Skip to content

[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.

1565759616283

Comments

  • TyrionBeanTyrionBean Member Posts: 15

    @TyrionBean you need this excellent little mod:
    https://forums.beamdog.com/discussion/58374/enchant-the-missile-launchers-ranged-weapon-tweak/p1

    It lets you hit enemies according to the enchantment level of the launcher, if it is higher than that of the ammunition.

    Thank you! Looks perfect. I'll give it a try tonight or tomorrow. :)
  • TyrionBeanTyrionBean Member Posts: 15

    @TyrionBean There is good ammo to be found in Watchers' Keep.

    Yeah, but it's limited and it limits anyone with a bow, which nerfs any archer when compared to a fighter or anyone else, unfortunately.
  • TyrionBeanTyrionBean Member Posts: 15
    @subtledoctor

    I just want to thank you again for the mod. It's really wonderful. I've actually been using it on Mazzy (she's my front line fighter) for the fighter feats and she kicks butt. :D (Go Mazzy!)

    I just had a question about archers once more though. I was playing BG1 as an Elven Archer, and I hit Cloakwood and thought how silly it is to have an archer who can scout ahead but cannot detect any traps in a forest full of them.

    So, seeing as you can't multiclass an archer kit in any way that I know of, is there a way to somehow put detect traps for an archer? This has probably been asked many times, and I'm actually not asking for an archer who can open locks or backstab etc...just finding traps. You would think somebody who deals with traps in the forest (for game, for trespassers etc...) would have a good working knowledge of that, right?

    Just an idea.
  • [Deleted User][Deleted User] Posts: 0
    edited September 2018
    The user and all related content has been deleted.
  • The user and all related content has been deleted.
  • ThacoBellThacoBell Member Posts: 12,235
    @subtledoctor That sounds perfect. Go for it!

    (Maybe multiclassable bards and paladins while we are at it?)
  • ThacoBellThacoBell Member Posts: 12,235
    Honestly, the bard kits you and (was it grammarsalad?) have put into Might and Guile are some of my favorite classes/kits for the IE. The sorceror style casting makes them feel even tastier. Even if multiclassing ends up being non-tenable, you can still do a lot of fun things with kits.
  • [Deleted User][Deleted User] Posts: 0
    edited September 2018
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • ThacoBellThacoBell Member Posts: 12,235
    Well, a good chunk of my personal must haves are in there. So I don't see any issue with it. Would certain kits get some tweaks to the spell lists? Meistersingers get some druid magic and summons, Skalds get some combat spells etc. Illusion, enchantment, and sound based spells are definitely very bard-y spells.
  • [Deleted User][Deleted User] Posts: 0
    edited September 2018
    The user and all related content has been deleted.
  • ThacoBellThacoBell Member Posts: 12,235
    Oh wait, Grammarsalad is working on Faith and Powers. Might and Guile is your solo project, right?
  • ThacoBell said:

    Oh wait, Grammarsalad is working on Faith and Powers. Might and Guile is your solo project, right?

    They appear to be a gestalt creature. Where one ends and the other begins, no man may wot of.
  • TyrionBeanTyrionBean Member Posts: 15
    @subtledoctor I'll have to take a look at the Faith & Powers system. I haven't checked it out yet. Thanks. But yeah, I don't think it should be a spell...it should just be like woodcraft type of knowledge.
  • The user and all related content has been deleted.
  • [Deleted User][Deleted User] Posts: 0
    edited September 2018
    The user and all related content has been deleted.
  • ThacoBellThacoBell Member Posts: 12,235
    I say give it to the bards!
  • [Deleted User][Deleted User] Posts: 0
    edited October 2018
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • AnprionsaAnprionsa Member Posts: 106
    @subtledoctor

    It was great seeing the happiness in the beginning of the post and then the slow realization of what this all entails. :D
  • [Deleted User][Deleted User] Posts: 0
    edited September 2018
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • ThacoBellThacoBell Member Posts: 12,235
    Being a nature-y Bard, I can see detect traps fitting nicely. After all, you need to be observant to survive in the wild.

    I might tone it down a bit more and give bards 2 thief skills instead of 3.
  • The user and all related content has been deleted.
  • DjinnDjinn Member Posts: 76
    If you want to avoid stepping on song & silence's toes, instead of a dirge singer kit, how about a spirit/undead summoning/praising bard kit, sort of like a necromantic version of the Pillars of Eternity Chanter class?

    Just an idea :)
  • The user and all related content has been deleted.
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,866

    ... are there any mod NPC bards I should pay attention to?

    There's Rose a true-class bard and Morwen a skald, both found in Beregost. IMO they shouldn't both be found in Beregost: one in Beregost and one in Nashkel or the FAI would have been better.
  • DjinnDjinn Member Posts: 76

    Interesting. Maybe non-evil... communing with the dead can induce them to rise up and help out temporarily (less evil Summon Skellies) and give it access to the special Shaman spells?

    I think that would make a really interesting kit, and a very different take on necromancy than how we usually see it in the forgotten realms.
  • The user and all related content has been deleted.
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,866
  • The user and all related content has been deleted.
Sign In or Register to comment.