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subtledoctor

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Everything posted by subtledoctor

  1. Nice. Well like I say, feel free to add in anything you want. (And/or criticize the code... some of it needs work, like the "Ajantis=Inquisitor" component that I've commented out.) Also, one of my back-burner ideas for this is to add an .ini file that just looks like AJANTIS_1 = bastard sword AJANTIS_2 = long bow ... etc.And let the .tp2 read that and insert them into the proficiency assignment, just to give the player one more thing they control. It's still nowhere near the control that L1NPCs gives you, but it would probably be enough for most people.
  2. Here's my to-do list for big-fixing: - fix wild mages w/ wizard comp......../ - any mage kit for elves/half-elves...../ - fix ranger/paladin/thief profs............/ - weapprof in druid tweaks................./ - fix mod kit null profs........................./ - fix mod kit cleric profs.................. - fix resting crash bug...................... - update item text in items comp.... - fix summon rabbit script............. - fix Meistersinger innates............. - fix barb/berserk rage.................. I don't even remember what those all refer to, but there are forum posts for each so I'll figure it out. Most are pretty straightforward... the only worrisome one is the crash-on-rest thing, but that seems pretty rare and may be due to a conflict.
  3. I'm not concerned about the player, as far as the 1.4 patch, but rather myself. The kit.ids in BG2EE currently (as of v1.3) has 3 more entries than the one in BGEE. So I could equalize this by making a super-simple mod that adds 3 empty kits to BGEE. But after the imminent 1.4 patch BGEE could have six more entries in kit.ids than BG2EE; then I would need to change the mod to instead add 6 empty kits to BG2EE. That's easy, of course; this is a very minor concern. It's not Weidu we're concerned with, it's the BG2EE 'import' function. That function doesn't give a crap about mods, it just looks for the value at 0x0244. I can't control what mods the player installs or whether the mod lists will be identical on both games (they almost certainly won't be). And there's no reasonable way to compare the 2 versions of kit.ids within Weidu. (Someone might play all through BG1 before even setting up their mod installs in BG2 - before even buying BG2!) It is, as I said, a fool's errand. And it's not germane to discussion of Scales of Balance. I need this thread for bug reports etc. So let's stay on topic.
  4. That's precisely what I had in mind. BUT 1) the kit.ids files in BGEE and BG2EE are going to change in the upcoming patch, as they get updated with SoD content and (hopefully) IWDEE content. And, 2) what if the player installs NPCs on one game or the other, and those NPC mods install kits without telling the player they're doing so? (A number of popular NPC mods do this.) In fact my own brand new NPC_EE mod does just that, you could add the Lost Druid kit for Faldorn in BG1 but it won't change anything in BG2, so now there's a mismatch. Unless you can set the kit.ids entries manually, and allow for gaps (which I suspect is not possible and/or a Very Bad Idea), then trying to make the files match is a fool's errand.
  5. Wait - there is no continuity issue in BGT. Let's clarify terms a bit: BGT brings BG1 content into the old vanilla TOB game. It is one single game encompassing Charname's whole career; there is only one game folder and one kitlist.2da, etc. So sny modding you do in BGT works uniformly across the whole BG1 + SoA + TOB experience. Scales of Bslance works great in the environment (notwithstanding about 8 small-to-medium bugs that I'm aware of). The EEs, for now, are two separate games with different engines, different game folders and different resources included (spells/items/animations/etc.) SoB works great on each one (except for those bugs), but I've heard that exporting a character with a mod kit from BGEE to BG2EE doesn't quite work. This makes sense because the same kit is going to have a different IDS entry in each game, and your Weidu mod list is probably going to differ, and the strings in dialog.tlk will definitely differ. In this case, if you export a character who is, say, a Mage Hunter from BGEE, I *think* the solution is to import him into BG2EE, save your game after the intro sequence, and use EEKeeper to edit the broken imported character back to being a Mage Hunter. Then play normally, and everything else *should* work fine. If the differing kit.ids entries is the only issue in exporting/importing, then like I say, I'll make s mod that will make kit.ids match up equally in each game so that importing works better. However this is untested, plus there is stuff like NPC mods that only work on one game or the other, which may install invisible kits. I can't account for those, so my proposed solution might be a bad one. Once EET comes along (that's the EE version of BGT) this will all be solved, the way it currently is on BGT. That's very hard to say! It depends on a lot of things, including what other mods you have installed. If you installed SCS after SoB, I would not uninstall/reinstall anything. I'll issue a list of bug-fixes with the next SoB release, and I'll wager most of them could be more easily fixed with NI of ShadowKeeper or a hotfix, than a reinstall. In general, when you're mid-game, I advise against changing your mod setup at all. On the other hand: please note that you can install the new NPC_EE mod over any NPC components from SoB (or L1NPCs, or NPCKits, etc.), without uninstalling anything first. So if you already have "Faldorn=Purifier" from SoB installed, you can run NPC_EE and install "Faldorn=Lost Druid" and the later one will control. (But it won't change anything if you've already met Faldorn, since then her .cre file is in your savegame, and the Weidu NPC_EE mod does not affect savegames.)
