Sure, why don't we break the basis of AD&D (armour and weapons mod in planning stage)
Zilber
Member Posts: 253
I am learning to mod at the moment, and start ambitiously. This thread is first to document ideas, then implementation.
I really don't like 2nd edition d&d, but love Baldur's gate. Armour should, in my opinion, mitigate damage, not prevent it. I can't find a "-n to crushing/slashing/piercing damage" modifier, so I'll work with percentages. This will first be Baldur's gate only, not BG2 where larger emphasis is on magic.
The idea also is to not have anything overpowered, but give you choices.
Base speed +3 to mitigate speed reductions.
Shields:
I want to have bucklers give a +3 AC, med shields a +4, large shields a +6, but also a -1 and -3 movement penalty for med and large and casting time +2 +4 +8. There may be some save vs spells for larger shields, I'll look into that.
Armour
Armour would have DR and only a small AC difference.
Leather armour -1 movement, +5%DR crush +5% slash. +1casting time 10% arcane casting failure
Studded -1 movement, 1 dex penalty, 10% DR slash, 5% crush, 5% pierce +1 casting time -1 AC 20% arcane casting failure
Hide -2 movement -2 dex penalty, 15% crush, 5% slash 5% pierce +1 casting time -1 AC 30% arcane casting failure
Chain -2 movement, 2 dex penalty, 30% slash, 20% pierce, 10% crush (considered gambesoned) +4 casting time -2 AC 40% arcane casting failure
Splint: replace with "Augmented chain" -3 movement, 2 dex penalty, 30% slash, 20% pierce, 15% crush (considered gambesoned) +4 casting time -2 AC 40% arcane casting failure
Plate -3 movement, 3 dex penalty, 39% slash, 30% pierce, 15% crush, +6 casting time -3 AC 50% arcane casting failure
Full plate: Not balancable, I'll replace it with regular plate (so it's like the 14th century)
Open helm -1 AC +5% resistances -10% find traps -10% open locks -10% detect illusion -2 initiative +10% arcane spell failure
Closed helm -3 AC +10% resistances -30% find traps -30% open locks -30% detect illusion -6 initiative +40% arcane spell failure
Spells need to reflect armour to keep the balance, enhancements straight improve AC
Weapons:
Crushing
Crushing except Quarterstaff -1 or 1 die down, slings do crushing
Staves -2 AC -1 movement
Slashing
Arming swords -1AC 1d10 damage
Two handed swords -2 AC -1 movement 2d6 damage
Axe 1 die down and +1d3 crushing
Halberd -1 AC -1 movement +1d3 piercing
Piercing
Generally the same
Spears -2 AC -1 movement damage up to 1d8
The rest no bonus
Proficiencies
Weapon styles and proficiencies are where you learn to defend yourself:
Shield 1 -2AC +1 save vs spells
Shield 2 -2AC +1 attack +2 save vs spells
1h1 -1 AC +1 attack
1h2 -2 AC +2 attack
2h1 -2AC +1 attack
2h2 -3AC +2 attack
2wf1 -1 AC, +1 main hand
2wf2 -1 AC, +2 main hand
2wf3 -2 AC, +2 main hand +1 off hand.
Weapon profs
2 -1 AC +1attack +1/2 apr
3 -2 AC +2 attack +2 damage +1/2 apr total
4 -3 AC +3 attack +3 damage +1/2 apr total
5 -4 AC +3 attack +3 damage +1 apr total
Classes:
Rangers lose the bonus two pips in 2wf, but get a "detect traps" 1/day
Warrior: -1 AC every 4 levels (-2 in BG1)
Priest: -1 AC every 6 levels (-1)
Rogue: -1 AC every 6 levels (-1)
Mage: -1 AC every 8 levels (-0)
To do
Can I find the -n piercing/crushing/slashing incoming modifiers somewhere? This would give the armoured dude the option to ignore damage in addition to mitigating part of it, which is a better representation of reality
What about beasties?
What about Kensai?
What about Swashbucklers?
What about Monks?
What about Blades?
What about Skalds?
What about multi/dual classing and the AC bonus?
How will it stack with bbn/dwarven defender/shield of faith DR?
What about bracers? Maybe just like ROP's?
What about mage robes? Like armour, but equal % reduction, and -1 movement speed?
What about belts? - AC seems like the good place to start?
How to keep 2wf from being too powerful? Can I urge the second hand to a lighter weapon?
What about bastard swords? Maybe make them 2h swords with shorter range and better protection and especially speed (so like a real world longsword)?
Can I change the other weapon styles to also have a third pip?
Is this too little?
Can I add things like a chain shirt (light metal armour), brigantine (alternative splint) and padded (alternative to hide)
This is very basic, don't expect the mod within a few months.
