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Feeling dorky tonight


Magus

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…and have an urge to dust off my weidu-fu. So if there's something that always was annoying you about BG, and it's not fixed by the hundreds of existing mods - shoot! If I like the idea, I just might implement it.

 

PS. Please don't suggest to "fix" Anomen or Aerie - you can do that yourself, with a mace to the face.

 

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ok

 

 

1) Dragons should be immune to normal weapons! moreover, they should be immune to weapons +1 and +2

 

2) Protection form magic weapons should also protect from normal weapons (should be renamed to protection from weapons), pfnw should be removed. mantle, ablosute immunity - removed

 

only one spell - protection form weapons, much much less retarded system!

 

3) multiclassed chars should recieve one HLA every 2 or 3 levels (not every level) - probably impossible due to engine limitation

 

4) strongest HLA for any class should be reserved for single class only! (partially implemented by Improved Anvil)

 

5) Timestop spell should be either removed or fixed in such a way that all actions towards others (no matter enemies or allies) should be impossible. Basically all you can do during timestop is cast spells on yourself or drink potions (or take a piss) DURING TIMESTOP YOU CAN EVEN EAT YOUR OWN BRIAN!

 

well, thats it

 

and about/for the NPC - more schoolgirls plz!!

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3) multiclassed chars should recieve one HLA every 2 or 3 levels (not every level) - probably impossible due to engine limitation

Is it ? LUNUMAB.2da would argue strongly against it being impossible, as you can set the rate the abilities are gained !

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Alright, I don't know how much effort this is but....

 

In AD&D 2E Fighters, Rangers, and Thieves get followers around 9th level. Yeah, followers. One of the cool things that these mostly nonspellcasting classes get. Here's what's supposed to be available:

 