  6. Re: Inquistors - yeah I know KR is handling that (and Dispel Evil is fantastic and well-done). I only mentioned it to show the train of thought that led me to consider the 3rd-level wizard spells. Re: the wizard spells - those are all good points, especially consideration of the AI. I agree that RM is weird and is conceptually muddled, especially when you bring the various specific spell protections into be equation. (My personal feeling is that DM/RM should be the basic de-buffer, but Deflection/Turning/Trap should block them and shift the encounter into the BG2-style spell/counterspell area. But we've already discussed that stuff at length in its own thread, no need to re-hash it here. )
  7. I'd like to announce my NPC customization mod: Non-Player Characters, Enhanced for Everyone. That's right - NPC_EE! You can download the mod here. And here is the Readme. EDIT February 2022: this mod has gone through many iterations including several huge, ground-up structural changes. I'll keep some of the old description in spoiler tags, but here is how the mod works as of version 5.0: This allows you to completely customize any NPC that joins the party, in almost any way. Every NPC will have a book that allows you to make changes to the character; if you don't want to change them, you can simply throw the book away. But if you want to change the character you can use the book from a quickslot. Using the book will open up a dialogue. If you tell it you want to make changes, then the NPC will be dropped to level 0 and you will be prompted to choose a class. This can be a new class, or the same class they already had. (You can choose the same class if you only want to change the NPC's kit, or proficiencies or something.) After choosing a class you will be prompted to make changes to the NPC's ability scores. Any score can be changed to anything from 5 to 25. If you end up choosing a class with minimum ability scores higher than when you choose, than any too-low scores will be raised to the minimum. After the NPC's ability scores are set, you will be prompted to choose a kit. For single-class NPCs, you can choose any kit installed in the game that is valid for their class. If tyhe NPC is multiclassed, then you can choose any single-class kit that is valid for either underlying class, or any multiclass kit installed for that multiclass combo. After the dialogue ends, you will have a level 0 NPC with 2 hit points and no proficiencies or skills. You can go to the Record screen and level them up. Now there are two possibilities: If they only have enough XP to become level 1, you will be prompted to choose their 1st-level proficiencies and (if appropriate) thief skills. Sorcerers and shamans will be prompted to choose spells. If they have enough XP to jump from level 0 straight to level 2 or higher, then you will be prompted to allocate thief skill points (if appropriate) and sorcerers and shamans will be prompted to cast spells; but you will only be able to choose proficiencies based on proficiency points gained after level 1. In this case you will be given an innate ability, which looks like a green sword in a circle on a white background. This will open up a new dialogue and allow you to gain any proficiency points that you were supposed to get from level 1. NOTE: If you have any proficiency abilities from Scales of Balance (it will look like a green or yellow sword in a circle on a black stone background), then you are advised to use those abilities before you use the green-on-white NPC_EE proficiency ability. Finally, if your new class is a mage, you will be granted a gem that can be used to learn a couple spells. Just put it in a quickslot and you can use it over and over until you have learned all you can. This will let you learn up to two spells in each level of the spell levels that you can cast. It will only let you learn up to two spells total; so if you already know two spells in each spell level, this will not do anything. FINAL NOTE: the book that lets you change class/stats/kit will only work in a limited fashion for NPCs who is dual-classed. Their dual-class flag cannot be changed at all in the game, so the dialogue cannot change their class, or proficiencies. You can only change their kit this way. If you want to change Imoen, Nalia, or Anomen's class, there are installation options to remove their dual-class flags at the time you install them mod. This will, for example, change Imoen from a dual-class thief-->mage into a multiclass mage/thief. Wen you go into the game, she will advance as a multiclassed character. You CAN still change her back into a dual-class (as, indeed, you can change any NPC into a dual-class) by using the book. In this case, to change Imoen from a multiclass back into a thief 7-->mage 9, then the procedure would be something like this: Use the book to change Imoen into a single-class thief (choose a kit if you want her to be e.g. a swash-->mage!) Use the console to set her XP as a 7th-level thief (45,000 or so): " C:SetCurrentXP("45000") " Level her up from 0 to 7, setting her thief skills and choosing proficiencies Use the white proficiency ability to choose more proficiencies On the Record screen, press "Dual-class" Choose her new class, e.g. mage Use the console to set her XP to what it should be, e.g. 89,000 for the start of SoA: " C:SetCurrentXP("89000") " Done! the installation changed her to multiclass but now you have changed her back to dual-class. Of course, instead of making Imoen a thief-->mage again, you could make her a ranger-->cleric, or a cleric-->mage, or whatever. By setting her to be a multiclass during installation, it opens up the maximum variety of possibilities that you can choose for her in-game. ------------------------ The old description: Cheers!
