Have Magic Leather Armors got any advantages? They don't let cast mage spell and Studded Leather Armor let thief skills as well. Are they just the lightest armors?
@rede9: Yup. Weight is their only real benefit. They even suffer the disadvantage of having worse damage-specific AC bonuses. Studded leather has a -1 and -2 bonus against piercing and missile weapons; leather armor has a +2 penalty to both. Enchanted non-studded leather is generally best suited as gold fodder unless your thief has really low Strength.
Things are different in IWD2, where heavier armors impose limits on DEX bonuses to AC, and in Item Revisions, where heavy armors grant damage resistance at the cost of sometimes worse AC.
I thought studded also had some AC penalty to one damage type that made leather better than studded for only that type. Blunt? I have to look it up in the original rule book of I can find it...
Why cant Blades use their offensive and defensive spins while under the effects of Tensers Transformation? The spins are a combat style they train at, not a spell, right?
Why cant Blades use their offensive and defensive spins while under the effects of Tensers Transformation? The spins are a combat style they train at, not a spell, right?
The chart doesn't include missile weapons, but the values are all the same as for piercing weapons; you can switch out "piercing" for "missile" and the values remain true.
Does a Thief/Mage get 5 slot long sword even with offhand casting Black Blade of Disaster (in order to give him Blackrazor for example)?
Proficiency always applied to both hands. However, the effect granting it only works properly for those without the proficiency. If you are already proficient(or more) in Long Swords, it will not give you Grandmastery, even if that proficiency is in an inactive dual-class.
I don't think there is any ideal fix atm, as granting temporary proficiency can cause potential problems no matter how you do it.
Does a Thief/Mage get 5 slot long sword even with offhand casting Black Blade of Disaster (in order to give him Blackrazor for example)?
Proficiency always applied to both hands. However, the effect granting it only works properly for those without the proficiency. If you are already proficient(or more) in Long Swords, it will not give you Grandmastery, even if that proficiency is in an inactive dual-class.
I don't think there is any ideal fix atm, as granting temporary proficiency can cause potential problems no matter how you do it.
Maybe you didn't understand. Black Blade of Disaster (lv. 9 mage spell) is wielded like Grandmastery according to description; does it meas can I give to the mage a second long sword without any natural proficiency?
By the way: Garrick is on level 8 but he has 55 pick pocket. Shouldn't it be 75?
Why Darts haven't got Strenght bonus like sling and throwing daggers/axes? Would it spoil the balance with 3 APR
I don't actually know the reason, but I have a guess. AFAIK, darts in D&D are based on the Roman plumbata. These were thrown like lawn darts, in high arcs so they came down on the enemy instead of being thrown like darts at the bar. If that's so, then strength really wouldn't come into it.
But throwing daggers used to not have strength added also, and way back when only a few slings added strength damage.
As I understand, in P&P darts do add strength bonuses, but if they did in BG 1-2 think of the damage a fighter could pump out with 3 APR. Since they nerfed the elemental arrows in BG2 for balance, I bet balance is why.
I have the party AI disabled most of the time, but I noticed that often party members with ranged weapons automatically change target after the designated target was killed. However, this doesn't happen consistently for all.
I have the party AI disabled most of the time, but I noticed that often party members with ranged weapons automatically change target after the designated target was killed. However, this doesn't happen consistently for all.
Are they firing back when fired upon?
The "GroupAttack" action (clicking to attack with multiple characters selected) will have characters automatically switch to another hostile target once their current target dies. It is a feature of the "GroupAttack" action, not due to AI.
I wish auto attack could be toggled between missile and melee weapons for each character, with different options for both possible at the same time.
For example, with back-stabbing thieves I do not like to use auto attack for melee weapons, but with their missile weapons I still do, as otherwise I find them standing around after their missile target dies. This is annoying.
Yes, as you don't have any proficiency in Long Swords, you get Grandmastery with that Spell, and it applies to both hands.
But you don't get proficiency in two-weapon style so unless you invested a proficiency point in that, I assume you'll get a hefty penalty to your To-hit.
Comments
Are they just the lightest armors?
Things are different in IWD2, where heavier armors impose limits on DEX bonuses to AC, and in Item Revisions, where heavy armors grant damage resistance at the cost of sometimes worse AC.
Studded leather has no AC penalties; only bonuses to piercing and missile.
The only armor type with penalties for crushing damage is chainmail, which has a +2 penalty by default.
Blackrazor for example)?
However, the effect granting it only works properly for those without the proficiency.
If you are already proficient(or more) in Long Swords, it will not give you Grandmastery, even if that proficiency is in an inactive dual-class.
I don't think there is any ideal fix atm, as granting temporary proficiency can cause potential problems no matter how you do it.
By the way: Garrick is on level 8 but he has 55 pick pocket. Shouldn't it be 75?
As I understand, in P&P darts do add strength bonuses, but if they did in BG 1-2 think of the damage a fighter could pump out with 3 APR. Since they nerfed the elemental arrows in BG2 for balance, I bet balance is why.
I have the party AI disabled most of the time, but I noticed that often party members with ranged weapons automatically change target after the designated target was killed. However, this doesn't happen consistently for all.
Are they firing back when fired upon?
For example, with back-stabbing thieves I do not like to use auto attack for melee weapons, but with their missile weapons I still do, as otherwise I find them standing around after their missile target dies. This is annoying.
Question: What is this "BWS" I keep seeing posters mention?