Regenerate light wounds and aid apply effect to caster and not the target. More spells may behave like this; I only checked a few 1st level ones.
Also, I changed viconia to Talos cleric from both the FaP and npc_ee kit-picker mechanisms. She has a bunch of duplicate spells (within the same level) in her book.
Jaheira starts as a Druid of Silvanus in my install, and she still has the select deity option. If I use it and hit Druid of Silvanus again, she will get duplicate level abilities, but not duplicate spells.
Jaheira starts as a Druid of Silvanus in my install, and she still has the select deity option. If I use it and hit Druid of Silvanus again, she will get duplicate level abilities, but not duplicate spells.
Hmmm. I did a reinstall yesterday, my Jaherira was a Fighter / Mystic. Was a pain in the ass to flip back to Druid of Sylvanus.
So I tested again. Jaheira works fine. Changed her from mystic to a druid via FaP and npc_ee (not applied on top of one another). He spell book looks fine and rlw works fine. Then I got viconia and changed her from darkcloak of Shar to whatever of Talos (via npc_ee) and her spell book subsequently contained duplicates and rlw was bugged as I described above.
As I started to think more about making rangers more distinctive, I thought I'd chime in. First, I really appreciate what you're trying accomplish: the design of classess is very elegant, consistent and makes the world seem more alive and natural. Players love to have choices in RPGS, even if they won't ever follow most of the paths.
The danger I see however is that ultimately, these kits might not be nearly as fun to play or effective as kits designed 'rules first'. To make the point lets take the rangers:
1. Forest Ranger - virtually nothing over the base class. Goodberry and combat bonuses vs easy critters?
2. Mountain Ranger - saving throw bonus will make them a tad hardier, but won't make them tankers or mage slayers. Combat bonus against trolls will be very useful, but to be effective against umberhulks one need protection against confusion (and whatever else they used), hitting them isn't much of the problem. Ultimately, the kit probably gives enough edge to rangers in terms of power, but offers no synergy in play - the effects are sprinkled around making each individually unnoticable and, additionally, are all passive, thus not really altering the tactical approach. One doesn't choose one's enemies (with one exception), so being slightly better against something is not a reason to pick a class; the choice is made for a different game experience.
3. Jungle Ranger - absolutely sweet to have in BG1 after which all advantages are forgotten. Again, passive abilities which increase raw power, but don't add to gameplay. For example, that 50% poison resistance is really good and better than 50% fire resistance, but the latter, especially paired with extra items, allow the ranger to close in melee while mages fireball the shit out of enemies without scruples. It's more fun than simply dying a couple of times less over the scope of the saga (unless its a no-reload run, of course).
5. Arctic Ranger will be extra powerful in IWD and useless (relatively) in BG. To a lesser extent this also is true for Desert Rangers. Again, those extra HP bring them into barbarian territory (with average rolls), but offer no synergy with the rest of the class.
I think I underlined my concerns best with Mountain Ranger. You are focusing on passive abilities which are very compelling from the thematic stand point, but offer little to no synergy and doesn't change the way one would play them. Now compare it with for example existing Shapeshifter and Totemic Druid kits - while technically the difference is minor, they play nothing alike. All vanilla classes play very differently from each other, with the exception of individual cleric and mage kits as well as perhaps pure class rangers and druids.
I am much more optimistic with clerics - first, because the differences are in available spells, which one actively uses all the time, and second - those spells have a chance of actually doing different things, rather than simply dealing various type of damage.
Hey, I am completely aware of what you call decision fatigue, or rather that when you lay down an extensive framework, parts of it turn out force fit. Even in the leading post, you mention how other systems lack spells at certain levels or turn out quite unbalanced. As I said, I like the flavour of these kits and only when I started looking at rangers' relative lack of unique selling point, that I made the conclusion of active abilities' and tactical influence's value. I'll try to ponder about these kits more and see if I can come up with something. The danger here is that I am fond of that class and thus very likely to give them something OP. That, and I am no modder and thus don't know what can and cannot be done or constitues a lot of - probably brittle - work.