I really don't like 2nd edition d&d, but love Baldur's gate. Armour should, in my opinion, mitigate damage, not prevent it. I can't find a "-n to crushing/slashing/piercing damage" modifier, so I'll work with percentages. This will first be Baldur's gate only, not BG2 where larger emphasis is on magic.
The idea also is to not have anything overpowered, but give you choices.
Base speed +3 to mitigate speed reductions.
Shields:
I want to have bucklers give a +3 AC, med shields a +4, large shields a +6, but also a -1 and -3 movement penalty for med and large and casting time +2 +4 +8. There may be some save vs spells for larger shields, I'll look into that.
Armour
Armour would have DR and only a small AC difference.
Leather armour -1 movement, +5%DR crush +5% slash. +1casting time 10% arcane casting failure
Studded -1 movement, 1 dex penalty, 10% DR slash, 5% crush, 5% pierce +1 casting time -1 AC 20% arcane casting failure
Hide -2 movement -2 dex penalty, 15% crush, 5% slash 5% pierce +1 casting time -1 AC 30% arcane casting failure
Chain -2 movement, 2 dex penalty, 30% slash, 20% pierce, 10% crush (considered gambesoned) +4 casting time -2 AC 40% arcane casting failure
Splint: replace with "Augmented chain" -3 movement, 2 dex penalty, 30% slash, 20% pierce, 15% crush (considered gambesoned) +4 casting time -2 AC 40% arcane casting failure
Plate -3 movement, 3 dex penalty, 39% slash, 30% pierce, 15% crush, +6 casting time -3 AC 50% arcane casting failure
Full plate: Not balancable, I'll replace it with regular plate (so it's like the 14th century)
Open helm -1 AC +5% resistances -10% find traps -10% open locks -10% detect illusion -2 initiative +10% arcane spell failure
Closed helm -3 AC +10% resistances -30% find traps -30% open locks -30% detect illusion -6 initiative +40% arcane spell failure
Spells need to reflect armour to keep the balance, enhancements straight improve AC
Weapons:
Crushing
Crushing except Quarterstaff -1 or 1 die down, slings do crushing
Staves -2 AC -1 movement
Slashing
Arming swords -1AC 1d10 damage
Two handed swords -2 AC -1 movement 2d6 damage
Axe 1 die down and +1d3 crushing
Halberd -1 AC -1 movement +1d3 piercing
Piercing
Generally the same
Spears -2 AC -1 movement damage up to 1d8
The rest no bonus
Proficiencies
Weapon styles and proficiencies are where you learn to defend yourself:
Shield 1 -2AC +1 save vs spells
Shield 2 -2AC +1 attack +2 save vs spells
1h1 -1 AC +1 attack
1h2 -2 AC +2 attack
2h1 -2AC +1 attack
2h2 -3AC +2 attack
2wf1 -1 AC, +1 main hand
2wf2 -1 AC, +2 main hand
2wf3 -2 AC, +2 main hand +1 off hand.
Weapon profs
2 -1 AC +1attack +1/2 apr
3 -2 AC +2 attack +2 damage +1/2 apr total
4 -3 AC +3 attack +3 damage +1/2 apr total
5 -4 AC +3 attack +3 damage +1 apr total
Classes:
Rangers lose the bonus two pips in 2wf, but get a "detect traps" 1/day
Warrior: -1 AC every 4 levels (-2 in BG1)
Priest: -1 AC every 6 levels (-1)
Rogue: -1 AC every 6 levels (-1)
Mage: -1 AC every 8 levels (-0)
To do
Can I find the -n piercing/crushing/slashing incoming modifiers somewhere? This would give the armoured dude the option to ignore damage in addition to mitigating part of it, which is a better representation of reality
What about beasties?
What about Kensai?
What about Swashbucklers?
What about Monks?
What about Blades?
What about Skalds?
What about multi/dual classing and the AC bonus?
How will it stack with bbn/dwarven defender/shield of faith DR?
What about bracers? Maybe just like ROP's?
What about mage robes? Like armour, but equal % reduction, and -1 movement speed?
What about belts? - AC seems like the good place to start?
How to keep 2wf from being too powerful? Can I urge the second hand to a lighter weapon?
What about bastard swords? Maybe make them 2h swords with shorter range and better protection and especially speed (so like a real world longsword)?
Can I change the other weapon styles to also have a third pip?
Is this too little?
Can I add things like a chain shirt (light metal armour), brigantine (alternative splint) and padded (alternative to hide)
This is very basic, don't expect the mod within a few months.
1
Comments
V1 of the mod will just have the iconic "fighter, cleric, thief, mage", I will balance from there.