Items that would be awesome in PnP, less so in BGEE...
Schneidend
Member Posts: 3,190
So I just picked up Relair's Mistake today, the cloak that allows you to turn into a wolf. If the wolf transformation was any more powerful than a normal character, or if the bite attack could Backstab, it might be a pretty awesome item. Unfortunately, neither of these things are true. Turning into a wolf would be great for scouting, escaping, or traversing wilderness areas quickly in PnP, but in BGEE its only real function is to sell it as far as I can tell.
Does anybody dispute my assessment? What other items could be really useful in PnP but don't much cotton to a CRPG?
Does anybody dispute my assessment? What other items could be really useful in PnP but don't much cotton to a CRPG?
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A Sphere of Anihilation with the talisman that controls it, would be great for PnP but lame for BG.
The cloak is exceptionally useful for low level pure class mages who get tangled up in melee combat. It gives TWO attacks at 1d6 each and increased speed on the battle field. You can stand there with your feeble damaging staff and slowing swinh away or use the cloak and rip two throats out per round.
A majority of (usually combat) powers which only last for a round or a couple of rounds
The vast majority of spells aside from direct damage. (and even they can be used creatively, such as blowing holes in walls or doors with a fireball or lighting bolt).
Targeting the floor under a high MR enemy with Disintegrate to trap them in a 10ft deep pit or drop them into a lower area.
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Most activated abilities would be weaker in PnP.
PnP enrage only blocks a tiny handful of effects +1 hit, -2 ac penalty, +3 damage, +5 hp, (immunity to charms/sleep/commands, +4 save bonus vs hold/paralysis, prevents 1 failed fear save but shakes them out of their rage instantly), lasts 10 rounds unless disrupted. Delays magical healing or rolling instant death saves until the rage ends, cannot know their current HP total, chance to go completely berserk for the remainder of the rage. Can only use enrage once per encounter and is winded (-2 hit/damage/ac/saves) until the end of the encounter once the enrage ends by any means. Can only enrage once per day per 3 points of constitution.
PnP Offensive spin takes 1 round of uninterrupted blade swinging and causes the fear with no save if the follow attack hits, but does nothing if the target has managed to damage the blade. Targets with more HD then the blade are immune.
PnP Whirlwind Attack (HLA) combat action (no use limit, requires a minimum lvl of 10, and costs 2 NCP)- In place of normal attacks per round, the warrior makes a single melee attack vs all targets in weapon range.
PnP Deathblow (HLA) combat action (no use limit. Requires minimum lvl of 15, and costs 3 NCP) - In place of normal attacks the user can attempt a single powerful attack that forces the target to save vs death or die instantly. Creatures higher level then the warrior are immune to this effect, as are creatures normally immune to instant death.
PnP Defensive spin prevents all actions and roots the user in place, but grants them an AC bonus and anyone attempting to strike the blade in melee must save or take melee damage as per a normal attack (cannot exceed half the blade's level). Any damage disrupts the effect.
Kai requires 1 Ki point per use (Kensai have one per level per day), and allows their next attack to deal maximum weapon damage. Only applies to melee attacks from their chosen weapon.
Barbarian rage: Sets the barbarian's str to 18/00 unless it's normally higher. Grants +2 all saves. Lasts 5 rounds. Can only be used once per encounter. Can only rage once per day per 3 points of constitution.
Turn Undead can only be attempted once per encounter due to how exhausting channeling that much power at once is. (But at lvl 17+ has small chance (around 15%) of potentially turning Extra-planar Creatures in addition to Undead).
The Jester's song requires the enemies be able to see and hear him, but has no save bonus making it more likely to work, and forces them to attack the jester with no regard for battle tactics or their surroundings. ( 4 or less int or 16+ int characters are immune).
Skald's Battle-song is actually more powerful then it currently is, because the Skald sings it WHILE engaging in combat.
And the Bard's song doesn't require them to stand around singing either (lasts 1 round/level).
Poisoning a weapon requires having a supply of prepared poisons on hand (usually requires a round of preparition if applying to a weapon, and needs to be used quickly while it's at it's most potent). Classes without training in poison use must roll a dex check to avoid accidentally poisoning themselves when employing most types of poisons. Exact effects depend on the poison used, and the delay before symptoms appearing can range anywhere between several seconds to days or even weeks depending on the poison used and it's manner of application.
Made me pretty sad to find it, as I've had a few PnP character die to the misuse of a Horn of Blasting.
The cloak is alright for low level mages or druids, since the transformation can't be interrupted, unlike the casting of protection spells. Better to turn into a wolf than waste a shield amulet charge or potion on a travel encounter with kobolds.
In BG2, the "vs. good" spells are even less useful (in vanilla) because you couldn't have a full evil party and if you were filling up the ranks (i.e. keeping Imoen), you'd hurt your own party member/s.
Tinderbox, bedroll, etc.
Tracking (okay, so it's not an item but I'm still counting it!).
A loaded d20.
I always play good though so it doesn't much affect me