Littiz or TGM-
Perhaps this would be a good time to remove the old bugs thread, and pin a fresh one? I have found a couple things I would like to post, or some things I have a question about. I know you guys will be taking a deserved and lengthy break, but it would be good to pin up a fresh bug thread for all the players now using this mod. Give you guys something to mull over for your next version.
Baltrek
Member Since 04 Mar 2004Offline Last Active May 26 2004 11:44 AM
Community Stats
- Group Member
- Active Posts 135
- Profile Views 3007
- Member Title He will be mine, or be cleaved in twain!
- Age 49 years old
- Birthday February 22, 1975
-
Gender
Not Telling
-
Location
North Carolina
-
Interests
Gaming, RPG design, Writing. Don't ask about my username, it's private.
User Tools
Friends
Baltrek hasn't added any friends yet.
Latest Visitors
No latest visitors to show
Topics I've Started
A new bug thread?
22 April 2004 - 08:29 PM
Where it belongs.
22 April 2004 - 10:10 AM
Gentlemen, congrats, this forum is now where it belongs, in the Completed section, now just start up that room for version 2...
Littiz, TGM, all the testers, great work.
Littiz, TGM, all the testers, great work.
Concerning Psionics
29 March 2004 - 11:35 AM
TGM-
I don't know if you would ever get around to a v2, but I figure I'll post my two cents on this anyway.
I don't feel they could be properly implemented in BG2. Many people have noted that BG is different from PnP AD&D. The problem is, I think many people started playing it because it was an AD&D CRPG. To lose the connection as some modders have, results in a mod that is not as popular as it could be.
In order to implement psionics acceptably you would need psionic enemies. Something beyond the "wow, another illithid stunned me". Many of the psionic powers deal directly with psionic combat, not necessarily using psionics against a non-psionic enemy. This was the uniqueness about it. I feel the way most have discussed implementing it would not be in this spirit. End up being more of a fighter/spellcaster-of-some-sort. Only they do not split experience...sound unbalanced? Seems like something that would fit the Sword Angel...
I don't know if you played the original AD&D. In those rules, every character had the potential to have psionic powers. While there was not a psionic class. The potential was decided by random, and you may have one power, or you may have a bunch. If I remember correctly, there were modifiers to the die roll such as wisdom, intelligence, class, and level. I think they could only ever roll once, but could decide when they wanted to "cultivate" their powers.
If a psionic class or kit is incorporated, I think it should attempt to follow the guidelines in the 2D edition Psionics Handbook. Properly modding a psionic would be nearly impossible, i think, without a new spell set. Unless the original AD&D rules are looked at, where everyone may have them, but they only have a few. This number could be based off of intelligence, wisdom, and class perhaps? ATM, I don't recall what determined how often a psionic could use their abilities.
Some psionic defenses could be very useful, against Illithids, but I cannot recall anything else in the game that uses anything close to psionic powers. If I recall correctly, in order to use psionics against an individual, you had to win "psionic combat" against them, using your attacks and defenses. Only when their defenses were overcome could psionic attacks take place. I think that this spirit of psionics could not be workable.
Conclusion? Beyond "using the force", I don't think it is workable without unbalancing characters, or serious modding. Psionics may be an idea for a mod on its own, rather than combining with refinements.
I don't know if you would ever get around to a v2, but I figure I'll post my two cents on this anyway.
I don't feel they could be properly implemented in BG2. Many people have noted that BG is different from PnP AD&D. The problem is, I think many people started playing it because it was an AD&D CRPG. To lose the connection as some modders have, results in a mod that is not as popular as it could be.
In order to implement psionics acceptably you would need psionic enemies. Something beyond the "wow, another illithid stunned me". Many of the psionic powers deal directly with psionic combat, not necessarily using psionics against a non-psionic enemy. This was the uniqueness about it. I feel the way most have discussed implementing it would not be in this spirit. End up being more of a fighter/spellcaster-of-some-sort. Only they do not split experience...sound unbalanced? Seems like something that would fit the Sword Angel...
