason, it is impossible to apply all the PnP limitations into the game because, especially with AI mods installed, characters die, and some times often. I don't remember if it happens already in vanilla but one thing that could be done is to make the resurrected character fatigued.

     

    Flame Strike

     

    I am also against raising the damage output.

     

    Slay Living

     

    Yes, Demi. Go for it!

     

    Chaotic Command -> Impregnable Mind

     

    Yes.

     

    Greater Command

     

    I don't think a change is needed.

     

    Stoneskin

     

    I am against spells that are name exactly the same and that perform differently for arcane and divine. On the other hand, it's arbitrary to have druids learn the same identical spell at different level (why?). My suggestion is therefore to lower the level to match the wizard's progression table. If that can't be done, then let's add 2 layers and change the name slightly ("Improved Stoneskin?") to reflect the improvements.

     

    Magic Resistance

     

    A 40% is still less than a half chance to resist and according to me it is not enough. I would raise it to an even 50%.

     

    Polymorph Others

     

    Here too I'd like to see the spell level lowered in accordance to the wizard's progression table. Personally I don't think it's bad but it's not worth the level slot it occupies.

     

    Righteous Fury

     

    Fine as it is.

     

    True Sight

     

    See Polymorph Others and Stoneskin above.

  13. Speaking of illusions and clones, I'm also "secretly plotting" to replace Reflected Image (which never existed, and overlaps with Mirror Image too much imo) with AD&D Phantasmal Force. I previously thought to make it create an illusionary copy of the caster (as Reflected Image was supposed to do, but free to move, not sharing MI properties) unable to do anything other than walking around, but the more I look into AD&D description the more I think the spell has much more to say, and I even think believers can actually be "harmed" (though unlike Shadow Magic and Shades this is 100% not real).

     

    I find myself really intrigued by this proposal of yours, Demi.

     

    Please make it blossom.

  14. Cloak of Bravery

     

    I don't see a real need of it so I'd leave it out.

     

    Death Ward

     

    Agree with you and F-man.

     

    Defensive Harmony

     

    I don't think its duration is too short but I don't find this spell very appealing for its level. How is the PnP version of it?

     

    Divine Power

     

    I like the way it is now.

     

    Lesser Restoration

     

    It is situational, yes but it's not the only one that shares this characteristic so I'd leave it unchanged.

     

    Magic Circle against Evil

     

    If you feel that it is somehow a duplicate of Defensive Harmony why was this spell ever introduced? Because it's not a vanilla spell in BG, is it? Doesn't it come from IWD? (Forgive me but it was a long time since I played the game)

     

    Poison

     

    Decent enough but I'd not tear my hair if it was not available.

  15. I am with Demi here and I believe Animate Dead should be Evil only (even for consistency with the Turn Undead power) and if we go for it the logical choice for Repulse Undead (I like it better than Searing Light) is to make it a good-alignement only spell. But then the problem is: what about neutral clerics? Will they lose both spells? It'd be atrocious so my proposal is to let neutral clerics gain both spells halving their effectiveness somehow.
    Halving a spell's effectiveness would mean making it pointless imo. Neutral clerics should just simply get both spells (as they do for Holy Smite, Holy Word and their evil versions) or only one.

     

    I understand the problem but giving both spells or non seems unfair in both cases.

     

    Would it be possible to grant higher saves for the targets when such spells are cast by neutral clerics? I still do think that neutral clerics should have both but that the spell effectiveness should be minor somehow.

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