True Grand Mastery Mod, yay or nay?
Debaser
Member Posts: 669
The last little mod I couldn't get to work...but it always irked me that Grand Mastery didn't work like it did in the books in BG2, it was almost pointless to go for it because it was extremely nerfed honestly. Anyone get this mod to work? Was it overpowered? Or worth it?
0
Comments
I installed this just on principle, although I havent completed a full playthrough with it to speak to balnce issues. (My guess: noticeable but not by much. The mods altering THAC0 progression would have a much bigger impact on a fight by fight basis).
It annoyed me when the game was first released, and it still annoys me. The nerf makes a pure, baseline fighter rather pointless.
If these developers were so concerned with balance, then how could they nerf Grand Mastery then turn around and give thieves something like UAI? Pfft. Gimme a break, Bioware.
Fortunately, BGEE will restore BG1 Grandmastery, with the correct apr bonus.
In the meanwhile you may try Revised Grandmastery (http://forums.gibberlings3.net/index.php?showtopic=17307). I did it for a much bigger mod though (Kit Revisions), and the change applied to specialization (++) may seem unwelcome at first sight (it favours true fighter classes on purpose - but is part of a bigger picture), even if it actually makes the system more close to PnP.
I should really look it up -- but it's either SCS or BG2Tweaks which has components for all this stuff. Grand Master I can see reverting.
THAC0 and spell progression tables (as allowed in the component) .. Maybe not so much. The original game AI is pretty thick headed and once you've played through a couple of times, the game is pretty easy.
The only real way to up the challenge is to install a bunch of tactical AI mods, and messing with THAC0 seems to against the spirit of doing that -- like the player is stacking the deck a little bit too much in their favor.
Classes like the Swashbuckler get little bonuses from being able to put ** into melee weapons.
Cheers for clarifying that ... any idea if Thieves and Bards can put 3* into two-weapon fighting a la Rogue Rebalancing?
Probably only Blades and Swashbucklers if I'm not mistaken.
Only Swashbucklers. Blades can only put 1 proficiency point into their weapons. They can however put 3 points into Dual Weapon Mastery.
WSPATCK.2da
2DA V1.0
0
LEVEL1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
0 0 0 0 0 0 0 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 1 1
1 0 0 0 0 0 0 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 1 1
2 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 -2 -2 -2 -2 -2 -2 -2 -2
3 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 -2 -2 -2 -2 -2 -2 -2 -2
4 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 -2 -2 -2 -2 -2 -2 -2 -2
5 -2 -2 -2 -2 -2 -2 2 2 2 2 2 2 -3 -3 -3 -3 -3 -3 -3 -3
edit: taken from default.bif. Although various mods may add different things, no idea, didnt use them..
In vanilla BG1/BG2, most of the rangers powers are not up to snuff with the overwhelming power of true GM. Weak stealth ability, mediocre spells which are obsolete by the time you get them, and the charm animal ability are not competitive with true GM. That the ranger gets dual wield for free is actually pretty irrelevant. Fighters will always dual wield better due to true GM. Before they required a high DEX to do this and now they don't. Now, you can still play the ranger for RP reasons (and I will). But let's not call this balanced, 'cause it's not.
Having looked over @Demivrgvs' mods, they're pretty awesome and a far better option than true GM alone. When you buff up favoured enemy and the rangers other powers, the extra attack lost is not such a big deal.
As for the paladin, he will always be a little powered due to the fact he has no real disadvantage. Most of the game rewards strict lawful good actions and punishes evil actions (with few exceptions).
I'm not sure where that idea came from.
I'd like them to at least keep it closer to AD&D 2nd Edition rules than it was for BG2.
If I'm reading that table right Grand Mastery was giving 3/2 attacks in vBG1, when its supposed to only give 1 attack.
In BG1, there was no dual wield. In BG2, they adopted a dual wield which did not require DEX but proficiency slots. Fighters could access it regardless of DEX, as could paladins, rangers and some rogues (Swashbucklers and Blades). This made dual wield highly accessible, and kind of took away the appeal of the ranger class. I know the ranger gets some slots for free now, but it's nothing compared to the more exclusive access they received before.
I still believe that spellcasting and stealth and dual wield are not worth the additional XP and inferior apr. I still love the class regardless, but as it stands paladin and fighter are somewhat better.
Not arguing against true GM, just arguing for more ranger love. True GM is strongly supported by fans.
http://www.shsforums.net/topic/30968-grandmastery-fix-please-compare-nerfed-vs-fixed/
You're also forgetting the rather significant bonus conferred by Hated Foe. +4 to hit and damage against a particular enemy type is more than a little handy.