Armor Revisions
#81
Posted 09 June 2005 - 11:22 AM
PnP Celestials
Geomantic Sorcerer Kit
#82
Posted 10 June 2005 - 08:36 AM
I still say we should modify the base AC modifiers of the various armor types (the specific modifiers vs. different attacks).
Seconded. I guess we can add shields to Armor Revisions, but only with reduced number of effects. Their AC bonuses should be revised, yes. OTOH. I don't think we should add any DEX, speed or the other modifiers to them, since by that logic, we should add these to weapons as well.What I'd agree to do though, is to increase the level of missile defence provided by shields.
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#83
Posted 11 June 2005 - 03:51 AM
Ever forward, my darling wind...
#84
Posted 11 June 2005 - 06:56 AM
All missile combat in BG2 takes place at point-blank range, so longbows and crossbows would have greater chance of penetrating armor than at medium and long range.
It is worth noticing that ranged weapons in BG2 are severely hindered because they fire at shorter range and less shots can be fired before the enemy comes to close.
#85
Posted 12 June 2005 - 10:11 PM
I see your points Delight, but I think that there's no need to lower the protection against missiles... such weapons benefit from an amount of bonuses already, there's no real need to make them stronger, imho.
Ever forward, my darling wind...
#86
Posted 13 June 2005 - 01:54 AM
We'll take care of shields right after armors were coded - we'll add the shield AC modifications to the component along with the base AC modifications for armors.Right now we're talking just about shields
These will be discussed here before, of course.
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#87
Posted 24 June 2005 - 01:16 AM
I?m undecided about Thieving Skills and Miscast penalties though ? while they are absolutely reasonable to be added, it would mean we should add such penalties to weapons as well, which is wrong, again. So I haven?t added them yet. Still, something should be done to show how cumbersome the greater shields are, and the higher STR requirement just won?t do. I heavily consider to add a light DEX penalty after all.
Also, one of the main differences between the Armor System and the shield modifications is that while the first get better stats at higher enchantment level, the latter don?t ? a Large Shield will receive the very same Missile AC bonuses at 0 or +5 EL, only it?s main AC bonus will increase.
Anyway, here are the stats:
Buckler: AC: -1, Missile bonus: 0 (no change)
Small Shield: AC: -1, Missile bonus: 1
Medium Shield: AC: -1, Missile bonus: 2
Large Shield: AC: -1, Missile bonus: 3 (-1 DEX penalty planned)
Special shields:
Shield of the Falling Stars (SHLD07):
AC: -1, Missile bonus: 5
Fortress Shield (SHLD23)
AC: -4, Missile bonus: 8
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#88
Posted 24 June 2005 - 02:42 AM
Edited by Chevalier, 24 June 2005 - 02:46 AM.
I Ride for the King!
a.k.a. Chev
#89
Posted 24 June 2005 - 02:53 AM
I'd suggest that perhaps the Fortress Shield should retain the dexterity penalty where other enchanted large shields might not. I think it'd suit the concept of it.
With your proposal, there's (still) no advantage of a small shield over a medium shield, even allowing for usabilitiy restrictions. (At least bucklers are useful to some classes-- although that too is gonna disappear if you remove spurious usability restrictions.)
I'd also question the rationale behind a large shield giving the same AC bonus as a buckler. Practically, I imagine the difference should be that the buckler actually *requires* dexterity to be used effectively, while the large shield limits mobility but provides automatic protection regardless. This would, perhaps, mean that as the shields get larger, they convey a greater AC bonus, but they also penalize dexterity more severely. The problem is, the stat scale isn't too fine.
I suggest not bothering with miscast and thieving skill penalties. You visibly put anything you're holding away when you cast a spell, and I think we can assume that thieves aren't trying to pick locks while holding their equipment.
Edited by SimDing0, 24 June 2005 - 02:55 AM.
