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Member Since 20 Oct 2004
Offline Last Active Jan 12 2005 01:18 PM

Posts I've Made

In Topic: Feedback from a forum

11 December 2004 - 08:54 PM

I found this in a discussion over on the Game Banshee forums:

Refinements: Eh. I know a lot of people consider this one a must have, but from the readme, several of the HLA's seem both overpowered and not well balanced to me. In particular, I can't see why anyone would -ever- want to play the Undead Hunter paladin kit with it, as all paladins get HLA's that make the Undead Hunter's abilities redundant, and the HLA specific to Undead Hunters looks downright lame (if I want to "repulse undead", I'll have my cleric turn undead). That seemed so obvious to me from reading the readme that it made me suspicious of the rest.



http://www.gamebansh...31&postcount=36

It may be worthwhile to take a look at the player's concerns regarding overlapping roles and content.

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Heh, a couple of the mods this person put in the "musts" list I would NEVER consider installing and a few in the "potentials" list I will ALWAYS have installed. IMHO, even though I can't stand the Berserkers, Wizardslayers and Undead Hunters tables, I think Refinements is close to being the best mod out there. The only critisism I can really give it is:
1) SwashImoen: I can't stand the whole low experience/ not being able to use theiving skills thing.
2) Improved Amdexterity: I'm sure by now you all know my thoughts on this...
3) Berserker/Wizardslayer/Undead Hunter tables: The berserkers "unique" ability is exactly the same as one of the barbarians many unique HLAs. Wizardslayers get a defensive HLA compared to the other two fighter kits offensive ones. And the wizardslayers abilty is useless because by the time they get it they already have enough magice resitance to protect them from a lot of magic anyway. Undead Hunters: exactly the same thing that Qwinn said.

Like I said, other than that Refinements is the best mod out there.

But, Qwinn seems to know what <he/she> is talking about on MOST of these mods.

In Topic: Improved Ambidexterity

05 December 2004 - 09:07 PM

I just thought of something for IA. Why don't you make it available to anyone (well, sort of) who can put three slots in two weapon fighting style. Plus, you could have some sort of dexterity requirement, just like in IWD2.

Also, why do blades have this ability and fighters don't if fighters are so much better at that sort of thing than blades?

Fighters are better:

At 21st level PC

Ranger w/ the HLA & specialization
-Base THACO main hand -2 (2.5 attacks)
-Base THACO off hand -2 (1 attack)
-Damage Bonus +2

Fighter w/o it but with GM
-Base THACO main hand -3 (2.5 attacks)
-Base THACO off hand -1 (1 attack)
-Damage Bonus +3

Kensai w/o it but with GM
-Base THACO main hand -10 (2.5 attacks)
-Base THACO off hand -8 (1 attack)
-Damage Bonus +10


Even with the HLA the Ranger is less well off dual wielding. It gets even worse if you have the PnP GM stuff installed via some mod.

That just more evidence that fighters should have it. If they are better at using two weapons than rangers anyway, why don't they get it?

In Topic: Missing HLAs

05 December 2004 - 08:57 PM

About Cleave: do you find this kind of implemetation fitting for this ability? (I mean the "splash-effect"?)

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If you can make the effect only work if you kill or knock out the main enemy

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Yeah, it would only really make sense if you were able to knock out/ knock back/ kill the main enemy and then the damage would be done to surrounding enemies. And if it was the "kill the main enemy first" thing it would only really make sense for large slashing weapons (i.e, halberds, two handed swords, bastard swords, etc.), whereas if it were the "kock back/ knock out the main enemy" thing, it would only make sense for blunt weapons. I would like Cleave, but it just wouldn't make sense without something like that. *sigh*

In Topic: Laedon does Refinements 1.x

03 December 2004 - 08:24 PM

I think there is a bit of confusion here.  The request is to make Contingency only castable outside of battle (prior).  The spell would still fire off during battle, just not be able to be abused as an instant casting method for some of the longer casting spells.

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Ahh, now it all makes perfect sense.

In Topic: Laedon does Refinements 1.x

02 December 2004 - 03:27 PM

What requirement would a chain contingency have outside a battle? See roast? Helpless and drunk? Having naughty thoughts? I think a contingency is meant to kick in to protect you when there is no time to prepare. It is a battle spell so why not keep it as such.

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That is why it is called "Contingency." It's like a backup plan, something to do if your are being beaten to a pulp. If you changed it to only function outside of battle it wouldn't make any sense.