  8. I believe Glitterdust was moved to the school of Invocation. Maybe it moved back to Illusion and I forgot to remove it from the invoker's CLAB...? In any event the spell school/free spells stuff is pretty minor, and will be ironed out when that component goes into Aquadrizzt's Tome & Blood mod. SoB is compatible with BGT already (I code stuff to be EE-compatible but I play BGT myself). Tone & Blood is currently EE-only, but the next update with my wizard tweaks in it should be compatible with BGT/TobEx. In other news, I've released the first version of my NPC re-kitting mod, meant for players who can't install Level 1 NPCs. It is named, appropriately, NPC_EE. http://gibberlings3.net/forums/index.php?showtopic=27526 Now I'll work on fixing the bugs in Scales of Balance. This next bug-fix release, v3.3, should be the last update for SoB, ever. Once Power & Prayer comes out and Tome & Blood is updated, I'll restructure what's left of SoB, which will be mostly about the warrior and rogue classes, and release it as a new mod, tentatively called "Might & Guile." Hopefully by this winter, the triumvirate of Tome & Blood (for wizards and sorcerers), Power & Prayer (for priests and paladins) and Might & Guile (for fighters and rogues), should have all classes covered by interesting tweaks and new kits (a total of about 80 kits among the 3 mods). You can think of them as similar in role to the old Sword & Fist, Divine Remix, and Song & Silence mods. (That sounds like a very a immodest claim, but it is an aspirational one. And, those older three mods should be kargely compatible with these newer ones.)
  9. Re: Dispel Magic - I started out thinking of the stupid Inquisitor ability. Is it meant to be offensive, to take down enemy buffs? Then it ought to be replaced by Remove Magic, or even better, Breach. If it is meant to be a way to break evil enchantments affecting your allies (it sort of replaces Lay On Hands, after all) then it should be edited to only affect allies. Either way, Bioware's solution of "eh, let them use it for everything!" is unsatisfactory. Anyway, I realized that the same issue applies to the normal spell. Here there is Remove Magic, specifically meant to affect enemies... but then there is also Dispel, which affects allies but also weirdly encompasses the effects of RM. One sort of supersedes the other, but they're the same level. It's weird. The obvious solution is to give each its own sphere, its own effect. Remove Magic and its mechanics will govern whether you can strip enemies of their advantages; Dispel Magic and its mechanics will govern whether you can cure your allies of ill effects. Make them two sides of the same spell, and now you free up a slot, which I know is in the interest of SR. (But they could also work fine as two separate spells. The main concern Iis removing the overlap.)
  10. Here's a thought: 1) Make Dispel Magic only affect party/friendly creatures. Now you have a choice between curing allies of magical ailments, and removing buffs from enemies with Remove Magic. Now, 2) Combine them into a single spell and let the player choose which to use when casting. Now, 3) Use the Remove Magic spell slot for something else.
