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Mod:Magic Item Crisis


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#1 Rabain

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Posted 08 July 2005 - 11:13 AM

Has anyone ever given a thought to a mod that would remove/reduce both the power and number of magical items in the game?

Everywhere there are +5 weapons popping up, items with protection from level drain, immunity to undead, fire resistance and armour class bonuses.

Would anyone be interested in seeing a mod where every +1 magical item in the game is removed, every other magical item is reduced by +1, every item giving a bonus has it halved.

Basically: the iron crisis from BG1 gets magicked and moved to Amn. :)

Edit: Actually I just thought of the large number of generic +2 or 3 weapons in the game...these can all go too, only named items of these magic levels remain.

Edited by Rabain, 08 July 2005 - 11:24 AM.

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#2 SimDing0

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Posted 08 July 2005 - 12:19 PM

I suggest dropping the enchantment of all items by 2, so regular items become low-quality, +1 become normal, +2 become high-quality, +3 become +1, +4 become +2, and so on.
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#3 the bigg

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Posted 08 July 2005 - 12:21 PM

I suggest dropping the enchantment of all items by 2, so regular items become low-quality, +1 become normal, +2 become high-quality, +3 become +1, +4 become +2, and so on.

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You won't have a weapon to kill Kangaxx, though. [unless you added the exception "maces of destruction remains +4 for Kangaxx as per D&D rules]

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#4 SimDing0

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Posted 08 July 2005 - 12:46 PM

I don't believe in weapon immunities like that anyway. BG1 had the right idea.

Edited by SimDing0, 08 July 2005 - 12:46 PM.

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#5 the bigg

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Posted 08 July 2005 - 12:59 PM

/me wishes me still had BG1

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Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
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#6 Rabain

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Posted 08 July 2005 - 01:05 PM

I loved the way BG1 was done with weapons. I actually had characters who used Halberds just because there was so few other magical weapons to use. I thought I was great when I got Bassilus' hammer!

Anyway...I like your suggestion Sim.

Kangaxx- can't he be killed via magic anyway? You would just have to wait until later when you have enough magic to do that...as you should to kill a demi-lich.

Likewise it would make players reconsider every major battle, spells like Flaming Sword and Spiritual Hammer might actually be useful again.
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#7 the bigg

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Posted 08 July 2005 - 01:09 PM

Kangaxx- can't he be killed via magic anyway?  You would just have to wait until later when you have enough magic to do that...as you should to kill a demi-lich.

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The only spells that can hurt him are 10th level ones - Dragon's Breath being the most notable.

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#8 Archmage Silver

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Posted 09 July 2005 - 03:35 AM

What about spells that add weapon enchantment points? Like spell adding +2 to a +3 weapon?

#9 the bigg

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Posted 09 July 2005 - 04:05 AM

What about spells that add weapon enchantment points? Like spell adding +2 to a +3 weapon?

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They have a small problem: namely, they don't exist and aren't addable (the similar spells from TDD are just a hoax)

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#10 Archmage Silver

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Posted 09 July 2005 - 04:32 AM

Hmm... what about the spells like spiritual hammer? Could they be improved so that higher versions give spiritual hammer +3 etc?

#11 NiGHTMARE

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Posted 09 July 2005 - 04:35 AM

They have a small problem: namely, they don't exist and aren't addable (the similar spells from TDD are just a hoax)

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They could be done, but only by using a really long script and a lot of .itm files :).

#12 the bigg

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Posted 09 July 2005 - 04:37 AM

They have a small problem: namely, they don't exist and aren't addable (the similar spells from TDD are just a hoax)

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They could be done, but only by using a really long script and a lot of .itm files :).

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I don't count that as "doable" (even though I am able to create it via WeiDU, I say it's impossible because it's faster :P ). Besides, the version you find in TDD is just an hoax.

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#13 Pex657

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Posted 09 July 2005 - 08:54 AM

Has anyone ever given a thought to a mod that would remove/reduce both the power and number of magical items in the game?

Everywhere there are +5 weapons popping up, items with protection from level drain, immunity to undead, fire resistance and armour class bonuses.

I like your idea, and do agree that is is stupid that +5 weapons are everywhere. But since the PC is at a high level, you should have easier access to higher weapons. Maybe instead of decreasing all the abilities, why not just make the weapons and items and such harder to find.

