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Gay Lord

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  1. Just to be clear, I'm not suggesting wizards lose familiars. I was simply mentioning what *I* do in my PNP game, not that I think wizards should lose them in BG. I know most gamers see familars as a wizard thing. I know I'm probably alone in seeing them as druid things. That's why I was simply asking that SD consider adding them, possibly, for druids to get. I could explain at length why I think they're more appropriate for druids, but I don't know if anybody cares to read it, nor am I overly inclined to write it.
  2. That's where I disagree. IMO a familiar is a druidy thing, going back through the history of medieval europe and how the idea of familiars started in the first place, with christianity and satan. Obviously this is all fantasy, but I've always felt they really belong to druids, not wizards. I think rangers should have animal companions (watch the Beastmaster movie) and druids should have familiars. Wizards could make pacts with demons for powers, giving them an imp or quasit, or they could create a minion, such as the homonculous. I know wizards have had familiars in D&D for decades, which has in turn greatly influenced countless other fantasy books and games, but the origin of the idea of familiars has always been clearly druid to me, both historically and game-wise. But it's just an opinion. : ) Here's the wiki list of familiars from BG2: Lawful Good: Pseudo Dragon Neutral Good: Pseudo Dragon Chaotic Good: Fairy Dragon Lawful Neutral: Ferret True Neutral: Rabbit Chaotic Neutral: Cat Lawful Evil: Imp Neutral Evil: Dust Mephit Chaotic Evil: Quasit Allowing one step from TN gives the green options for druids, all of which seem perfectly fine to me. I would say the fairy dragon is particularly druidy, even though it's not in the five options. I understand imps and quasits may not seem druidy to others, but ALL familiars seem non-wizardy to me, so... lesser of two evils. My vorpal rabbit just critted the belt ogre for 4 damage, killing him ("lookit tha bones!!!"). Though he only causes 1-2 damage, he seems to have a high AC, great thaco, and the ability to spawn many of them is definitely OP. Of course, right after killing the ogre, Xzar summoned another to deal with some wolves and caused a wild surge:explosion. So, I'm starting a new game. I don't like OP stuff so I'll give him something else (though I really think the bunny suits him best). My suggestion for the rabbits is to eliminate their damage and thaco. Their role should be damage soakers, not damagers. Give them poor AC and 1 hp, and limit their summoning cap. Either one, or maybe one per 2-3 levels.
  3. Just wanted to drop off two tiny ideas. Cantrip for Diviner = Farsight. I think this would be a neat cantrip for players without being OP. Feature for druids = familiars. All the way back in 1E I felt that the devs were wrong to give familiars to wizards instead of druids. It was even more weird that wizards had to get help from druids to find a familiar, wizards who routinely chop up creatures for parts and care only about themselves, while druids, people who dedicate their lives to helping animals, can't get one. In my own PNP druids get familars and wizards don't. So I'd suggest/request a way for druids to get familiars as a base ability. EDIT I've made Xzar a wildmage (don't know if he's supposed to get one cantrip or two) and chose the bunny for his spell ("I know dragons with feet like rabbits, 'tis true I swear!"). Is there supposed to be a limit on this spell? Duration? Summon cap? There seems room for exploitation if I can call up a horde in advance and simply outnumber my foes. I've only JUST started using the cantrip, but wanted to add a note here while I play some more.
  4. Excellent. You get me inside and I'll do the rest. I can slip past the guards, hack the mainframe, and get your launchcodes, just make sure you wire the money to... um... Just made an acct there, same name as here.
  5. Hey all ! Miloch told me this was being made, and I'm very pleasantly surprised to see it. What's the rough outline of the mod?
  6. I suggested an idea for a li'l quest for UB over on PPG, but they say they're wrapping things up. As such, I'll drop the idea here if anybody thinks it's interesting or wants to include it in their mod. I don't know what mod it would go best with, which is why I mention it here in the general forum. In the southeast of BG1 there's a farmer whose cow is being attacked by xvarts. If you kill them, the farmer asks you to look into where all of them are coming from. However, if you wipe out the xvart village, the farmer never says anything new. What if after wiping out the village (possibly including a chieftan whose death would indicate the village had been dealt with), you return to the xvart farmer and he'll say something like, "A whole village?! Well, that explains it. I guess things are too dangerous around here now for me and Bessie, so we'll have to move on. Hopefully, we can find somewhere to go, although I can't imagine where I'll find another farm to run." The farmer and the cow then walk off stage. However, if you've already helped the ankheg farmer and told him about his son, then you could tell the xvart farmer about it, and then him and the cow could teleport there, where both farmers will tell you they're happy with the match you've made. No magic items or chests of gold, just a little good feeling from helping the ankheg farmer who's on his own, and moving out the xvart farmer who seems really out of place in such a dangerous area.
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