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Post by Balduvard on Oct 7, 2006 0:10:56 GMT
I believe all of those are combat feats directly tied into the combat engine and therefore are uneditable.
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Post by lala on Oct 7, 2006 10:32:25 GMT
Haven't decided. Please refrain from posting in this thread unless it's a suggestion. Funky I have started to think players will make monks for the Bigby ability and that wasnt the intention. Suggestion: 1. Make the duration 5 rounds. 2. Check for wpn focus Kama and if character has this they do the standard stunning fist. 3. Keep the SR check as stated before. Should bring it back to those that enjoy fist monks and not so much the power play.
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Post by irongolem on Oct 7, 2006 16:40:47 GMT
Arcane spells: A means to get around spell resistance without constantly mording the area (thus wiping out your parties buffs) could be useful. Typical Spell Resistance in lvl40-50 area's seems to be a minimum of 60, with the peak reaching around 65 and beyond - making the area actually a lvl50+ if you're arcane and want to be an active member of the party. I've seen this problem as a reality several times now in different area's since getting back into NWN after downloading CEP2.0 (very short timespan). Druids and Clerics don't have this problem, as they have decent damage spells that ignore spell resistance - mages have Magic Missile ( ). This would be useful as a modified spell, say Light; when caster above lvl43 and has Epic Evocation it can add 1/4 casters level to their spell penetration. This has two aspects which help balance it (I think). 1) Requires an epic focus 2) Has basis - light helps the caster focus their energy, and examine the Aura around the opponent to better penetrate their defences 3) Can be dispelled. 4) Gives something very useful to the Evocationers that are tired of IGMS all the time..
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Post by FunkySwerve on Oct 7, 2006 17:17:00 GMT
'Forcing' a caster to take evo focus is akin to forcing a weaponmaster to use a weapon. Funky
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Post by irongolem on Oct 7, 2006 22:30:07 GMT
'Forcing' a caster to take evo focus is akin to forcing a weaponmaster to use a weapon. Funky Not quite. For an Arcane caster, there lies enough reason and power in the other schools to pick another in it's place (even Illusion or Enchantment). As opposed to the Divine spellbook, where evo is pretty much defacto must-have (imho, anyway). But that starts falling into a debate on school preference, which is not the reason I posted (and I'm sure will just bore everyone to tears, if not take the actual reason for the post away entirely). If you're open to the idea, perhaps you've a better thought of a school for this? In my mind, Evo played the role perfectly: low powered Legendary Spell, majority of spells in the school are savable - and has no "utility" bonus for the caster (eg GMW/Keen/etc are improved with focus, evo has none). Other classes have extremely useful Legendary spells or utility, so I had thought those bore enough cause to take without looking at their spells directly. Alternatively, maybe a different spell, like darkness for caster lvl42+ - which will restrict the facility to an area.
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Post by novia on Oct 8, 2006 0:29:07 GMT
Pretty sure combat mechanics like with circle kick are hardcoded... meaning that nothing can be done to modify it here, unfortunately
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Post by novia on Oct 8, 2006 0:34:35 GMT
Arcane spells: A means to get around spell resistance without constantly mording the area (thus wiping out your parties buffs) could be useful. Typical Spell Resistance in lvl40-50 area's seems to be a minimum of 60, with the peak reaching around 65 and beyond - making the area actually a lvl50+ if you're arcane and want to be an active member of the party. I've seen this problem as a reality several times now in different area's since getting back into NWN after downloading CEP2.0 (very short timespan). Druids and Clerics don't have this problem, as they have decent damage spells that ignore spell resistance - mages have Magic Missile ( ). This would be useful as a modified spell, say Light; when caster above lvl43 and has Epic Evocation it can add 1/4 casters level to their spell penetration. This has two aspects which help balance it (I think). 1) Requires an epic focus 2) Has basis - light helps the caster focus their energy, and examine the Aura around the opponent to better penetrate their defences 3) Can be dispelled. 4) Gives something very useful to the Evocationers that are tired of IGMS all the time.. I'd love to see more variety in arcane casters, just about everyone is either evoker or necro or both. The other schools just don't offer enough incentive for taking spell foci in not solely for the purpose of legendary spells
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Post by FunkySwerve on Oct 8, 2006 3:04:16 GMT
If you're open to the idea, perhaps you've a better thought of a school for this? In my mind, Evo played the role perfectly: low powered Legendary Spell, majority of spells in the school are savable - and has no "utility" bonus for the caster (eg GMW/Keen/etc are improved with focus, evo has none). Other classes have extremely useful Legendary spells or utility, so I had thought those bore enough cause to take without looking at their spells directly. The relative power of evo and necro are why they have reletively weak epics. Funky
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Post by jillybean on Oct 8, 2006 3:23:00 GMT
I like your idea Irongolem but I agree that EVO (and NECRO) are very powerful schools. (most of your spells are evo - so focusing in it helps). Now maybe if you made Illusion or Divination required I think that would be better in a balancing aspect.
