[IWD:EE] Rectify the imbalancing effect of dual wielding - some small adjustments
bob_veng
Member Posts: 2,308
- move one of the longswords of action +4 to a location where it can not be found along the other such identical sword in a potentially short space of time in the middle of the game (one is located towards the end of HoW and the other one at the beginning of ToTL)
- introduce to the earlier stages of the game some good two-handed weapons to offset the advantage of one handed weapons (great ones available relatively early whereas no two-handed one are for the most of the game)
- make the ring of reckless action (+1 apr) a certain find instead of random in order to enable two-handed weapon users gain benefit from it in any game, especially since dual wielding characters can easily achieve maximum or near-maximum attacks per round without it
- *subtledoctor's idea* make some or all +1 apr items set base apr to 2 instead. this will cause such apr increasing effects not to stack. (a very neat solution imo)
i propose this to make the game at least appear more balanced and to restore some spirit of the original game which although it itself wasn't super-balanced among classes and proficiency choices was at least more balanced than it is in the current edition.
- introduce to the earlier stages of the game some good two-handed weapons to offset the advantage of one handed weapons (great ones available relatively early whereas no two-handed one are for the most of the game)
- make the ring of reckless action (+1 apr) a certain find instead of random in order to enable two-handed weapon users gain benefit from it in any game, especially since dual wielding characters can easily achieve maximum or near-maximum attacks per round without it
- *subtledoctor's idea* make some or all +1 apr items set base apr to 2 instead. this will cause such apr increasing effects not to stack. (a very neat solution imo)
i propose this to make the game at least appear more balanced and to restore some spirit of the original game which although it itself wasn't super-balanced among classes and proficiency choices was at least more balanced than it is in the current edition.
Post edited by bob_veng on
1
Comments
together they grant almost certain 5 apr, 30% slashing resistance and +2 ac. makes spectral guards a cakewalk once you get improved haste (and you can buy it in HoW)
if you will do that in a mod, what do you think about reducing bonus apr to 1/2 instead or adding it as an alternative?
the base apr setting idea feels a bit strange for me because it creates a situation where something inherently fast (an unnaturally quick to strike weapon) can somehow slow you down. it feels...incompatible.
great idea!
it will be a great thing when you put it in your mod and developers should really consider this change.