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Creature Revisions - Part I


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#101 the bigg

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Posted 15 June 2004 - 03:50 AM

According to 2nd edition source, monster get magical attacks based on their hit dices:
4 or less -->+0
4+1 till 8+1 --> +1
8+2 till 12+2 --> +2
12+3 till 16+3 --> +3
16+4 and more --> +4

But this is beacuse in 2nd Ed there is no kind of immunity to +4 weapons (a +4 weapon could hit everything but PFMW), while in BG2 there are the "Mantle" spells (and HD haven't got the modifier, only the dice), so it could be worthwhile to correct the table:

3 or less -->+0
4 till 7 --> +1
8 till 11 --> +2
12 till 15 --> +3
16 till 19 --> +4
20 till 23 --> +5
24 and more -->+6

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#102 Feanor

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Posted 17 June 2004 - 09:31 AM

QUOTE 
QUOTE 
TG : Should they be +5? I never saw this mentioned anywhere. Is this connected to age cathegories too?



Feanor : I didn't say they should be +5. I said it's ridiculous that Thax has +5 claws and Firk only +2.


TG : In this case I fully agree with you. Again, would a general +4 suffice?


Agreed, but I think you shouldn't give to all the dragons the same enchantment for their claws. IMO, weaker dragons like Thax, Nizi and Fly should have +3 claws, while Firk, Adalon and Saladrex should have +4.


But this is beacuse in 2nd Ed there is no kind of immunity to +4 weapons (a +4 weapon could hit everything but PFMW), while in BG2 there are the "Mantle" spells (and HD haven't got the modifier, only the dice), so it could be worthwhile to correct the table:


About those Mantle spells, Bigg, they don't protect the caster from +4 weapons. Improved Mantle grants protection only against +3 weapons.

#103 Jinnai

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Posted 17 June 2004 - 02:50 PM

here i think we should stay with 2nd edition as 3rd edition just ups the die roll damage and says at young adult their talons are considered to be magical for purposes of DR which is open to interp as there are even in 3.5 a few creatures that require +2 or better weapons get past DR
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Posted 18 June 2004 - 01:09 AM

But this is beacuse in 2nd Ed there is no kind of immunity to +4 weapons (a +4 weapon could hit everything but PFMW), while in BG2 there are the "Mantle" spells (and HD haven't got the modifier, only the dice), so it could be worthwhile to correct the table:


About those Mantle spells, Bigg, they don't protect the caster from +4 weapons. Improved Mantle grants protection only against +3 weapons.

I don't know, I never casted the spells myself B) I was thinking of the spell description...
But anyway we have the absolute immunity, no? :P so let's lend somebody a 6+ weapon...

#105 Schatten

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Posted 18 June 2004 - 03:17 AM

isnt ai supposed to stop +4 and +5 gets through? i heard about an error in description or an error in the spell or something.
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#106 Feanor

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Posted 18 June 2004 - 04:04 AM

isnt ai supposed to stop +4 and +5 gets through? i heard about an error in description or an error in the spell or something.

Absolute Immunity stops +5 weapons, while +6 weapons get through. About the error : the game's manual says +5 weapons can get through. The manual is wrong.

#107 BobTokyo

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Posted 18 June 2004 - 05:56 AM

isnt ai supposed to stop +4 and +5 gets through? i heard about an error in description or an error in the spell or something.

Absolute Immunity stops +5 weapons, while +6 weapons get through. About the error : the game's manual says +5 weapons can get through. The manual is wrong.

Who uses the mantle spells anyway, when Protection From Magic Weapons does the job so much better and for a 6th level spell slot? ^_^

#108 Feanor

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Posted 18 June 2004 - 07:30 AM

isnt ai supposed to stop +4 and +5 gets through? i heard about an error in description or an error in the spell or something.

Absolute Immunity stops +5 weapons, while +6 weapons get through. About the error : the game's manual says +5 weapons can get through. The manual is wrong.

Who uses the mantle spells anyway, when Protection From Magic Weapons does the job so much better and for a 6th level spell slot? ^_^

Maybe someone who just wants to test them... :D

#109 T.G.Maestro

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Posted 22 June 2004 - 08:45 AM

OK, we will use different enchantment levels for the dragons, depending on their age cathegory. A Great Wyrm will have +5, a Wyrm and Ancient +4, Very old and Old will have +3.

BTW, here a few very nice graphics, clearly illustrating the size differences between the different subspecies of Dragonkind:

A Wyrm level Silver Dragon:

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#110 T.G.Maestro

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Posted 22 June 2004 - 08:46 AM

An Adult Black Dragon:

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#111 T.G.Maestro

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Posted 22 June 2004 - 08:47 AM

A Wyrm level Red Dragon (Firkraag is Great Wyrm...):

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#112 T.G.Maestro

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Posted 22 June 2004 - 08:54 AM

An Old Green Dragon (the one in Abazigal's lair is Ancient):

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#113 T.G.Maestro

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Posted 22 June 2004 - 08:56 AM

And finally Abazigal (he is somewhat smaller than the Silver Dragon):

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Edited by T.G.Maestro, 22 June 2004 - 09:06 AM.

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#114 BobTokyo

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Posted 22 June 2004 - 09:04 AM

DELETED

Edited by BobTokyo, 22 June 2004 - 09:05 AM.


#115 Daggerless

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Posted 28 June 2004 - 12:41 AM

This will be a great addition to your mod, can't wait to try it. :D

I have a suggestion about the hit point argument. Why not make two versions of this component? One with 2e HPs and one with 3/3.5e HPs? Everything else should remain the same. I think everyone here would walk away happy. I know I would. :)

Those are impressive pictures btw!

#116 the bigg

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Posted 28 June 2004 - 01:20 AM

I have a suggestion about the hit point argument. Why not make two versions of this component? One with 2e HPs and one with 3/3.5e HPs? Everything else should remain the same. I think everyone here would walk away happy. I know I would. :)

No.

This could be enough, I think ;) , but the longer explanaition is: our system is a whole, not a sum of things, and if you drop one you ruin the work.
You can always change them manually, if they scare you much. And I know they do -_- .

I fought recently a 325 HP improved Bodhi. Even after having erased her magical resistance, she *didn't* die to *7* Flame Arrows (level 18)!

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Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
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#117 Daggerless

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Posted 28 June 2004 - 01:26 AM

I have a suggestion about the hit point argument.  Why not make two versions of this component?  One with 2e HPs and one with 3/3.5e HPs?  Everything else should remain the same.  I think everyone here would walk away happy.  I know I would. :)

No.

This could be enough, I think ;) , but the longer explanaition is: our system is a whole, not a sum of things, and if you drop one you ruin the work.
You can always change them manually, if they scare you much. And I know they do -_- .


Adding an extra component (with a minor tweak) that might make the mod even more appealing to others will ruin your work? I think not. It's a great mod already. Besides, if its a sum of things as you describe, why make optional/seperate components in the first place?

But really, that's all fine with me, im pro 3e\3.5e anyways. To me, that was just the obvious answer, that's all. :)

Edited by Daggerless, 28 June 2004 - 01:31 AM.


#118 Littiz

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Posted 28 June 2004 - 01:20 PM

Well, modding is an art for a good part, and so is the grouping of the components ^_^ :ph34r:

Nothing is done at moment, everything may still happen ;)

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#119 Feanor

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Posted 15 July 2004 - 06:14 AM

TG, do you think dragons should be immune to disease ? <_<

#120 Feanor

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Posted 16 July 2004 - 05:02 AM

Something else about the Heat Metal ability of the Red dragons. What happens with those items which are only partially made of metal (like studded leathers, spears, halberds and so on) ?