#14 Rabain

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Posted 09 July 2005 - 12:12 PM

You can't make dozens of weapons harder to find. How, make a quest to get each one? With ToB's ability to highlight containers/items on the ground nothing is hidden, so long as you visit every area you will find everything unless it is quest related.

Why do high level characters need high level weapons? Why should they deserve access to them? Less magic weapons would make you more deserving of the ones you do get.

Also no shop should be selling +4 or +5 weapons. Actually no shop should be selling any magical items in my opinion.
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#15 Pex657

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Posted 09 July 2005 - 12:42 PM

  You can't make dozens of weapons harder to find. How, make a quest to get each one? With ToB's ability to highlight containers/items on the ground nothing is hidden, so long as you visit every area you will find everything unless it is quest related.


Of course you can, it will just be a waste of time ,and really not give that much. Also there is no point just to go around laying random items on the ground. I am agreeing with your orginial idea.. i was just giving my thoughts.

The only reason that i could think of that higher level characters need weapons is, it is a game, and i would not like my main character who is lvl 25 or so walking around with a longsword +2.

I really like BG1, it made me feel as I worked for each Arrow +1 that I bought. Of course BG2 has it owns feel, it is not the same, but is is not awfully bad, a bit overpowering though.

#16 5th_horseman

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Posted 09 July 2005 - 01:57 PM

Just a couple of thoughts, the bit about highlighting containers, in BG1 if you wanted a bag of holding you summoned an invisable creature that opened a store, why store whatever items on an invisable creature? To get the item first find your creature, of course it may not want to part with it! I can just see it "Quick after it it's getting away!" "Come back here! That's my sword you @$#@" now visable creature has animation of "Mordie sword" bolting off into the distance :lol:

The other about breakable magic weapons would a magic weapon with effect "spell on condition" using "on hit" with a percentage chance. The spell removes equipped weapon and creates a broken weapon in inventory, this should give you the effect your looking for Yes? With Weidu this could be applied to all weapons in the same manner as some of the tweaks change all weapons in the game, with a bit weidu ninjury it may be possible tie the percentage chance of breakage to the plus's on the weapon? :o

Edited by 5th_horseman, 09 July 2005 - 02:14 PM.


#17 Delight

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Posted 09 July 2005 - 02:59 PM

I think that dropping enchantment of all items would make sense only if opponents would be weakened too.

Edited by Delight, 09 July 2005 - 02:59 PM.

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#18 Rabain

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Posted 09 July 2005 - 03:20 PM

Reducing enchantment bonuses would also reduce them for opponents using those items.

The last thing BG2 needs is for opponents to be weakened.
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#19 Delight

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Posted 09 July 2005 - 04:44 PM

If they are strong, it's logical that they acquired those powerful magical weapons during their adventures.
They have those weapons because they are the elite.
They have traveled a lot they have vanquished terrible opponents.
That's why there are a lot of powerful magical weapons.
If opponents would have weaker weapons it would mean that they haven't traveled a lot, nor they vanquished terrible opponents, which would mean that they should be weaker that they are.
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#20 Rabain

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Posted 10 July 2005 - 01:54 AM

If opponents would have weaker weapons it would mean that they haven't traveled a lot, nor they vanquished terrible opponents, which would mean that they should be weaker that they are.

That's is untrue in BG2 as I can walk into nearly any store and buy a powerful magical weapon. No traveling, no vaquishing and no terrible opponents. Just a price tag. This mod would endeavour to change that.

You are assuming that there are a wealth of magical items scattered about Faerun for adventurers to pick up.

All I am saying is that there aren't necessarily as many magical weapons as there are in BG2. Shops that sell generic +1,2,3,4 weapons are in every town. The one guy (Cromwell) who can create magical weapons doesn't sell any...Ribald could be believable as a ex-adventurer but the rest...no.

Alot of players like access to high power weaponry, the more the better...this mod would be aimed at those who think access to these weapons is too easy and too frequent.

By reducing the magical enchantment of all weapons, high power weapons become less frequent. The +4 Warblade in Ribalds would now be +2, all the +3 weapons become +1, all the +2 weapons become normal weapons etc.

The weapons would still be there, where they've always been, but not as powerful any more.
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