I listed some of my ideas for moderate ranger bonuses in the thread you visited: https://forums.beamdog.com/discussion/comment/1022283/#Comment_1022283 I also thought about undead bonuses while considering a 'witcher kit' and decided that they would end up too simillar to a paladin and that rangers are outdoorsy types, not really the prime element of undead.
Instead I think a Monster Hunter kit would be cool, more unique and in line with their overall feel. Something like:
A Monster Hunter is an individual who devoted their life to slaying some of the more horrific monsters encroaching on civilised settlements - be it out of ideals, personal vendetta, or simply profit. They do not possess the finesse with weapons that fighters can reach as their fights rarely resemble fencing with an armed, intelligent opponnent. Instead, their knowledge of various creatures lets them better predict their movements and strike their weak spots.
* Bonuses against non-demonic, non-undead, 'non-humanoid' monsters (to be specified). * Attack rolls use ranged weapon dexterity bonuses instead of strength * Receives FIGHTING TRANCE ability at level 1 and every 10 levels thereafter: FIGHTING TRANCE: the ranger prepares for battle by meditation. For two rounds, he is rooted to the spot and cannot perform any action. If they take any damage during that time, they fail to enter the trance. Otherwise, they reach superhuman level of concentration and act as if the time slowed around them. They receive +5 to dexterity and haste effect. The trance lasts one turn for every five levels of the ranger and upon its end they are spent (proper fatigue effect).
* Cannot use armour heavier than chainmail * Cannot backstab (for mods) * Limited sphere access (only some buffs like AoF and Barkskin)?
(assumes also some additional slight bonus inherited from ranger, like minor resistances) The result is you should get something that is very effective against non-intelligent creatures, and at relative disadvantage against drow, humans, undead - basically 50/50. On top of that a really nifty general ability which nevertheless is nothing unatainable by spells and with a distinct penalty. This is obviously very rough and I don't know about balance, but find the idea both thematic and interesting to play. It was supposed to be my first attempt at modding, but if you like the idea and want to run away with it be my guest.
Also, I really would like to see what an Arcane Ranger could become - basically a F/M with spells learned the 'divine way' and limited to self-buffs and some simple invocation spells. The problem is that it really begs for Stoneskin, which is level 5? I never quite liked F/M as you somewhat suck in both roles and always have to pick one in a fight. This would be eventually closer to a M->F dual, but with better hitpoints, very limited spell access (maybe Illusion/invocation would do the job?), completely different progression (a warrior from the start, gains spells like a ranger) and without irritating downtime.
Also, this just came up to me: we have Wizard Slayers, what about a Cleric Slayer? Your zealot with abilities suited especially to kill clerics of other faiths sounds really enticing to me. I hate clerics
Also, this just came up to me: we have Wizard Slayers, what about a Cleric Slayer? Your zealot with abilities suited especially to kill clerics of other faiths sounds really enticing to me. I hate clerics
Piss off every other known deity you can by slaughtering their clergy? Then again, Cyric does say something about the gods not being permitted to interfere with bhaals lineage, I wonder how far you could push that.
It's not like we aren't doing it anyway But yes, my knowledge of the setting is too limited to really stick to canon. I believe however that it wasn't that gods can't interfere with other gods business, but they choose not to and mainly resort to clandestine means similar to cold war. That it simply was looked down upon in divine circles and you risked setting other gods against you in solidarity, losing allies and trust? Shar certainly pulls no punches against Selune and Cyric against basically everyone. I think targetting clergy (more than everyone else) was actually his policy.
Would completely break immersion to play a Cyric devout as PC, but a NPC companion would be interesting. The PC doesn't need to know the truth about him (obviously the player would know) and the rationale might be that joining forces would help kill other Bhaalspawn before taking on you *after* the final boss - if you decide to ascend. And if you are good, have high reputation and charisma/wisdom, you might simply convince him up front that you want Bhaal to remain dead and you are his best chance at preventing resurrection.
And returning to your geographical rangers, I think I would: * move constitution bonus to the Mountain Ranger (for all the exercise they get). Maybe increase by 20% his running speed?