  11. Well, BG2 EE has 3 more kits in kitlist.2ds and kit.ids than BGEE. So, best case scenario, you start with a jongleur and import as a sniper, and you can use Shadowkeeper to fix it. In that case, a simple mod adding 3 blank kits to BGEE would fix things... but you would need to install it before ANY mod kits go into BGEE... so it wouldn't work for any games in progress. Siege of Dragonspear might cause issues though, depending on what happens with the 1.4 patch. Worst case scenario, BG2EE just doesn't allow any importing of any non-vanilla kits. I don't know how or why that could happen, but I'm not ruling it out until I do some testing. Mind, I haven't tried this myself. I've just heard here and there that people have problems importing mod-kitted characters. Time-frame: the NPC mod should be released for BG1 in a matter of days. A bug-fixed SoB update in a week or three. The new Tome and Blood with the SoB wizard tweaks, in a few weeks. Power & Prayer in a month or two.
  12. Right... I don't understand how that floating field of magical force ever got into the "conjuration/summoning" school, which is for spells that conjure things and summon things. What you described sounds more like an Abjuration or invocation spell, or even maybe an illusion (I'm leaning toward making the Bigby's Hand spells into illusions.) But whatever, this stuff is totally arbitrary.
  13. I'm not even sure you can take a character with a mod kit from BGEE to BG2EE without re-rolling... I'm working on a solution to that problem. As for Scales of Balance, yes some big changes. https://forums.beamdog.com/discussion/comment/669911/#Comment_669911 The Wizard Tweaks are going to become part of Tome & Blood (which will become compatible with the pre-EE engine). The component may or may not be removed from SoB. The NPC changes are being spun off into their own mod: https://forums.beamdog.com/discussion/comment/665298/#Comment_665298 The cleric/paladin/druid tweaks and all the cleric and druid kits are being spun off into their own mod, complete with about 30 kits, a sphere system, and changes to weapon usability. It will be a spiritual successor to Divine Remix. https://forums.beamdog.com/discussion/43174/prayer-and-power-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks Scales of Balance will then be focused on a core tweak pack and a kit pack for warriors and rogues. It should look like this: ............TWEAKS: - stat tweaks - hit point tweaks - spell table tweaks - STO - Saving Throw Overhaul - IWO - Item & Weapon Overhaul - WPO - Weapon Proficiency Overhaul - MRO - Magic Resistance Overhaul - revised berserk/barb Rage - revised movement bonuses (Quickstride) - revised monk fists - revised Wizard Slayer - revised Kensai - revised Stalker - revised Blade (fair warning, it's a nerf... but at least it's no longer "kill the Blade!") ...............KITS: - Marksman - Elven Archer & Halfling Slinger - Corsair - Mage Hunter - Barbarian Ranger - Scout (& revised Swashbuckler) - Sniper - Jongleur - Loremaster - Gallant - Meistersinger - multiclass kits
  14. Re: Imoen, that's correct. In BG1 it makes her a mage/thief multiclass, with the Spellfilcher kit; in BG2 she stays a thief->mage dual class, with the Spellfilcher kit applied to her thief levels. (Anyway this component is going to disappear from the mod soon... more on that later.) With the wizard tweaks, Armor becomes an Abjuration spell. (I never understood it as a conjuration... unless it actually conjured a real suit of armor - which of course a wizard can't wear ). Maybe the description patch didn't work right. (Anyway this component is going to disappear from the mod soon... more on that later.) Re: Wizard Slayer, yeah that's odd, I'll take a look at it. Thanks for the report! This component will NOT disappear from the mod anytime soon, so I really need to fix it!
  15. And, here is v3.2 - it eliminates the Harrier kit, instead giving its trap-setting ability to Stalkers. Also gives ALL rangers the ability to backstab at 2x damage, and fixes some other things, like Barbarian Ranger spellcasting and how the mod handles CLSWPBN.2da. https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.2
