Bow enchantment
Danacm
Member Posts: 951
I have 2 questions,
So now its possible to the arrows use the enchantment of the bows with the new opcodes ?
Arr there any mod thst give the bg2ee arrows the dmg enchantment bonus like bgee?
Edit: i think it would be good to use the bow enchantment but not dmg, and give dmg bonuses to higher arrows.
So now its possible to the arrows use the enchantment of the bows with the new opcodes ?
Arr there any mod thst give the bg2ee arrows the dmg enchantment bonus like bgee?
Edit: i think it would be good to use the bow enchantment but not dmg, and give dmg bonuses to higher arrows.
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I'll see about putting together a component to add to my mod, though my experience with WeiDU is very limited.
One could take a page from 3e - 5e and eliminate base rates of fire above 1 per round (excepting for "speed weapons"). That would make STR bonuses for thrown weapons not so over-the-top.
For the purposes of my mod, my goal is to make ranged weapons more satisfying to use across the entire campaign. To me, that means making sure that ammunition stacks are capped appropriately, that they don't interfere with inventory management (player inconvenience is, to me, a poor way to balance combat bonuses), and that they work consistently between games so that players can predict more intuitively the effects of their gear, whatever that means.
I think if I were to remove one of the bonuses from one of them, I'd remove the damage bonus from the arrow instead of the bow. That means that the bow gets the damage bonus and the arrow gets the to-hit bonus. I'll explain why at the veeeerrry bottom of this post.
Tangent time!
You mentioned four categories of design: fun, balance, challenge, and satisfaction. To me, there's three categories: Fun, Balance, and Awesome.
Fun means that the mechanics don't stand in the way of me enjoying the game. I shouldn't have to spend too much time figuring out the numbers before I jump into the fray. Ammo recovery helps that by ensuring I never have to return to town when I run out of arrows; instead, I rest.
Balance means that the game is tuned to reward me for planning well, and to punish me for making mistakes. That means I shouldn't be able to walk through a gauntlet without breaking a sweat, but I shouldn't be running from every fight either. The Enchanted Missile Launchers component helps with balance by giving ranged characters exactly the same tools as melee characters, for purposes of basic combat.
Awesome means that the mechanics are satisfying to use when I use them well. That means that when I swing a sword, I feel it crack through the goblin's armor; when I shoot a +1 arrow from my +1 bow, it flies faster and hits harder than if it were a regular arrow or a regular bow. Standardizing the damage bonuses for using +1 launchers and +1 ammunition helps with that by placing equal importance on my Bow (the thing I care most about) and my Arrow (the thing I care least about).
Together, I think of those three categories like the corners of a triangle. I can go all-in on Fun (90°) and then put a whole lot of effort into Balance (89°), but then the Awesome is going to suffer (1°). Or I can try to level it out between Balance and Awesome (45°), but that means that both of those categories are going to see less emphasis than Fun. I can never get more than 180° out of my triangle.
To me, the damage bonus is important to the launcher because it makes the launcher feel powerful to use, makes it more than just a set-piece in my character's inventory. A to-hit bonus is barely noticeable, but a damage bonus is felt by every enemy I hit.
And conceptually, damage from the launcher makes sense: a bow with an enchanted string pulls taught more quickly, meaning the arrow will fly faster and hit harder. Putting the damage bonus on the bow makes the bow satisfying to use, and puts less emphasis on the arrow, which is as it should be, since you don't say "I'm an archer, I wield arrows."
To-hit bonus on the arrow, then, becomes a factor of the missile flying straighter once it's in the air, and being more effective at piercing armor once it reaches its target. A to-hit bonus isn't as noticeable, but it makes the arrow more satisfying to use because it makes the arrow more likely to be effective.
I still think missiles and their launchers should both get the bonus to hit and damage, but if I had to remove one or the other, I'd keep the damage on the bow and the to-hit on the arrow.
A thrown weapon is a melee weapon that you throw, broadly speaking. So a thrown weapon's enchantment should function in the same way as a melee weapon (i.e. to-hit and damage), rather than a ranged weapon.
(Speaking broadly, though, I do see the logic of your statement and it makes sense. But dead horses.)
But a Longbow has a range of 100, whereas Throwing Daggers have a range much shorter than that.