* give Desert Rangers 25% fire resistance representing being used to scolding temperatures. This way you can easily reach complete or almost complete resistance without huge compromises.
* Make Jungle Ranger's poison resistance gradually increase - from 25% to immunity
* Give all of them tracking - at 1, 10, 20, 30. Mostly for flavour and excuse for meta knowledge we have.
Is there a reason for minor access being limited to specifically 3 levels? I think it's PnP, but Paladins get 4 cleric levels, so if you intend to fit them in - and at this scope it probably would be best - it would become inconsistent. I think that really magical shit starts at level 5 and thus gaining access to level 4 spells for rangers wouldn't be OP, especially given limited castings. They would simply have one more protection to cast while party clerics and mages prepare themselves for battle as well as an actually useful healing spell. I admit I write it without considering the spells they actually have available: after IWDfication, Spell revisions and sphere assignment it is just to much effort to assess each kit individually for their usefulness and synergy.
Please, please don't restrict Ranger's spell access. It's a staple of D&D Rangers and underlines their supernatural connection to nature. (Pun not in intended.) If anything, I feel they should get 4th lvl spells, like Paladins. A spell-less Ranger quickly detoriates into something like a Scout.
Of all the warriors, I think the (vanilla) Ranger gets the biggest shaft: more XP needed to level, only Specialised in weapons (I love Scales of Balance to remedy this, btw) and Stealth doesn't work in heavier armour. Their spell selection is less useful than a Paladin's and Charm Animal is fluff only. Overal, a pretty bad deal for a class which will spend the vast majority of its time whacking stuff in melee.
I was thinking more of a demon and dragon slaying champion kit.
That's basically a Cavalier.
The Giant Killer would live up to its name, sure. He would roll over 5% encounters in the game and suck (comparatively) in the rest. So at all times you feel either over- or underpowered, and both are not fun in my book. I am certain I would rather have that Zealot of Cyric with me If you want to make a Something Slayer, let that Something be a PITA for most of the game and give severe penalties to counterbalance. That way you force the player to think and use a different approach than with a pure fighter/ranger/paladin. For this reason I actually like the Arctic Ranger - in the context of IWDEE. I guess the Ranger suffers from a simmilar problem as bard - they try to fullfill several roles, none (apart of hitting things) necessary and aren't particulary good and anything. They completely lack the 'it's my moment' experience.
As for Monster Hunter, I probably can come up with half a dozen excuses, it's FR Why only Kensai get their bonuses, while only Berserkers enrage? They trained to incorporate that particular tactic as it suited them, forgoing other aspects. It's what defines them: it's not a Kensai who gets bonuses, it's someone dedicating their practice to a single weapon at the cost of everything else that *makes* them Kensai. Witchers are mutants with unique magic, alchemy and of course fighting training which is reason enough and makes them HUGE Mary Sues. Fortunately I don't want a direct OP port at all. From the fluff standpoint, I liked the idea of certain self-sufficiency in buffs and basically doubling up the stakes: you can't just enrage at will when ambushed and will suffer longer and greater penalty afterwards. It would make you push your luck 'one room more' to make the most of their - long - trance, but risking becoming next to useless and very vulnerable in the middle of the fight. With existing classes, running out of combat buffs is no biggie, even for berserkers. I don't know if it's a good idea, or possible to balance while retaining uniqueness. I am pretty sure it's OP as outlined above, but seems much more thematic to me than arbitrary bonuses of archer, inquisitor and probably half a dozen other classes that didn't deserve remembering, so it's not like I don't understand you.
For the similar reasons I entertain the thoughts of Rangers with one arcane spell per level up to stoneskin. It would be consistent with my alternative proposition of expanding Rangers' spellcasting to fourth level. I have no idea what penalties would balance that out, as it looks crazy powerful - basically F/M with 'only' self-buff magic but all one would need and with single class leveling!
If you feel I am hijacking the thread with all my Ranger whining, only vaguelly on topic, I can shut up here
Please, please don't restrict Ranger's spell access. It's a staple of D&D Rangers and underlines their supernatural connection to nature. (Pun not in intended.) If anything, I feel they should get 4th lvl spells, like Paladins. A spell-less Ranger quickly detoriates into something like a Scout.