  16. I think it is, if you use the linked file above. That's why I said "solution attached"...
  17. Updated to v3.12, fixing a bug which dropped missile weapon APR too low when using the proficiency component. If you are using v3.0 or 3.1, you don't need to reinstall to fix that; instead you can use the little "missile fix" modlet linked below, and just continue playing. https://dl.dropboxusercontent.com/u/86011511/SoB3%20missile%20fix.zip
  18. v3.1 is up. Aside from a few small bug-fixes, this version adds a first attempt at a mod to remove Magic Resistance from the game. If you like MR, you will *not* like this new component. https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.12
  19. Finally... I think this is ready for release. Say hello, to three point oh: https://github.com/subtledoctor/Scales_of_Balance/releases/tag/3.06 New Readme: https://dl.dropboxusercontent.com/u/86011511/readme-sob.html Changelog! Oh my there are lots of changes. Here's a rough list: - Massive internal changes. All components are compartmentalized in .tpa files. Anyone reviewing this mod later should be easily able to find what they're looking for, instead of wading through a single 25,000 line long .tp2 file. - The proficiency overhaul has bee scrapped and rebuilt from the ground up. As I described above, now you pick proficiencies at the beginning instead of having them auto-picked. Which eliminates a truckload of huge bugs. Take note, this component now *requires* TobEx be installed if you're playing the old pre-EE engine! - The proficiency overhaul will now enforce the PnP rule that you can't advance to GM any longer once you've dual-classed away from fighter. Purists rejoice! More details in the readme. - New in the warrior class tweaks, a thoroughly revised Wizard Slayer kit. No MR, no item restrictions, just a couple innate abilities to cause casting failure in nearby wizards: a melee hit effect, and a Disruptive Shout ability. If you install the multiclass tweaks, you can give this kit to a fighter/thief. You can disable this with an .ini setting if you like the vanilla WS or want to use a mod like Wizard Slayer Rebalancing. - The kensai component has been merged with the rest of the warrior tweaks. You can disable it with an .ini setting if you don't like it. - The revised monk fists have been *un-merged* from the proficiency overhaul and are in their own component. - I've reverted the Avenger druid kit from being elemental-focused to being poison-and -corrupted-nature-focused, like the original was. Trueclass/Forest druids can shapeshift into a wolf, a dire wolf, a rat (which is initially invisible, good for sneaking if you don't attack anyone), a lion, and a cave bear. Avengers can shapeshift into a small spider (also initially invisible), a giant spider, a wyvern, and a giant troll. - The old SoB Avenger is spun off into a new kit, the Elementalist. Pretty much what it says on the tin, a druid that can shapeshift into elementals. - Various kits have a permanent Luck bonus (Corsair, Gallant, Luckrider, Misadventurer). - Loremasters now have Find Traps as an innate ability, and can cast more spells. - The Darkcloak of Shar gets more and new innate abilities. Blur, Phantom Blade, and PW: Blind. - The Spellbender kit is added in the multiclass tweaks! Improvisational casting of both wizard and cleric spells, this kit should be a lot of fun. BIG thanks to DreamSlaveOne over at G3 for providing the .BAMs for these spells! - A new component that makes sense of the saving throws offered by all spells. Direct, mental, and illusionary spells (Charm, Hold, Spook) offer saves vs. Spells. Spells that you can dodge (Fireball, Entangle, Web) offer saves vs. Breath Weapon. Spells that attack your health (Cloudkill, poison, necromantic/undead effects like level drain) offer saves vs. Death. Spells that change your form (Flesh to Stone, Polymorph Other) offer saves vs. Petrification. Now you can get save bonuses and have a good, sensible idea of what they will and won't do for you (instead of the "saves vs. Spells beat everything" rule of the vanilla game). - More improvements to the Bladesinger kit to balance it and fix some crash bugs. Bladesong no longer wipes out your quickslot spells! - More NPC options, to make Nalia a Spellbender and Valygar a multiclass fighter/thief Wizard Slayer. - Finally, the revised wizard kits! No more oppositions schools (but there is an .ini setting to avoid changing opposition schools, if you want to use this in conjunction with Opp. school changes from Tome & Blood or something like that). Every specialist has special, unique abilities that are all different from each other. Diviners can cast Contingency as a cantrip at level 1, and can't be backstabbed. Invokers do more damage with Invocation spells (only working with TobEx and EE v1.4). Illusionists have permanent SI: Divination and can use the SHadowdancer's Shadow Step ability. Abjurers get a Spell Shield with every Deflection. Enchanters cause nearby enemies to take a saving throw penalty. Transmuters can animate golems to fight for them. And Necromancers can learn to use necromantic touch spells at will. Eh, my fingers are getting tired of typing all this stuff. Enjoy!
