Turn?I don't desire to turn BG2 in a mix between 2nd and 3rd

Posted 16 March 2004 - 12:49 AM
Turn?I don't desire to turn BG2 in a mix between 2nd and 3rd
Posted 16 March 2004 - 12:59 AM
True-true. This is exactly what I keep talking about.What do you call a game with THAC0, lower AC being better, monks, sorcerers, barbarians, multiclassing only for demihumans, dual-classing only for humans, and unlimited demihuman level advancement?
Posted 16 March 2004 - 06:40 AM
Ever forward, my darling wind...
Posted 16 March 2004 - 09:30 AM
Your mod will be the one of the two reasons (dorotea's RtlR being the other) I am going to play that bloody linear c**p that was dubbed ToB again. Hows that for credits and be sure the real nagging starts around V2 or 3.@Rathwellin: try to give us some credit. Sure, something will be unbalanced, but what about the original HLA system? Imho ours is more fitting and more balanced already, at the very least.
In addition, you can give your feedback for possible future adjustments, something you couldn't do again with the Bioware's version of the tables
Posted 16 March 2004 - 10:52 AM
Posted 17 March 2004 - 06:58 AM
I know this is a bit dated, but i haveto reply to this...You know we've been discussing this before, but I truly don't think that monks shoudl ever have poison based abilities - I just cannot understand how a monk would possibly sweat posion on his/her palms... much like an evil clerical or necromany spell. IF the monk wouldn't be immune to poison, then I'd add an ability that removes poison and disease effects from the monks body, and TRANSFERS them to the hads, resulting in poisonous attacks for 1-2 rounds. But I won't accept that they can simply "poison their fists".I still think a posion ability for monks
Posted 17 March 2004 - 08:09 AM
Posted 17 March 2004 - 08:30 AM
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Arcane Knowledge
As they spend more and more time studying the arcane arts and various magical artifacts, wizards become capable to learn and memorize an even greater variety of magic. This passive ability grants the mage a permanent 1 point bonus to Intelligence and 10 point bonus to Lore.
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Enlightenment
A high level priest is able to create a much closer and stronger connection to his/her deity. By this, the priest is able to cast more high level spells without resting.
Enlightenment will allow the priest to cast two additional 7th level spells.
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Bless of Nature
High-level druids maintain a closer link to Nature herself. Developing an even stronger connection to the powers of Water, Fire and Wind will grant the druid a permanent +1 bonus to Wisdom, and 10% bonus to Fire, Cold and Lightning resistances.
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Inner Focus
To enhance their magical capabilities, Sorcerers must advance to a higher level of inner focus. Learning this ability grants the Sorcerer +1 bonus to Charisma and to save vs. spells permanently.
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Posted 17 March 2004 - 08:44 AM
Nor should they. They are connected to the specific HLA table - and intend to balance it properly.The above 4 HLAs do not look *at all* balanced next to one another as far as I am concerned
Strange that you see things this way. Actually, pure mages became significantly stronger - their bonus spells are all forged into one greater boost, the table increases their intelligence, they get a greater variety of (powerful) HLA spells. Exactly what do you think was nerfed???are you actively trying to nerf mages and really nerf sorcerers as part of your rebalancing efforts?
Again, strange. I already tried a Sorcerer through ToB using the new table, and it was equally powerful, though it required absolutely different tactics.I would be crazy to play a sorcerer
Posted 17 March 2004 - 09:06 AM
Posted 17 March 2004 - 09:30 AM
Posted 17 March 2004 - 09:56 AM
Heh, I know that you'd like to get it back - that's exactly why it was taken awayThe one abilty that would definately be nice for Sorcerers to have is Improved Alacrity back
Posted 17 March 2004 - 10:04 AM
Posted 17 March 2004 - 10:30 AM
Posted 17 March 2004 - 11:57 AM
This is the first point where our opinions would never get any closer. I see Sorcerers much different then wizards. Both are mages, yet they have very distinctive abilities, that is really hidden in BG2. The only main difference in the unmodded game is that mages cast spells from a book while sorcs cast them at will. Refinements changes this. It adds the sorcerer class (which is NOT a mage kit, and with a good reason - it is a unique class and should be treated as such) much unique flavour. We intend to work out the "at will" part as much as possible.I don?t see Sorcerers and Mages as being all that different. Yes one studies and the other just intuitively knows how to cast magic but both use the *exact* same spells and given that IMO they should share many, if not all, HLAs. If anything to my mind they are much like a kit. Maybe 1 to 3 unique abilities is fine, but overall they should look like mages. It is *very* jarring for me to see radically different tables for one and see something that bears no resemblance to the other.