Of all the warriors, I think the (vanilla) Ranger gets the biggest shaft: more XP needed to level, only Specialised in weapons (I love Scales of Balance to remedy this, btw) and Stealth doesn't work in heavier armour. Their spell selection is less useful than a Paladin's and Charm Animal is fluff only. Overal, a pretty bad deal for a class which will spend the vast majority of its time whacking stuff in melee.
I'm working on a number of spells that will will hopefully rectify some of these issues. A nice thing about our sphere system is that is pretty trivial to make certain spells ranger only, etc. I'm experimenting with either adding ranger exclusive spells or making certain spells 'better' when cast by the ranger. For example, right now I have these spells, which are druid/ranger only:
This spell creates ammunition in the caster's inventory. This spell can either create a stack of arrows, bolts, or bullets. The spell creates 10 projectiles per level (maximum 50 at 5th level).
At 5th level, you can choose to create 10 +1 projectiles rather than 50 normal projectiles.
These projectiles last for 24 hours.
Note: this is a non exclusive version. The ranger exclusive version--or improved ranger version-- would produce more interesting ammos
Also, I'm probably going to change that duration to 8 hours either either way.
This spell changes the coloration of the caster to match the surrounding environment, making very difficult to see.
When this spell is cast, the caster gains a +50% bonus to hide and move silently, and naturally blends in to the surrounding environment, allowing to hide as a thief or ranger for the duration.
This bonus increases by +5% at 2nd level, and +5% per 2 levels after that, to a maximum of +75% at 10th level.
Note: this is definitely Not the final version of the spell. The bonus will probably Just be +50%.
At the very least, I'll see about making the spell so it allows stealth in heavy armor. I think that the way it functions right now it'll already sort of do that. Also, by default, the ranger version is better than the druid version as they are already trained in stealth.
Snare (New) (Alteration)
Level: 3 Sphere: Plant Range: 20 ft. Duration: Permanent until triggered Casting Time: 6 Area of Effect: 10-ft. radius Saving Throw: none
When the druid casts this spell, selects an area within range. The plant life in the area reconfigue to construct a deadly trap that does 1d8 points of piercing damage per level (max 10d8).
Much like a thief trap, this spell fails if cast in the presence of enemies.
Better traps for Rangers are certainly possible.
Edit: oh, also, spells like charm/hold animal will be optionally changed to 'charm/hold beast' and be effective against animals and a lot of other creature types.
Suggestions for other improvements are more than welcome
@TrollopsAndPlugTails Yes it is, but with this mod installed, Cavalier disappears from the kits list. So when using this mod, we need some champion kit to fill the Cavalier role.
Oh bummer, so this mod removes all existing kits? Can't they be left alone or adapted, or is it simply that creators priority lies with their original kits?
Oh bummer, so this mod removes all existing kits? Can't they be left alone or adapted, or is it simply that creators priority lies with their original kits?
There should be an option to just install the sphere system.
Sorry for being negative, but: 1. unlimited ammo spell sounds much more arcane, certainly not nature oriented. 2. By the time the rangers will be able to cast the camoflauge, let alone have a spare slot for it, their stealth will be ok. 3. Personally I am not a fan of traps for rangers, it will only emphasise the superiority of F/T.
As it seems tracking won't be viable for technical reasons, I will join the lobby for opening 4th level spells for rangers. How did you intend to tackle paladins with your minor access being capped at 3? Or is it just as simple as giving them major access? This wouldn't work with rangers due to C/R multi So I guess... make minor access offer 4 levels? Nothing really special in druid spellbook there, but clerics get holy power, defensive harmony, death ward, free action. Giving access to more than one of those by minor access would be noticable, so it would be a deviation from your intended balance
The Ammo spell sounds pretty useless, to be honest. It's just a matter of spending a few gold on a couple of hundred arrows.
Yeah, as I was posting, I was thinking the same thing.
Also, I do want the spell to be useful to the vanilla ranger who gets spells at 8th level but not be so useful that the cleric/ranger or druid fighter is at such a huge advantage.
