@subtledoctor How were you able to add the extra spell slots and other non-vanilla bonuses to the Intelligence score. Is it complicated? As in do you have to apply effect and/or spell to the character at character gen. I'm interested in making the ability scores function more like 3e, with intelligence adding more spells for high scores and possibly making spells have better saving throw penalties. Any advice?
I think you shouldn't restrict it for F/Ms. Yes, they're powerful, but it's also extremely annoying to roll up a decent stat-set for them, with the forced high INT. On top of that, they feel more "Fighter/Mage", because that INT is being put to good use now. Same for Bards, who require high INT & CHA. Both help them become decent warriors.
But that will entail rebalancing the system. If fighters can once again start specialized, then they don't need a pip every other level.
Isn't the 13 INT requirement a little harsh then, for single-class Fighters?
Encouraging people not to dump their Fighter's INT all the way down to 3 is one thing, but 13 represents a "highly intelligent" character, whereas the average human intelligence is 8-10. [source]
...In which case I would probably exclude F/Ms from getting INT-based bonus spells.
Yes, I think that would be best: Give F/Ms the combat bonuses from stats, but not the spell-casting bonuses from stats.
People who want a character focused on spell casting, can build a true-class/specialist/Wild Mage, Sorcerer, or Cleric/Mage. The F/M is better off filling the niche of "warrior who uses magic to enhance his fighting".
I'm seeing a strange bug where it seems like 18 CHA characters aren't being given their saving throw nor their Luck bonus. I saw this first in a created character, secondly with Keldorn. Imoen with her 16 CHA is being given her saving throw bonus, and it's being shown in the character record. I haven't tested with 17 nor 19 CHA.
All that aside, I've been impressed so far with the rebalancing of this mod. No comment on weapon pips yet, as I'm still only level 1.
Edit: I created a 19 CHA character, still no save bonuses.
Fair enough, it just sounds very promising on paper. Would the new Bard songs allow the Bard the fight while singing? Because at the moment, I feel the songs are pretty useless, or situational at best.
Sounds similar to the Chanter class in Pillars of Eternity, who passively perform Chants that give magical auras while they're fighting. Chants consist of a combination of phrases chosen by the player, where each phrase has a different aura effect and there's a "linger" time after the end of a phrase where its aura is still active in addition to the aura of the current phrase.
They additionally get to use Invocations, which are basically innate spells that can be cast once every few rounds, but those are just a side feature. The main attraction are the passive chants.)
On my EET install, the YARAS changes affect all armor types except Plate Mail, not Full Plate Mail, just Plate Mail. Are there any mods which may conflict with SoB that would cause this? I installed this mod last.
@subtledoctor I don't know if anyone has brought this up, but the shield bash granted by two pips in "Shield Fighting style" seems to effect missile attacks as well a melee, which seems odd and perhaps not an intended effect. My archers keep flying back after shooting guards with shields, which doesn't make a lick of sense.
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Also, my lvl 3 Paladin couldn't assign a second point to Shieldfighting. Again, I assume that's intentional?
How were you able to add the extra spell slots and other non-vanilla bonuses to the Intelligence score. Is it complicated? As in do you have to apply effect and/or spell to the character at character gen. I'm interested in making the ability scores function more like 3e, with intelligence adding more spells for high scores and possibly making spells have better saving throw penalties. Any advice?
Same for Bards, who require high INT & CHA. Both help them become decent warriors.
Encouraging people not to dump their Fighter's INT all the way down to 3 is one thing, but 13 represents a "highly intelligent" character, whereas the average human intelligence is 8-10. [source] Yes, I think that would be best:
Give F/Ms the combat bonuses from stats, but not the spell-casting bonuses from stats.
People who want a character focused on spell casting, can build a true-class/specialist/Wild Mage, Sorcerer, or Cleric/Mage.
The F/M is better off filling the niche of "warrior who uses magic to enhance his fighting".
All that aside, I've been impressed so far with the rebalancing of this mod. No comment on weapon pips yet, as I'm still only level 1.
Edit: I created a 19 CHA character, still no save bonuses.
Would the new Bard songs allow the Bard the fight while singing? Because at the moment, I feel the songs are pretty useless, or situational at best.
They additionally get to use Invocations, which are basically innate spells that can be cast once every few rounds, but those are just a side feature. The main attraction are the passive chants.)
Are there any plans for EET support? Don't see it in the readme.
I don't know if anyone has brought this up, but the shield bash granted by two pips in "Shield Fighting style" seems to effect missile attacks as well a melee, which seems odd and perhaps not an intended effect. My archers keep flying back after shooting guards with shields, which doesn't make a lick of sense.