You see, thats the problem - you are still talking about the old sorcerer class, which is obviously gone. Compare this type of character with other modded classes/kits, not to the original sorcerers. It doesn't really matter what was there before Refinements. And again - try to think on sorecerers as a NEW class, and forget the old tactics and strategies. This class will require MUCH different ways to survive.-Energy Blades
I know that this is a useful ability. I give it to Aerie every once in a while. But I can honestly say that of the 3 high level sorcerers I?ve played (PC, Tashia, & Kelsey in different parties) I haven?t used this spell once for any of them.
Only if the PC dies.It has no place in ToB. The description is pretty clear that it dishes out major damage to the caster & usually kills him. Last strike is cool in PnP. Last Strike is reload time in BG2 though.
Hmm. Are you saying than that every single spell description in the game is non-accurate? If I "plan ahead", Finger of Death, Breach or Fire Storm won't do any harm to any of my characters. So this is a dead point. Every single effect in the game can be counetered somehow, Energy Storm is not different.The description isn?t accurate. Instead of nearly always causing the death of the caster it will rarely do so if you plan ahead.
Again, are you saying that you use defensive spells only BEFORE combat? I think many of them can be very useful in a difficult situation - you needn't cast any spells before a battle on the character - even if you cast ES without protective spells, there is a slight chance to survive its effects. Only a fool would count on these only though. As I mentioned, ther are more than a few LEGIT ways to escape death this time - just think.This is not a spell that can be cast ?on the fly? in combat if you want your caster to survive. My play style is to walk in without much ?pre-buffing? if at all possible for most fights
Sorry, the latter won't work - ES slowly "eats up" all your protections, it is in the description.I?m going to have Jahiera cast Regeneration on my sorcerer while he casts spells that will grant him the appropriate energy resistances.
I think only a madman would cast this spell with the PC without any planning - this is has nothing common with reload tactics, it only suspects some intelligence from the players partYou are encouraging ?Reload tactics? ? well darn it everyone died last time, so I?m going to have
Why should they be more "open" to magic?? They are the typical innate spellcasters, and should be able to such tricks with the arcane energies flowing in their veins that normal wizards would only dream of. I really don't understand why think it unfitting for a magical character (and NOT simply magic-using). Not to mention that you are suggesting to alter abilities because they are not harmonizing with some items. The trick: use different items instead. You really can't expect that sorecerers would "change their skills" just because a mysterious magical item has similar powers somewhere in Faerun...Resist Magic*
This ability is OK, but is out of character IMO. Sorcerers if anything should be more ?open? to magic than resistant to it. Honestly, in play, with items like the cloak of cheese out there I am unlikely to use this ability.
Sorry, but this is the second point where our thoughts and opinions will never meetI?m sorry, but I hate all four of these.
Well, the third obvious clashing pointInner Focus*
I don?t really like this ability. First off I?m not a big fan of ?passive gateway? HLA selections. You don?t see them in the existing tables & I don?t think that they fit well.
Could you be more specific? What clerical spells ar more powerful? Wondrous Recall maybe? The one that recalls 2(!) maximum 5th level spells?-Spell Restoration* (requires: Inner Focus*)
This ability is OK, but pretty lacking when compared to similar cleric spells and existing HLAs.