Comments
Also, I changed viconia to Talos cleric from both the FaP and npc_ee kit-picker mechanisms. She has a bunch of duplicate spells (within the same level) in her book.
WeiDU.log:
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v24
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Banters, Quests, and Interjections: v24
~BG1NPC/BG1NPC.TP2~ #0 #110 // BGEE Banter Timing Tweak -> Banter Timing: Normal (about 27 minutes between banter dialogs): v24
~BG1NPC/BG1NPC.TP2~ #0 #130 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v24
~BG1NPC/BG1NPC.TP2~ #0 #156 // The BG1 NPC Project: Give Coran his "Murder in Baldur's Gate" portrait: v24
~BG1NPC/BG1NPC.TP2~ #0 #160 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v24
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v24
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v16.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #34 // Chapter 6 Dialogue Restorations: v16.0
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 10
~SPELL_REV/SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 15.3
~SPELL_REV/SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 15.3
~SPELL_REV/SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 15.3
~SPELL_REV/SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 15.3
~SPELL_REV/SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 15.3
~SPELL_REV/SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 15.3
~SPELL_REV/SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 15.3
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #5 // Rebalanced Spell Schools: 0.8.25
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #10 // Spell Tweaks: General Rebalancing: 0.8.25
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #11 // Spell Tweaks: Revised Illusionary Clones: 0.8.25
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #12 // Spell Tweaks: Revised Invisibility: 0.8.25
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #20 // Revised Dragon Disciples: 0.8.25
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #30 // Sorcerer: Magus: 0.8.25
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #60 // Sorcerer: Favoured Soul: 0.8.25
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #70 // Sorcerer: Sylvan Disciple: 0.8.25
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #80 // Sorcerer: Revenant Disciple: 0.8.25
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #90 // Sorcerer: Amorphous Disciple: 0.8.25
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #100 // Innate Find Familiar: 0.8.25
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #110 // Armored Casting For Bards: 0.8.25
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #120 // Arcane Crafting: 0.8.25
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #130 // Innate Metamagic: 0.8.25
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #141 // Cantrips -> Innate Cantrips: 0.8.25
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #150 // Revised Specialists: 0.8.25
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #160 // Ability Score Bonuses: 0.8.25
~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #170 // Spell Select Dialog: 0.8.25
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #102 // Select an installation method below: -> install the kits designated in settings.ini, and the sphere system: 0.75.17
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.8.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 3.8.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Movement Bonuses (Quickstride): 3.8.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.8.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.8.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 3.8.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 3.8.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.8.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.8.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.8.9
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // 3E-Inspired Bard Overhaul & Multiclass Bards: 3.8.9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v7
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v7
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v7
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v7
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs to Convenient Locations: Move Shar-Teel to North Nashkel Road: v7
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v7
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v7
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v7
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v7
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v7
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v7
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4110 // Give Kagain A Legal Constitution Score of 19: v7
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4120 // Give Coran A Legal Dexterity Score of 19: v7
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.13.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #101 // IWO - Aesthetic & Enchantment Tweaks: v5.13.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.13.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #109 // IWO - All Potions Usable by Any Class: v5.13.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO - Systemic Proficiency Changes: v5.13.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v5.13.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.13.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.13.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #202 // SBO - Full Strength for 2-Hand Weapons Only: v5.13.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #204 // SBO - Enable Concentration Checks: v5.13.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #207 // SBO - Hit Dice Overhaul -> Hardcore (closer to average) hit points: v5.13.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #210 // XPO - Slower, standardized XP Tables: v5.13.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #180 // MRO - Magic Resistance Overhaul: v5.13.1
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4050 // Decrease the rate at which reputation improves -> Reputation increases at about 2/3 the normal rate: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v31
~NPC_EE/NPC_EE.TP2~ #0 #104 // Choose a class for Imoen -> Make Imoen a bard: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #221 // Choose a class for Coran -> Make Coran a thief: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v3.6
FWIW I'm using android.