  20. BG2Tweaks (aka "the G3 Tweak Pack") should really be installed before SCS. The only reason DavidW suggested installing it later is if you want to uninstall and reinstall the tweaks; doing so will cause SCS to uninstall and reinstall itself, which is very time-consuming. But that logic applies to any mod, not just the Tweak Pack. For best results, you really should 1) really figure out what mods you want to install 2) install most of them before SCS (with some very few exceptions, like aTweaks, Widescreen, W_GUI, Level1NPCs) 3) don't mess with any mods that were installed before SCS.
  21. Finally in the home stretch! Testing everything and getting some good results. - backstab immunity: working! (now to add it to the Barbarian Ranger) - Spellbender's improvisational casting: working! - excluding Necromancy spells from bards: working! - dual-class cheese reduction: working! - Bladesinger: working! - Shadow Step ported to the original engine: working! - cleric favored weapons: working! - new druid shapechanges: almost working. I need to figure out how to give an innate ability while shapechanged. Maybe add it to the .CRE file? I still have a bunch of little adjustments to make, but it's only a few hours' work. Should be done soon.
  22. Whoa - I don't even remember coding those AC bonuses. Okay, I reduced them to match the thac0 bonuses: +1 at 1st level, up to +4 at 15th level. Much more reasonable. I'll give them thief usabilities as well. Oh, and I think I figured out what was wiping out the quickspells - should be fixed now. Yay! And I removed the references to opcode 321 from Swashbuckling, so Corsairs and Swashbucklers shouldn't crash the old engine either. And I'm adding the kitted clerics' Favored Weapons to the Divine Class Tweaks, so you don't have to use the proficiency overhaul to let your priest of Selune wield a scimitar. Getting there! My to-do list is down to eight items - one bit of coding (give spellcasting to Harriers, at a reduced rate) and seven "test ____" items. If the testing doesn't turn up to many major problems, v3 could go out in a matter of days! *whew.* Then I'm taking a couple months off.
  23. Poop, good catch. I'm in final testing stages of v3, I'll fix that right now.
  24. I think the spells thing can't be helped. The wizard stuff is so hard-coded, I think that as soon as the engine sees "oh here's a mage, and hey he has a kit! without any further investigation into what kit it is, I'm going to give him an extra spell. Here's an interesting twist though: I rolled a multiclass mage/thief, used the Spellfilcher tome to give him a kit, and he got the extra spell/day of a specialist. I then rolled a thief, leveled up a bit, then dual-classed to mage, then became a Spellilcher... and now, gaining mage levels only, I am NOT getting extra spells. Maybe the 'OriginalClass' flag being set for a dual-class stops the engine from giving the bonus spells. ?? Who knows? If it's any consolation, with my v3 wizard kit tweaks specialists will no longer get extra spells. I mean they will, because it's hard-coded, but all mages will get them and there are no opposition schools. So in that context, the Bladesinger will have a normal amount of spells (i.e. the same as a normal mage). Is this really more powerful than PnP? I suppose the Bladesong ability itself is more powerful, since it's based on BG2 Blade's Offensive Spin. But the PnP Bladesinger gets a passive -1 bonus to melee AC *permanently* i.e. up to -10 AC at all times (depending on level limits). That's insane. My Bladesong ability gives a max -4 AC (I think), and only while the Song is active. Btw I didn't specifically decide to make Bladesong prevent Haste, it was leftover from Offensive Spin. But I kind of like it being there, if only because increasing movement speed to 4x would be kind of silly. What I should do, is remove the Haste protection, and have Bladesong *set* movement speed to some value instead of just doubling it. Or find some other way for them to work together without things getting crazy.
  25. But profsmax.2da is respected in the EEs, and I think with TobEx. I highly doubt that it's something to do with the kit itself. It's a bog-standard mod kit, a simple fighter kit with the 0x00004000 trueclass usability flag and some extra AP_ and GA_ stuff in its CLAB file. Kits will use the weapprof.2da columns, but I think the issue is that fighter/mage has its own column in that file - as if it were a kit. So if you apply a kit to a fighter/mage (something that is not anticipated by the engine) the question is, will the game use the kit column for fighter/mage, or the column for the added kit? If it's the former, then giving Bladesingers higher max weapon mastery than normal fighter/mages will be impossible unless my new proficiency overhaul is used. In that case I can just make the kit's installation contingent on the overhaul being installed. Or just restrict the kit to the same max as fighter/mages.
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