#90
Posted 24 June 2005 - 05:00 AM
First, if we add DEX penalties to armors and shields as well, it might become too much in some cases. For example an unenchanted Full Plate reduces DEX by 6 points, and if the character euips a Tower Shield (with 2 DEX penalty for example), it becomes 8 in total. Now, if our character isn't really high in DEX from start (he has 10 DEX for example), this combination effectively reduces it to 2. This brings up a few problems: first, we will have to include a min. DEX requirement for these modified armors to prevent chunking (when DEX reaches 0). Since these penalties have a considerable chance to reduce DEX below these minimum levels, it can easily result in the armor becoming "unuseable" by that character. Also, another problem with this greatly reduced DEX is that there are some rare occasions in the game where abilities and weapons drain DEX - and it would be most unfortunate if heavily armored fighters would fall after 1-2 hits by these weapons...
As for movement penalty, that wouldn't be that problematic as DEX modifiers - but it would result in a much more significant difference in movement rates than with the modified armors only. I'll try to experiment with it a bit though.
I also agree that Large shields should receive some bonus to base AC as well.
OTOH, we will never be able to make bucklers as useful as they were intended to be, since we cannot allow the character to use any 2-handed weapon while wearing a buckler...
Either way, I'll consider these further.
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#91
Posted 24 June 2005 - 06:17 AM
#92
Posted 24 June 2005 - 08:40 AM
Ehm.. what do you mean? Be a bit more specific please.Maybe using a percentage penalty would be the solution of this problem?
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#93
Posted 24 June 2005 - 08:46 AM
Note that this system still ignores Enchantment Level, and I wish to keep it that way. Only the "large shield" cathegory has some penalties, and that comes mostly from their sizes, not from their weights - and while a greater enchantment makes them lighter, it won't make them smaller and easier to handle.
Here are my latest, and hopefully final suggestions on how shields should be handled by this component:
Bucklers:
AC bonus: 1
Extra AC bonus vs. missiles: 0
Movement penalty: 0
DEX penalty: 0
Small Shields:
AC bonus: 1
Extra AC bonus vs. missiles: 0
Movement penalty: 0
DEX penalty: 0
Medium Shields:
AC bonus: 1
Extra AC bonus vs. missiles: 1
Movement penalty: 0
DEX penalty: 0
Large Shields:
AC bonus: 2
Extra AC bonus vs. missiles: 2
Movement penalty: -10%
DEX penalty: -1
And here are the special cases, a few unique Large Shields:
Shield of the Falling Stars +1, +4 vs. Missiles (SHLD07)
AC bonus: 3
Extra AC bonus vs. missiles: 4
Movement penalty: -10%
DEX penalty: -1
Large Shield +2 (no unique name) (SHLD19)
AC bonus: 4
Extra AC bonus vs. missiles: 2
Movement penalty: -5%
DEX penalty: 0
Fortress Shield +3 (SHLD23)
AC bonus: 5
Extra AC bonus vs. missiles: 7
Movement penalty: 10%
DEX penalty: -1
Large Shield +2 (no unique name) (SHLD30)
AC bonus: 4
Extra AC bonus vs. missiles: 2
Movement penalty: 0
DEX penalty: 0
Darksteel Shield (SHLD 31)
AC bonus: 6
Extra AC bonus vs. missiles: 2
Movement penalty: 5%
DEX penalty: -1
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#95
Posted 25 June 2005 - 12:00 AM
Hmm. As far as I know, you cannot reduce ability scores by percents, only fixed numbers - though I'll have to check.Reducing dex to certain percent instead of applying a fixed penalty would stop the armor from chunking its wearer
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#96
Posted 25 June 2005 - 01:00 AM
#97
Posted 25 June 2005 - 01:05 AM
#98
Posted 25 June 2005 - 04:25 AM
Yep, that is my problem as well - percentages are far less useful for these effects. Honestly, for the damage reduction part of Armor Revisions, I'd far more use fixed numbers than those percentages. Much more precise and reliable that way.Considering the stat range, percentage penalties will make things worse not better.
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#99
Posted 26 June 2005 - 06:46 AM
#100
Posted 26 June 2005 - 09:59 AM
No, I truly don't think we will mess with casting times and spell failure for shields. Armors already do this, and if one is desperate, there is the G3 Tweak Pack.Well, if you really want to add some spellcasting penalty to shields it could be a slight increase in casting time, maybe plus one (probably the time required to put the shield down or something). However I haven't given a thought to possible balance issues yet.
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