First, I really appreciate what you're trying accomplish: the design of classess is very elegant, consistent and makes the world seem more alive and natural. Players love to have choices in RPGS, even if they won't ever follow most of the paths.
The danger I see however is that ultimately, these kits might not be nearly as fun to play or effective as kits designed 'rules first'. To make the point lets take the rangers:
1. Forest Ranger - virtually nothing over the base class. Goodberry and combat bonuses vs easy critters?
2. Mountain Ranger - saving throw bonus will make them a tad hardier, but won't make them tankers or mage slayers. Combat bonus against trolls will be very useful, but to be effective against umberhulks one need protection against confusion (and whatever else they used), hitting them isn't much of the problem. Ultimately, the kit probably gives enough edge to rangers in terms of power, but offers no synergy in play - the effects are sprinkled around making each individually unnoticable and, additionally, are all passive, thus not really altering the tactical approach. One doesn't choose one's enemies (with one exception), so being slightly better against something is not a reason to pick a class; the choice is made for a different game experience.
3. Jungle Ranger - absolutely sweet to have in BG1 after which all advantages are forgotten. Again, passive abilities which increase raw power, but don't add to gameplay. For example, that 50% poison resistance is really good and better than 50% fire resistance, but the latter, especially paired with extra items, allow the ranger to close in melee while mages fireball the shit out of enemies without scruples. It's more fun than simply dying a couple of times less over the scope of the saga (unless its a no-reload run, of course).
5. Arctic Ranger will be extra powerful in IWD and useless (relatively) in BG. To a lesser extent this also is true for Desert Rangers. Again, those extra HP bring them into barbarian territory (with average rolls), but offer no synergy with the rest of the class.
I think I underlined my concerns best with Mountain Ranger. You are focusing on passive abilities which are very compelling from the thematic stand point, but offer little to no synergy and doesn't change the way one would play them. Now compare it with for example existing Shapeshifter and Totemic Druid kits - while technically the difference is minor, they play nothing alike. All vanilla classes play very differently from each other, with the exception of individual cleric and mage kits as well as perhaps pure class rangers and druids.
I am much more optimistic with clerics - first, because the differences are in available spells, which one actively uses all the time, and second - those spells have a chance of actually doing different things, rather than simply dealing various type of damage.
I listed some of my ideas for moderate ranger bonuses in the thread you visited: https://forums.beamdog.com/discussion/comment/1022283/#Comment_1022283
I also thought about undead bonuses while considering a 'witcher kit' and decided that they would end up too simillar to a paladin and that rangers are outdoorsy types, not really the prime element of undead.
Instead I think a Monster Hunter kit would be cool, more unique and in line with their overall feel. Something like:
A Monster Hunter is an individual who devoted their life to slaying some of the more horrific monsters encroaching on civilised settlements - be it out of ideals, personal vendetta, or simply profit. They do not possess the finesse with weapons that fighters can reach as their fights rarely resemble fencing with an armed, intelligent opponnent. Instead, their knowledge of various creatures lets them better predict their movements and strike their weak spots.
* Bonuses against non-demonic, non-undead, 'non-humanoid' monsters (to be specified).
* Attack rolls use ranged weapon dexterity bonuses instead of strength
* Receives FIGHTING TRANCE ability at level 1 and every 10 levels thereafter:
FIGHTING TRANCE: the ranger prepares for battle by meditation. For two rounds, he is rooted to the spot and cannot perform any action. If they take any damage during that time, they fail to enter the trance. Otherwise, they reach superhuman level of concentration and act as if the time slowed around them. They receive +5 to dexterity and haste effect. The trance lasts one turn for every five levels of the ranger and upon its end they are spent (proper fatigue effect).
* Cannot use armour heavier than chainmail
* Cannot backstab (for mods)
* Limited sphere access (only some buffs like AoF and Barkskin)?
(assumes also some additional slight bonus inherited from ranger, like minor resistances)
The result is you should get something that is very effective against non-intelligent creatures, and at relative disadvantage against drow, humans, undead - basically 50/50. On top of that a really nifty general ability which nevertheless is nothing unatainable by spells and with a distinct penalty.