I don't know if you played the original AD&D. In those rules, every character had the potential to have psionic powers. While there was not a psionic class. The potential was decided by random, and you may have one power, or you may have a bunch. If I remember correctly, there were modifiers to the die roll such as wisdom, intelligence, class, and level. I think they could only ever roll once, but could decide when they wanted to "cultivate" their powers.
If a psionic class or kit is incorporated, I think it should attempt to follow the guidelines in the 2D edition Psionics Handbook. Properly modding a psionic would be nearly impossible, i think, without a new spell set. Unless the original AD&D rules are looked at, where everyone may have them, but they only have a few. This number could be based off of intelligence, wisdom, and class perhaps? ATM, I don't recall what determined how often a psionic could use their abilities.
Some psionic defenses could be very useful, against Illithids, but I cannot recall anything else in the game that uses anything close to psionic powers. If I recall correctly, in order to use psionics against an individual, you had to win "psionic combat" against them, using your attacks and defenses. Only when their defenses were overcome could psionic attacks take place. I think that this spirit of psionics could not be workable.
Conclusion? Beyond "using the force", I don't think it is workable without unbalancing characters, or serious modding. Psionics may be an idea for a mod on its own, rather than combining with refinements.
What should really also be in a refinements mod
26 March 2004 - 09:29 PM
Take away the bias towards a good/neutral party.
Granted, I play a good party most of the time, but it is really not possible to RP an evil character. I find myself constantly justifying making the good choice just to complete quests with my EEEEvil char.
I feel the same way about certain dialogs that make it impossible to RP certain characters. Take Paladins for example. Would a Paladin really complete the Mae'var quest? Absolutely not. There is no way a Paladin would work for a theives' guild. And the thought of one fundametally becoming a vigilante and killing Mae'var is ludicrous. They would have brought them to justice. Would they work for Bodhi instead? A Paladin would tolerate Yoshimo rather nicely, but never would have escorted him to the guildhall for employment opportunities.
Even having to lie to advance, such as the guardian golem in Irenicus' dungeon. You have to lie and tell him you are Irenicus. That grates on me every time I play a paladin.
As a DM, I would make a Paladin fallen for so much stuff they have to do in this game just to advance the plot.
As for Evil character, there is no way to RP one through the game. Well, maybe, ending up about level 12 at the tree of life from not completing any quests. Most of the quests are pleas for help, offering no promise of reward up front. I mean, come on...About the most evil thing you can do is complete the Mae'var quest, then turn around and work for Bodhi.
Granted, I play a good party most of the time, but it is really not possible to RP an evil character. I find myself constantly justifying making the good choice just to complete quests with my EEEEvil char.
I feel the same way about certain dialogs that make it impossible to RP certain characters. Take Paladins for example. Would a Paladin really complete the Mae'var quest? Absolutely not. There is no way a Paladin would work for a theives' guild. And the thought of one fundametally becoming a vigilante and killing Mae'var is ludicrous. They would have brought them to justice. Would they work for Bodhi instead? A Paladin would tolerate Yoshimo rather nicely, but never would have escorted him to the guildhall for employment opportunities.
Even having to lie to advance, such as the guardian golem in Irenicus' dungeon. You have to lie and tell him you are Irenicus. That grates on me every time I play a paladin.
As a DM, I would make a Paladin fallen for so much stuff they have to do in this game just to advance the plot.
As for Evil character, there is no way to RP one through the game. Well, maybe, ending up about level 12 at the tree of life from not completing any quests. Most of the quests are pleas for help, offering no promise of reward up front. I mean, come on...About the most evil thing you can do is complete the Mae'var quest, then turn around and work for Bodhi.
TGM: I can't find it!
19 March 2004 - 08:05 AM
Was looking in this forum for a fix to the character animation while regenerating, but cannot find it here.
Also, I did not even think that other creatures may use the same paws! Does this mean I will have bears in my game that have a magical to-hit? Or regenerating bears?
I modded the file BRBRP.Itm - should I have created a new file instead?
Also, I did not even think that other creatures may use the same paws! Does this mean I will have bears in my game that have a magical to-hit? Or regenerating bears?
I modded the file BRBRP.Itm - should I have created a new file instead?
- Spellhold Studios
- → Viewing Profile: Topics: Baltrek
- Guidelines