When a fighter attains 9th level (becomes a "Lord"), he can automatically attract men-
at-arms. These soldiers, having heard of the fighter, come for the chance to gain fame,
adventure, and cash. They are loyal as long as they are well-treated, successful, and paid
well. Abusive treatment or a disastrous campaign can lead to grumbling, desertion, and
possibly mutiny. To attract the men, the fighter must have a castle or stronghold and
sizeable manor lands around it. As he claims and rules this land, soldiers journey to his
domain, thereby increasing his power. Furthermore, the fighter can tax and develop these
lands, gaining a steady income from them. Your DM has information about gaining and
running a barony.
In addition to regular men-at-arms, the 9th-level fighter also attracts an elite bodyguard
(his "household guards"). Although these soldiers are still mercenaries, they have greater
loyalty to their Lord than do common soldiers. In return, they expect better treatment and
more pay than the common soldier receives. Although the elite unit can be chosen
randomly, it is better to ask your DM what unit your fighter attracts. This allows him to
choose a troop consistent with the campaign
Table 16: Fighter's Followers
Roll percentile dice on each of the following subtables of Table 16: once for the
leader of the troops, once for troops, and once for a bodyguard (household guards)
unit.
Die
Roll
Leader (and suggested magical items)
01-40
5th-level fighter, plate mail, shield,
battle axe +2
41-75
6th-level fighter, plate mail,
shield +1, spear +1, dagger +1
76-95
6th-level fighter,
plate mail +1,
shield,
spear +1, dagger +1,
plus 3rd-level
fighter, splint mail, shield,
crossbow of distance
96-99
7th-level fighter,
plate mail +1, shield +1, broad sword +2,
heavy war horse with
horseshoes of speed
00
DM's Option
Die
Roll
Troops/Followers (all 0th-level)
01-50
20 cavalry with ring mail, shield, 3 javelins, long sword, hand axe; 100 infantry
with scale mail, polearm*, club
51-75
20 infantry with splint mail, morning star, hand axe; 60 infantry with leather
armor, pike, short sword.
76-90
40 infantry with chain mail, heavy crossbow, short sword; 20 infantry with chain
mail, light crossbow, military fork
91-99
10 cavalry with banded mail, shield, lance, bastard sword, mace; 20 cavalry with
scale mail, shield, lance, long sword, mace; 30 cavalry with studded leather
armor, shield, lance, long sword
00
DM's Option (Barbarians, headhunters, armed peasants, extra-heavy cavalry, etc.)
*Player selects type.
Die
Roll
Elite Units
01-10
10 mounted knights; 1st-level fighters with field plate, large shield, lance, broad
sword, morning star, and heavy war horse with full barding
11-20
10 1st-level elven fighter/mages with chain mail, long sword, long bow, dagger
21-30
15 wardens: 1st-level rangers with scale mail, shield, long sword, spear, long bow
31-40
20 berserkers: 2nd-level fighters with leather armor, shield, battle axe, broad
sword, dagger (berserkers receive +1 bonus to attack and damage rolls)
41-65
20 expert archers: 1st-level fighters with studded leather armor, long bows or
crossbows (+2 to hit, or bow specialization, if using that optional rule)
66-99
30 infantry: 1st-level fighters with plate mail, body shield, spear, short sword
00
DM's Option (pegasi cavalry, eagle riders, demihumans, siege train, etc.)
The DM may design other tables that are more appropriate to his campaign. Check
with your DM upon reaching 9th level.
A fighter can hold property, including a castle or stronghold, long before he reaches
9th level. However, it is only when he reaches this level that his name is so widely known
At 10th level, a ranger attracts 2d6 followers.
These followers might be normal
humans, but they are often animals or even stranger denizens of the land. Table 19 can be
used to determine these, or your DM may assign specific followers.
Table 19:
Ranger's Followers
Die
Roll
Follower
01-10
Bear, black
11-20
Bear, brown
21
Brownie*
22-26
Cleric (human)
27-38
Dog/wolf
39-40
Druid
41-50
Falcon
51-53
Fighter (elf)
54-55
Fighter (gnome)
56-57
Fighter (halfling)
58-65
Fighter (human)
66
Fighter/mage (elf)*
67-72
Great cat (tiger, lion, etc.)*
73
Hippogriff
74
Pegasus*
75
Pixie*
76-80
Ranger (half-elf)
81-90
Ranger (human)
91-94
Raven
95
Satyr*
96
Thief (halfling)
97
Thief (human)
98
Treant*
99
Werebear/weretiger*
00
Other wilderness creature (chosen by the DM)
*If the ranger already has a follower of this type, ignore this result and roll again.
Of course, your DM can assign particular creatures, either choosing from the list above
or from any other source. He can also rule that certain creatures are not found in the
region -- it is highly unlikely that a tiger would come wandering through a territory
similar to western Europe!

 

Upon reaching 8th level, the cleric automatically attracts a
fanatically loyal group of believers, provided the character has established a place of
worship of significant size. The cleric can build this place of worship at any time during
his career, but he does not attract believers until he reaches 8th level. These followers are
normal warriors, 0-level soldiers, ready to fight for the cleric's cause. The cleric attracts
20 to 200 of these followers; they arrive over a period of several weeks. After the initial
followers assemble, no new followers trickle in to fill the ranks of those who have fallen
in service. The DM decides the exact number and types of followers attracted by the
cleric. The character can hire other troops as needed, but these are not as loyal as his
followers.

 

Once a thief reaches 10th level, his reputation is such that he can attract followers --
either a gang of scoundrels and scalawags or a group of scouts eager to learn from a
reputed master. The thief attracts 4d6 of these fellows. They are generally loyal to him,
but a wise thief is always suspicious of his comrades. Table 31 can be used to determine
the type and level of followers, or the DM can choose followers appropriate to his
campaign.
Table 31:
Thief's Followers
D100
Level
Roll
Follower
Range
01-03
Dwarf fighter/thief
1-4
04-08
Dwarf thief
1-6
09-13
Elf thief
1-6
14-15
Elf thief/fighter/mage
1-3
16-18
Elf thief/mage
1-4
19-24
Gnome thief
1-6
25-27
Gnome thief/fighter
1-4
28-30
Gnome thief/illusionist
1-4
31-35
Half-elf thief
1-6
36-38
Half-elf thief/fighter
1-4
39-41
Half-elf thief/fighter/mage
1-3
42-46
Halfling thief
1-8
47-50
Halfling thief/fighter
1-6
51-98
Human thief
1-8
99
Human dual-class thief/?
1-8/1-4
00
Other (DM selection)
--
Thieves tend to be very jealous of their territory. If more than one thief starts a gang in
the same area, the result is usually a war. The feud continues until one side or the other is
totally eliminated or forced to move its operation elsewhere