This is obviously very rough and I don't know about balance, but find the idea both thematic and interesting to play. It was supposed to be my first attempt at modding, but if you like the idea and want to run away with it be my guest.
Also, I really would like to see what an Arcane Ranger could become - basically a F/M with spells learned the 'divine way' and limited to self-buffs and some simple invocation spells. The problem is that it really begs for Stoneskin, which is level 5? I never quite liked F/M as you somewhat suck in both roles and always have to pick one in a fight. This would be eventually closer to a M->F dual, but with better hitpoints, very limited spell access (maybe Illusion/invocation would do the job?), completely different progression (a warrior from the start, gains spells like a ranger) and without irritating downtime.
Would completely break immersion to play a Cyric devout as PC, but a NPC companion would be interesting. The PC doesn't need to know the truth about him (obviously the player would know) and the rationale might be that joining forces would help kill other Bhaalspawn before taking on you *after* the final boss - if you decide to ascend. And if you are good, have high reputation and charisma/wisdom, you might simply convince him up front that you want Bhaal to remain dead and you are his best chance at preventing resurrection.
And returning to your geographical rangers, I think I would:
* move constitution bonus to the Mountain Ranger (for all the exercise they get). Maybe increase by 20% his running speed?
* give Desert Rangers 25% fire resistance representing being used to scolding temperatures. This way you can easily reach complete or almost complete resistance without huge compromises.
* Make Jungle Ranger's poison resistance gradually increase - from 25% to immunity
* Give all of them tracking - at 1, 10, 20, 30. Mostly for flavour and excuse for meta knowledge we have.
Is there a reason for minor access being limited to specifically 3 levels? I think it's PnP, but Paladins get 4 cleric levels, so if you intend to fit them in - and at this scope it probably would be best - it would become inconsistent. I think that really magical shit starts at level 5 and thus gaining access to level 4 spells for rangers wouldn't be OP, especially given limited castings. They would simply have one more protection to cast while party clerics and mages prepare themselves for battle as well as an actually useful healing spell.
I admit I write it without considering the spells they actually have available: after IWDfication, Spell revisions and sphere assignment it is just to much effort to assess each kit individually for their usefulness and synergy.
A spell-less Ranger quickly detoriates into something like a Scout.
Of all the warriors, I think the (vanilla) Ranger gets the biggest shaft: more XP needed to level, only Specialised in weapons (I love Scales of Balance to remedy this, btw) and Stealth doesn't work in heavier armour. Their spell selection is less useful than a Paladin's and Charm Animal is fluff only.
Overal, a pretty bad deal for a class which will spend the vast majority of its time whacking stuff in melee.
The Giant Killer would live up to its name, sure. He would roll over 5% encounters in the game and suck (comparatively) in the rest. So at all times you feel either over- or underpowered, and both are not fun in my book. I am certain I would rather have that Zealot of Cyric with me If you want to make a Something Slayer, let that Something be a PITA for most of the game and give severe penalties to counterbalance. That way you force the player to think and use a different approach than with a pure fighter/ranger/paladin. For this reason I actually like the Arctic Ranger - in the context of IWDEE. I guess the Ranger suffers from a simmilar problem as bard - they try to fullfill several roles, none (apart of hitting things) necessary and aren't particulary good and anything. They completely lack the 'it's my moment' experience.
As for Monster Hunter, I probably can come up with half a dozen excuses, it's FR Why only Kensai get their bonuses, while only Berserkers enrage? They trained to incorporate that particular tactic as it suited them, forgoing other aspects. It's what defines them: it's not a Kensai who gets bonuses, it's someone dedicating their practice to a single weapon at the cost of everything else that *makes* them Kensai. Witchers are mutants with unique magic, alchemy and of course fighting training which is reason enough and makes them HUGE Mary Sues. Fortunately I don't want a direct OP port at all. From the fluff standpoint, I liked the idea of certain self-sufficiency in buffs and basically doubling up the stakes: you can't just enrage at will when ambushed and will suffer longer and greater penalty afterwards. It would make you push your luck 'one room more' to make the most of their - long - trance, but risking becoming next to useless and very vulnerable in the middle of the fight. With existing classes, running out of combat buffs is no biggie, even for berserkers. I don't know if it's a good idea, or possible to balance while retaining uniqueness. I am pretty sure it's OP as outlined above, but seems much more thematic to me than arbitrary bonuses of archer, inquisitor and probably half a dozen other classes that didn't deserve remembering, so it's not like I don't understand you.
