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yarpen

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Posts posted by yarpen

  1. As far as I know he was doing stuff like this. ^^' Well, sorry for stupid argument. But I just don't like the fact that Raising Dead is so... easy. And mechanical. "oh, they died - c'mon, get up get up'. Then please tell me why bad guys cannot be ressurected? -,- I'd love to see some mechanics which are going to make it "lesser evil" - and well, making death of character greater factor and tragedy.

  2. There is a complete difference between what was written in PnP and what you're suggesting. We should see a difference between:

    a) limiting how many times character can be resurrected

    b) granting penalties from being dead

     

    Your solution isn't doing any of those. -1 Penalty to Constitution isn't any sort of penalty to be honest. I think it'd be much better to see normal Raise Dead working as Harper's Call, granting some serious penalties (-4 to all physical attributes) so character which was raised should feel that "hey, you were dead!". I'd personally prefer pernament penalty to Constitution, which is adding more depth into game - but if you don't like it...

  3. Well, there should be no XP for summoned monsters which can be controlled by the caster. Yes, they are just another way of representing damage dealt on battlefield. So I don't see a difference between fireball and Summon Monster I. But with demons it's a bit more complicated. In my opinion demons should be uncontrollable force, much stronger than for example most of spells - used in desperate situation "okay, I don't know how to win. I'm going to use a Demon. If he's going to kill me, whatever. If he's going to kill my enemies - great."

     

    I'd even suggest XP penalty for summoning a Demon, which would be regained when killing him. But I think summoned Demons should be powerfull and should deserve something like 20-50% of their normal XP value.

     

    Also, I was thinking that 4th level summon Call Woodland Beings summoning a creature with access to 4th level spells is a bit ridicolous. Don't you think? It's good that she doesn't have access to Call Woodland Beings. :)

  4. Please don't decide for players what spells should be clerics' and what should be druids'. I was really upset when I found in the middle/later part of the game that my cleric could not cast Sunray and Jaheira could not use CS+Harm. Moreover, I don't think Level 7 divine spells should be some counterparts of Arcane ones of the same level, so why no Gate for a cleric. I always think priests should be better at summoning creatures than wizards.

    You can make a separate component, such as "heavily modified priest spell book".

    I'll just throw my three cents here and say that Demi shouldn't be blamed for fact that Druid and Cleric are separate classes and should have different spell repertoire. In SR4 as far as we know there are going to be additional Druid's spells which will grant them more offensive edge which they're currently (with exception of Insects) lacking.

  5. Harming Spells: these are much more problematic because they work in a completely different way (as 1 charge weapon which needs to score hit on a target), and adding a healing effect that can potentially miss the allied creature seems silly. For V4 I was actually going to suggest to completely change them into something more similar to Ghoul's Touch (no charges), because these spells are absolutely useless right now (except Harm, which can actually be really OP under Time Stop).

    Good catch. It can be short-term but it's better than was the possibility of miss (and then you're loosing time for casting spell, spell slot and nerves).

  6. Got my hands on Arcane Remix (and from tomorrow I'm starting to betatesting it) and have to say - that's Gibberlings3 oldschool. Nearly every spell was fixed/edited, there are 20+ of new spells... and there's lack of any .spl files. :( There's a lack of "big" changes, but a lot of minor improvements and fixes. Everything resembles now PnP a bit more. But there are also really, really good new spells such as Paralyzing/Pain Touch, Improved Mirror Image, Mass Charm/Polymorph - they give a lot of impact to specialists. Now I can be a great transmuter and polymorph a band of bandits into squirrels. Or as low-level illusioner create a lot of clones (as in Mirror Image, but I can control them - they're one-hit and don't have any attacks). Didn't mentioned about unique Edwin's spells such as Flensing (rip them of flesh!) or Nybor's Mild Admonishment.

     

    But Spell Revision is far more balanced, and works fine with SCS (I think that AR will too - but DavidW is thinking about SCS-SR connection so...) and got so many great changes. Damn. I'd love to see SR with some of the changes and new spells from Arcane Remixes, that would be really cool and you really should talk with NightMARE.

  7. I don't think that these mods gonna be compatible. Arcane Remixes changes many spells, and is I think more extreme - so there are changes which make problems with SCS. As far as I remember, reading from DevWiki but it was long time ago. Maybe I'm not an author, but in place of Nightmare, I'd think about something. Arcane Remixes aren't going to be developed more, so maybe that's good idea to connect them with great Spell Revision project? Maybe not all of the changes, but there were really great spells and I'd love to see them with Spell Revision which reibalances spell system really fine. :( I know that's hard and needs a lot of discussion between Demi and NightMARE, but I hope that this discussion will give to us, players, a lot of good stuff. :D

     

    Pesonally I'd love to see this union, also because NightMARE mods as Divine Remixes were my favourites when it's about game mechanics - and now I also love Demi's Revision mods. ;-)

  8. Wolf can summon a rest of his pack, so another 4 wolves (weaker of course) ;-) Only in fantasy there are lone wolves.

     

    About tieing animals to alignments - that's the non-described rule of shapeshifters. Werewolfs are usually chaotic, when Werebears lawful. I dunno about werepanthers (lol) but I think neutral alignment fits them.

  9. I beg for a selection between Panther (for neutral good), Wolf (chaotic good) and Bear (lawful good).

     

    Animal Horde... that's good. Especially when we will take one of PnP Beast Master disadvantages... he cannot control summoned animals. Then, they're not treaten as summoned creatures. And they do not count on the limit of summoned creatures. Cool :crazyeyes:

  10. Archer

    I know that Called Shot is ready and finished, but I wanted to present my revision of it from my old mod known as PnP Baldur's Gate. So here it is

     

    - Every 4 levels he gains the ability to make an aimed shot once per day. When he activates this ability, any shot made within the next 10 seconds is augmented in the following manner (according to the choice of the archer).

    - Eyes: saving throw vs. wands or blindness for 5 rounds (-4 to ThaC0 for archer)

    - Arms: cumulative -2 to ThaC0 for 10 rounds (-2 to ThaC0 for archer)

    - Legs: saving throw vs. wands or slow for 3 rounds (-2 to ThaC0 for archer)

    - Heart: critical hit (-4 to ThaC0 for archer)

    So maybe there is other way of revising it? Instead of level dependable effects (and that's strange, at 16th level he hits at once on hands, legs, head and etc. ;-) ) you can give to player a chance of selecting limb/part of body as in Fallouts.

     

    Stalker

    He needs more mobility, bonuses to hide in shadows dependable on levels (+5% per 2 levels?) and removing these stupid spells. They were one of strangest things even did in kits - and at level when ranger gain 3rd level spells they were practiccaly unuseful. I think that trade'ing these spells and possibility of using non-thieves items for better bonuses to Hide in shadows, permanent non-detection at higher levels and better movements speed can be nice. :crazyeyes:

     

    Beast Master

    I'm waiting especially for this kit. Probably the weakest one in-game but such a roleplaying - can't wait to see your revisions of it. :)

  11. Is the current progression fine or should we allow spellcasting a little earlier?

    I think that they should start their spells earlier. In BG1 there's very little chance for seeing ranger using Entangle in action which is weird. Maybe 5th level? Rangers are usually weaker than Paladins (Lay on hands, Turn Undead, Protection against Evil, faster and wider spell progression, Holy Avenger)...

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