I consider allowing 5 picks from this one instead of 3.-Spellcasting Speed Increase* (requires: Inner Focus*)
This is OK ? but doesn?t go far enough.
A nice idea, I'll think on itLet them cast two spells a round after taking the right HLA
Just as they should, there is nothing wrong with such feelings!Things that are gone from your HLA that irk me the most
Posted 17 March 2004 - 01:25 PM
This is the first point where our opinions would never get any closer. I see Sorcerers much different then wizards. Both are mages, yet they have very distinctive abilities, that is really hidden in BG2. The only main difference in the unmodded game is that mages cast spells from a book while sorcs cast them at will. Refinements changes this. It adds the sorcerer class (which is NOT a mage kit, and with a good reason - it is a unique class and should be treated as such) much unique flavour. We intend to work out the "at will" part as much as possible.
You see, thats the problem - you are still talking about the old sorcerer class, which is obviously gone. Compare this type of character with other modded classes/kits, not to the original sorcerers. It doesn't really matter what was there before Refinements. And again - try to think on sorecerers as a NEW class, and forget the old tactics and strategies. This class will require MUCH different ways to survive.
I?m sorry, but I hate all four of these.
Sorry, but this is the second point where our thoughts and opinions will never meet . Personally we like them very much, and they can be used in MUCH more situations than you imagine - again, please try to THINK a bit before the comment. Are you thinking us maniac fools to give sorcerers a pure melee ability? No, the melee effects are only an additional flavour to these abilities.
Spell Worm does nothing for me. Something similar to Natures? Beauty would be better for an Enchanter IMO.
Posted 17 March 2004 - 02:22 PM
An interesting thought, though it would result in chaos - players would argue for every single class that changed from the original concept (monks, for example, changed the same way as sorcerers). If I would add a Sorcerer Redesign component, then it would easily lead into a Monk Redesign component, followed by clerical and barbarian components - not something I would like to start. At all.What I'd propose, is to separate the components then. In the HLA section, give the sorcerer the Mage HLA table, and include the current changes in a Sorcerer Redesign component
Both Littiz and myself argued many times about their role in the sorc table. These should represent the sorcerers innate ability to channel magic - the caster can become one with the selected element for a limited time. And again, as we already mentioned, that would only mean 2 "elemental" abilities. Not something that would turn a character into an elementalist.I don't think that just because they have had some nice graphics made/designed for them, that they should go in. The spells should be there with a purpose other than eye candy.
Posted 17 March 2004 - 02:26 PM
I haveto agree with Rathwellin here that they aren't appropriate, but not for the same reason. These are all elemental based and a sorceror if anything he leans toward is battle magic, not elemetal magic. Yes, these are all battle magic ones, but it would be better if they were elemental-neutral ones or focused solely on the combat magic area.-Aqua Mortis* (excluded by: Scion of Storms*)
-Idol of Frost* (excluded by: Spirit of Flame*)
-Scion of Storms* (excluded by: Aqua Mortis*)
-Spirit of Flame* (excluded by: Idol of Frost*)
I dunno if i can be as much help here, because also in those same litatures, the hero is almost always inferior to the villian, but generally wins because the villian is cocky and the hero is also very determined compared to the villian.I'll consider this for the second edition, but only if I find an equal counterpart for good monks.
Posted 17 March 2004 - 02:59 PM
Right to the point Jinnai.Another thing is that most seem to be looking at this the wrong way, from the end result, not the way it happens. Sorceros are not mages any more than a paladin is a ranger. They may have similar aspects, esp if the ranger is LG and follows the same god, but no matter how much alike they seem at their core of essense they are fundimentally different.
You know, this is a GREAT idea! I love it, really. Though it would need a few touches here and there, yet I see this as a most intriguing addition to v2. Thanks for this one!In all seriousness, i would make all level 10 spells scrolls and make new abilites for mages that aren't spell specific. This is because even at such high levels mages never instant "know" spells, they still haveto find the scrolls for them
Posted 17 March 2004 - 03:11 PM