Creature Revisions - Part I
#101
Posted 15 June 2004 - 03:50 AM
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
Italian users: help test the Stivan NPC!
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
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
#102
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
Posted 17 June 2004 - 02:50 PM
#104 -Guest-
Posted 18 June 2004 - 01:09 AM
I don't know, I never casted the spells myself B) I was thinking of the spell description...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.
But anyway we have the absolute immunity, no? so let's lend somebody a 6+ weapon...
#105
Posted 18 June 2004 - 03:17 AM
#106
Posted 18 June 2004 - 04:04 AM
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.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.
#107
Posted 18 June 2004 - 05:56 AM
Who uses the mantle spells anyway, when Protection From Magic Weapons does the job so much better and for a 6th level spell slot?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.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.
#108
Posted 18 June 2004 - 07:30 AM
Maybe someone who just wants to test them...Who uses the mantle spells anyway, when Protection From Magic Weapons does the job so much better and for a 6th level spell slot?
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.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.
#109
Posted 22 June 2004 - 08:45 AM
BTW, here a few very nice graphics, clearly illustrating the size differences between the different subspecies of Dragonkind:
A Wyrm level Silver Dragon:
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#110
Posted 22 June 2004 - 08:46 AM
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#111
Posted 22 June 2004 - 08:47 AM
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#112
Posted 22 June 2004 - 08:54 AM
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#113
Posted 22 June 2004 - 08:56 AM
Edited by T.G.Maestro, 22 June 2004 - 09:06 AM.
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#114
Posted 22 June 2004 - 09:04 AM
Edited by BobTokyo, 22 June 2004 - 09:05 AM.
#115
Posted 28 June 2004 - 12:41 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.
Those are impressive pictures btw!
#116
Posted 28 June 2004 - 01:20 AM
No.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.
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)!
Italian users: help test the Stivan NPC!
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
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
#117
Posted 28 June 2004 - 01:26 AM
No.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.
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
Posted 28 June 2004 - 01:20 PM
Nothing is done at moment, everything may still happen
Ever forward, my darling wind...
#119
Posted 15 July 2004 - 06:14 AM
#120
Posted 16 July 2004 - 05:02 AM