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[MOD] -Scales of Balance- a post-hac tweak mod

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  • [Deleted User][Deleted User] Posts: 0
    edited October 2014
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  • I was never a big fan of level limits either ;P

    I understand the resistance to people who want to play special snowflakes that reflexively reverse stereotypes without thinking about them, but you have to admit that the simple fact of playing Gorion's Ward makes CHARNAME exceptional. If for no other reason than it means that a non-human Ward was raised primarily among humans and not members of their race and so wouldn't be subject to the same cultural context (admittedly, than opens a huge can of worms ranging from the inconsistency of CHARNAME's timeline with most demihuman lifespans to 2e's general unwillingness to distinguish between inborn and cultural racial bonuses). Plus, I think there's a reason why Fighter, Cleric, and Thief are generally universal classes in 2e: Every race needs holy people to lead worship of their own pantheon, every race is going to have criminals, and every race needs bog standard warriors to form militias and defend themselves.

    All that being said, I wouldn't be surprised if it were possible to deny Halflings the ability to be Fighters while still letting them be multiclass fighters, as counter-intuitive as that is. And "Hearthguard of Arvoreen" sounds like a good name for a Halfling-specific kit. I'm just trying to offer a counter-point.

    Now I'm just going to sit back and wait with trepidation to see what you do to poor Mazzy.
  • [Deleted User][Deleted User] Posts: 0
    edited October 2014
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  • jasteyjastey Member Posts: 2,780
    Stupid question: How can I download the .zip? If I follow the link in the first post and DL v09 via right click and "Save link target as" I get a zip, but 7-zip cannot open it.
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  • jasteyjastey Member Posts: 2,780
    Ah, thank you, that did the trick! (And yes, I do prefer the most recent version...)
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  • [Deleted User][Deleted User] Posts: 0
    edited October 2014
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  • DawgliciousDawglicious Member Posts: 224
    Is there a reason you removed spellcasting from Halfling Rangers? I am just curious.
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  • DawgliciousDawglicious Member Posts: 224
    Ahh ok, makes sense.
  • DawgliciousDawglicious Member Posts: 224
    edited October 2014
    Also I am getting an error when installing the proficiency part of the mod onto a fresh BG2EE install.

    ERROR: Cannot find 72 rows with at least 10 columns.ERROR: [kitlist.2da] -> [override] Patching Failed < COPY. < Failure < "Cannot Read 2DA Entry" > >

    What is odd though is that this all installed fine before I did a fresh BG2EE install. I had a previous version of SoB installed, uninstalled it all, moved the new version into place, and ran it. Everything installed just fine.

    I then uninstalled BG2EE and redownloaded it. It was only when I did a fresh install that I ran into this issue. Rolling back to 0.9.7 eliminates the issue.
  • RoarRoar Member Posts: 41
    will all components of this mod work w bg2ee? I think you put a lot of work into this and we really appreciate the effort!
  • [Deleted User][Deleted User] Posts: 0
    edited October 2014
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  • [Deleted User][Deleted User] Posts: 0
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  • DawgliciousDawglicious Member Posts: 224
    Yep that fixed it :)

    I just couldn't let you slip by without finding a bug... :-p

    Only two things I noticed at this point are:

    Stalker states he can reach Mastery (4 points), should now list Grand Mastery if using your proficiency mod.
    Lycanthropic Druid does not list the HLA form in his description anymore.

    Both of these are just small issues, but figured I would mention them all the same. Very happy to see you were able to resolve the issues with the proficiency overhaul.
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  • bob_vengbob_veng Member Posts: 2,308
    you should mention special HLAs in the descriptions because it's important information. other kits don't get special HLAs either so it won't produce an inconsistency - it's a case where unequal things merit unequal treatment

    you can omit mentioning "HLA" in the description - just say that upon reaching lvl20 the character *may learn* a certain ability
  • [Deleted User][Deleted User] Posts: 0
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  • DawgliciousDawglicious Member Posts: 224
    I prefer it being kept in sections as is. Yes it makes it take a bit longer, but it also allows more customization. I don't mind spending an extra minute have to type in an "i" and an "n" for that.
  • bob_vengbob_veng Member Posts: 2,308
    you should make an option of an automatic recommended minimal install and a maximal install
    minimal - only the changes that are most important (most balancing) and most in the spirit of p&p
    max - all changes except some that are most questionable and stick out as maybe a bit strange aesthetically

    those remaining component options, reduced to a dozen would then be handpicked.
  • [Deleted User][Deleted User] Posts: 0
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  • DawgliciousDawglicious Member Posts: 224
    Yea that sounds fine. How goes the work on that fancy Aerie custom kit?
  • [Deleted User][Deleted User] Posts: 0
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  • DawgliciousDawglicious Member Posts: 224
    I can't really offer much up on Aerie's kit either. It seems like you are kind of stuck with innates or adding druid spells, or some mix of both. Maybe some sort of innate where she prays to Baervan and gets some awesome bonuses to herself and the party but can't cast any magic while it is active?
  • [Deleted User][Deleted User] Posts: 0
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  • DawgliciousDawglicious Member Posts: 224
    I like that idea a lot, it helps keep your party members from running off ahead of everyone else.

    Maybe some at-wills that grant elemental damage to attacks could be cool (like the EE evil monk.) Perhaps an at-will which sacrifices apr for more damage and/or vice versa?

    I'm trying to think of things that sound cool, but nothing is really coming to mind :/
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  • kjeronkjeron Member Posts: 2,368
    A Monk fists cannot hit everything, they need alternatives, and missile weapons. They would be stupid to not train themselves with at least one alternative melee weapon and a missile weapon.
  • DawgliciousDawglicious Member Posts: 224
    kjeron said:

    A Monk fists cannot hit everything, they need alternatives, and missile weapons. They would be stupid to not train themselves with at least one alternative melee weapon and a missile weapon.

    Eh I don't think this is that big of a deal, but perhaps have it be more limited? Just able to use slings and quarterstaves maybe? It does seem a bit weird that a monk could potentially be trained in basically any weapon when they are supposed to be focusing on hand-to-hand.

    In regards to not being able to hit everything, are you mostly referring to Kangaxx? Because there are only a few weapons that can hit him anyway, so I don't really think that matters much. Having 2 apr from the get go with fists would be pretty nice.
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