 

 

Being something of a warrior, a bard can build a stronghold and attract followers upon
reaching 9th level. The bard attracts 10d6 0th-level soldiers into his service. They arrive
over a period of time, but they are not automatically replaced if lost in battle. Of course, a
bard can build a stronghold any time, but no followers arrive until he reaches 9th level.

 

It'd be nice if a mod let us take advantage of these aspects of D&D.

 

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@InKal I don't see any justification for all this. I might think about 4) in some form, but not sure if it's implementable.

 

@Bill Bisco kind of interesting, but there's stronghold already. What would you do with this level 1-2 cannon fodder, anyway?

 

@Thimblerig yeah, suprisingly it doesn't seem to be implemented anywhere. But I think it's only mind-affecting spells, and maybe only clerics (not fighter types - paladin, ranger, etc). If you care to find and link some source with the details, I look into it.

 

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There is a discussion thread here: http://steamcommunity.com/app/228280/discussions/0/864961537269828832/#p1

 

I looked at the original BG2 manual, and Charm Person and Confusion do mention that Wisdom should give a bonus to resist.

 

eg.

 

 

 

p58, Charm, "The person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom."

 

p69, Confusion, "All creatures within the area of affect are allowed saving throws vs. spell with a -2 penalty, adjusted for Wisdom"

 

The stat table on p118 mentions a "Mag Def Adj." for Wisdom, going up to a +4.

 

So... it was certainly the designers' intent at some point. Some people say it was never implemented - I lack the technical know-how to verify one way or another.

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@InKal I don't see any justification for all this. I might think about 4) in some form, but not sure if it's implementable.

 

@Bill Bisco kind of interesting, but there's stronghold already. What would you do with this level 1-2 cannon fodder, anyway?

 

@Thimblerig yeah, suprisingly it doesn't seem to be implemented anywhere. But I think it's only mind-affecting spells, and maybe only clerics (not fighter types - paladin, ranger, etc). If you care to find and link some source with the details, I look into it.

 

Don't make them low level then. If your rival Bhaalspawn can get these high level creatures, warriors, etc. why can't you? I'd love to send in my own monk school against Balthazar. Hyo-cha!

 

Consider is as part of a mercenary mod where you can spend money to upgrade the equipment and level of troops to do the fighting for you. You get x number of free mercenaries because they are actually your followers.

 

Also, where's my monk, sorceror, and barbarian stronghold?

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Silly thing, but I always loved those scroll cases and jewelry cases, and it's a real pity you can't use them like the Bag of Holding - they only got 20 slots, not a hundred. A mod that fixes them to hold a hundred scrolls or a hundred jewelry items - that'd be on my permanent install list.

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@Bill Bisco sorry this is a tweak suggestion thread. Like if there's something you hate about BG, and it can be relatively easily changed.

 

@Kulyok aTweaks, increased container capacity?

Very well. Supposedly easy stuff?

 

Beyond the Law Mod: http://www.shsforums.net/files/download/26-beyond-the-law-v135/

 

Saerileth Mod: http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=downfile&id=17

 

Both of these mods make it such that these NPCs will not appear if the protagonist is evil. This is unnecessary as they will not join or stay with you if you have low reputation.

 

A mod to remove alignment requirements would be most appreciated.

 

Trap Revisions: http://www.shsforums.net/files/download/906-trap-revisions/

 

The default costs of these traps are prohibitively high. A a mod to set these prices to 0 would be most appreciated.

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