Mindflayer Posted August 8, 2004 Share Posted August 8, 2004 I downloaded the mod, and I have to say I really liked it. Don't know if the points I'm about to say have already been mentioned, but I thought I'd give my opinion on it. First of all, I think it's large enough to have a separate forum, not sure if you want to have one, though, Idobek. Second, the idea of being able to add a Wizard School to Imoen and Nalia sounds nice, but if you don't want to install one, it's a bit tiring having to go through all the questions. Is there a way of making this part an option? I don't really find it nice having to go through 14 questions with replying no to all. Third, perhaps it would be a nice idea to make a fighter kit for the time before Anomen becomes a Knight, which would be replaced by Berserker if he fails, and if he doesn't he can keep it. It's a very nice mod both in concept and in practise, and I very much enjoyed it. Link to comment
Idobek Posted August 8, 2004 Share Posted August 8, 2004 First of all, I think it's large enough to have a separate forum, not sure if you want to have one, though, Idobek. When I get my arse into gear and release a proper non-beta version then I'll probably get the mod its own forum. Second, the idea of being able to add a Wizard School to Imoen and Nalia sounds nice, but if you don't want to install one, it's a bit tiring having to go through all the questions. Is there a way of making this part an option? I don't really find it nice having to go through 14 questions with replying no to all. Not really a neat way to do this, sorry. I find it annoying too. Third, perhaps it would be a nice idea to make a fighter kit for the time before Anomen becomes a Knight, which would be replaced by Berserker if he fails, and if he doesn't he can keep it. This kind of defeats the purpose of giving him a Berserker kit. The Berserker option is only really there to balance out the Priest of Helm option. I can't really justify stripping Anomen of a fighter kit if he passes his test either. Link to comment
Nerik Posted August 11, 2004 Share Posted August 11, 2004 Second, the idea of being able to add a Wizard School to Imoen and Nalia sounds nice, but if you don't want to install one, it's a bit tiring having to go through all the questions. Is there a way of making this part an option? I don't really find it nice having to go through 14 questions with replying no to all. A minor nit-pick on this subject - under the 2nd ed. AD&D rules, most of the specialist wizards had minimum required ability scores (either Dexterity, Constitution, Wisdom, or Charisma of 15 or 16 - see PHB). Imoen has the required stats to be a Conjurer, Enhanter, Illusionist, Invoker or Transmuter, while Nalia has the same list with the exception that she cannot be an Enchanter. Alternatively, I cannot find anything in the rules that would prevent either of them from becoming a wild mage, if they so wished This would, at least, shrink the number of options to select (but not by much). Charles Link to comment
Idobek Posted August 11, 2004 Share Posted August 11, 2004 A minor nit-pick on this subject - under the 2nd ed. AD&D rules, most of the specialist wizards had minimum required ability scores (either Dexterity, Constitution, Wisdom, or Charisma of 15 or 16 - see PHB). Imoen has the required stats to be a Conjurer, Enhanter, Illusionist, Invoker or Transmuter, while Nalia has the same list with the exception that she cannot be an Enchanter. I decided against requiring minimum stats for Imoen's and Nalia's mage kits. Those in the know can self-regulate. Incidentally, on a minimum stat basis Edwin doesn't qualify as a Red Wizard either. Other NPCs have stats that jar with their kit and/or classes too. Alternatively, I cannot find anything in the rules that would prevent either of them from becoming a wild mage, if they so wished I am still trying to get this to work. Unfortunately the Wild Mage kit isn't taking correctly. Link to comment
Borsook Posted August 3, 2005 Share Posted August 3, 2005 Sorry I sound like a 12-year-old-girlie but WOW this is a great mod! It gives NPCs more character and makes them more "logically" constructed. The only thing I dislike is Battlerager raging only for 1 turn, I find it illogical, he (esp. a dwarf!) would not get winded after so short a time, I'd suggest making this 2 turns at least but less times a day or without winding. Anyhow Great job! Link to comment
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