Thats my suggestion.
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Post by irongolem on Oct 8, 2006 10:49:23 GMT
Thats a fair asessment. My reasoning at Evo was that, the other schools have really useful legendary spells, or useful utility spells (enchantment gets you up to +14 on GMW, another gives Keen on non slashing weapons, necro gives death of magic - which can mean the difference between killing certain critters quick or slow) So, to amend the post (assuming since no direct opposition to the idea): Requirements: 1) Epic Focus Illusion. 2) Epic Spell Penetration. 3) Caster level 42+ {optional as I don't know the effort involved: 4) Either speak to an NPC in the Arcane Academy who is plot (non killable and non hostile) to give them a secret, or find a wizard secret}
On casting light on themselves, an arcane caster with 42+ casting levels that fills the requirements has an altered light spell. Instead of merely providing light, the spell channels the caster's focus, allowing them to cast stronger spells, increasing their spell penetration by a factor of 1/4 caster level. The duration becomes round-based, and carries a cost of 1 constitution point per casting (cannot be removed or resisted, but is recovered with rest).
The drawbacks to this include: 1) Constitution hit per casting. If fighting XP mobs, you're usually dispelled often or hit a lot; so this could end up costing a lot more than just hp.. 2) Taking focus which you may not have room for on feats.
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Post by FunkySwerve on Oct 8, 2006 18:59:02 GMT
Not gonna happen. Any mage without that focus set would be a a huge disadvantage. Even a reasonable-sized bonus of 2 or 3 penetration would be problematic in this regard. Funky
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Post by irongolem on Oct 9, 2006 21:41:19 GMT
Not gonna happen. Any mage without that focus set would be a a huge disadvantage. Even a reasonable-sized bonus of 2 or 3 penetration would be problematic in this regard. Funky Problematic as in the game engine, or problematic as in the requirements need a little work? Throw me a bone here Funk If it's the engine, more than likely I just don't understand the script engine properly but I really can't see the problem there - by now there must be a common script to modify to calculate the penetration level (eg staffmaster/baneknight), which could be modified slightly to take this into account using an item as well. If it's the requirements need a little work, I'm sure we can figure this out. All I want to do is make the Arcane** class usable in the awkward lvl40+ stage where all the level-appropriate area's seem to need at least 15 more levels to penetrate SR (even with pure+all penetration feats). **Again, not looking to debate - this is more a suggestions thread, and I'm just looking to fix a shortcoming in the default spellbook that is highlighted by the SR in the mod.
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Post by cathedralmaster on Oct 10, 2006 0:09:29 GMT
Not gonna happen. Any mage without that focus set would be a a huge disadvantage. Even a reasonable-sized bonus of 2 or 3 penetration would be problematic in this regard. Funky Problematic as in the game engine, or problematic as in the requirements need a little work? Throw me a bone here Funk I think he's saying the concept itself of using a focus to improve sp, not just it's requirements, are seriously flawed in that even if the penetration was droppped to only a bonus of 2 or 3, it would still exhibit the problem that every mage would have to take that focus or be at a huge disadvantage. But I could be wrong.
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Post by FunkySwerve on Oct 10, 2006 2:37:38 GMT
I think he's saying the concept itself of using a focus to improve sp, not just it's requirements, are seriously flawed in that even if the penetration was droppped to only a bonus of 2 or 3, it would still exhibit the problem that every mage would have to take that focus or be at a huge disadvantage. Bingo. Funky
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Post by irongolem on Oct 10, 2006 13:53:19 GMT
The reason I specified two feats was to require something relevant. So lets amend that to remove focus and feat requirements, and add a bit of required activity before this can be acquired: Requirements: 1) Arcane Class 2) Casting level 42+ 3) Must speak to an NPC in the Arcane Academy to obtain a class secret (Wizard or Sorcerer depending on the Arcane Type). The NPC is set to plot so that they are not killed or go hostile, but only appears after the Headmaster is killed. NPC will only talk to mages that have been in the area when the Headmaster was killed since last reset.
Action: Arcane Caster casting Light on themselves when the above is fulfilled Penalties: Takes 1 point of constitution per casting (returns only after rest, cannot be resisted). Bonuses: Spell Resistance checks factor in a bonus of 1/4 casting levels when casting spells at an opponent.
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