For the similar reasons I entertain the thoughts of Rangers with one arcane spell per level up to stoneskin. It would be consistent with my alternative proposition of expanding Rangers' spellcasting to fourth level. I have no idea what penalties would balance that out, as it looks crazy powerful - basically F/M with 'only' self-buff magic but all one would need and with single class leveling!
If you feel I am hijacking the thread with all my Ranger whining, only vaguelly on topic, I can shut up here
Abundant Ammunition (New)
(Conjuration)
Level: 1
Sphere: Creation
Range: Personal
Duration: Instant; 24 hours
Casting Time: 0
Saving Throw: None
This spell creates ammunition in the caster's inventory. This spell can either create a stack of arrows, bolts, or bullets. The spell creates 10 projectiles per level (maximum 50 at 5th level).
At 5th level, you can choose to create 10 +1 projectiles rather than 50 normal projectiles.
These projectiles last for 24 hours.
Note: this is a non exclusive version. The ranger exclusive version--or improved ranger version-- would produce more interesting ammos
Also, I'm probably going to change that duration to 8 hours either either way.
Camouflage (New)
(Illusion)
Level: 1
Sphere: Elemental Earth
Range: Personal
Duration: Instant
Casting Time: 0
Saving Throw: None
This spell changes the coloration of the caster to match the surrounding environment, making very difficult to see.
When this spell is cast, the caster gains a +50% bonus to hide and move silently, and naturally blends in to the surrounding environment, allowing to hide as a thief or ranger for the duration.
This bonus increases by +5% at 2nd level, and +5% per 2 levels after that, to a maximum of +75% at 10th level.
Note: this is definitely Not the final version of the spell. The bonus will probably Just be +50%.
At the very least, I'll see about making the spell so it allows stealth in heavy armor. I think that the way it functions right now it'll already sort of do that. Also, by default, the ranger version is better than the druid version as they are already trained in stealth.
Snare (New)
(Alteration)
Level: 3
Sphere: Plant
Range: 20 ft.
Duration: Permanent until triggered
Casting Time: 6
Area of Effect: 10-ft. radius
Saving Throw: none
When the druid casts this spell, selects an area within range. The plant life in the area reconfigue to construct a deadly trap that does 1d8 points of piercing damage per level (max 10d8).
Much like a thief trap, this spell fails if cast in the presence of enemies.
Better traps for Rangers are certainly possible.
Edit: oh, also, spells like charm/hold animal will be optionally changed to 'charm/hold beast' and be effective against animals and a lot of other creature types.
Suggestions for other improvements are more than welcome
1. unlimited ammo spell sounds much more arcane, certainly not nature oriented.
2. By the time the rangers will be able to cast the camoflauge, let alone have a spare slot for it, their stealth will be ok.
3. Personally I am not a fan of traps for rangers, it will only emphasise the superiority of F/T.
As it seems tracking won't be viable for technical reasons, I will join the lobby for opening 4th level spells for rangers. How did you intend to tackle paladins with your minor access being capped at 3? Or is it just as simple as giving them major access? This wouldn't work with rangers due to C/R multi So I guess... make minor access offer 4 levels? Nothing really special in druid spellbook there, but clerics get holy power, defensive harmony, death ward, free action. Giving access to more than one of those by minor access would be noticable, so it would be a deviation from your intended balance
The Ammo spell sounds pretty useless, to be honest. It's just a matter of spending a few gold on a couple of hundred arrows.
Also, I do want the spell to be useful to the vanilla ranger who gets spells at 8th level but not be so useful that the cleric/ranger or druid fighter is at such a huge advantage. Yeah, something like this. I'll probably make the ammos more 'rangery', with unique ammo types that increase in diversity at higher levels.