Monks can't use the staff, despite the staff being the one weapon most consistently shown in the hands of a monk. They can use darts though! We are all familiar with the age-old connection between Monks and darts, i'm sure.
Bit of interesting background behind that.
In order to create the monk's special barefisted attack animations, they had to overwrite one of the existing animations.
They chose the two handed weapon attack animation, which is why monks can't use two handed weapons.
In this case there is no real in lore logic or even gameplay sense to the decision. Just coding limitations.
Could that be undone or changed? Say, changed to the weapon-and-shield animation? Because I'd love me some staff-wielding monk love. (Yes, ok, this time I get why Freud keeps giving me funny looks).
No idea. I'd imagine it would be pretty difficult, otherwise somebody would've already done it.
I don't think the weapon-and-shield animation is actually a separate animation; I think it's just the one-handed animation with a shield pasted on top. There are really only six different attack animations:
The sixth slot is presumably empty. I'm guessing that if they gave the monk a single two-handed attack animation, that would have allowed them to perform a single attack with a staff, like the overhand swing, while rendering it correctly, but the other two staff animations, the thrust and the backhand swing, would have displayed incorrectly, as they do now.
The alternative would have been to rig all staffs to only use a single attack animation, presumably the overhand or backhand swing, at which point the other animations would never have a chance to be displayed incorrectly (all weapons have a certain percent chance of using each animation per hit; usually a 33/33/34 split). The devs decided to keep monks from using staffs so that other classes could use all three animations.
Half Orcs can be the evil paladins, but not the good ones.
Half orcs aren't an inherently evil race or anything. That's just how it is, okay.
Edit: for clarification
There have been NPC's with illegal class/race combinations before. I'm pretty sure they've all had some in fiction justification for it though. Aerie for example is a Winged Elf, so you just kind of have to assume that winged elves can be cleric/mages.
Dorn doesn't really seem to have any particular reason he can be a Blackguard though. Despite the option not being available to the player, Dorn seems to be evidence that Half Orcs in general can be blackguards.
Half Orcs still can't be any kind of good paladin though, player character or otherwise. Not sure what that's supposed to say about a race that isn't otherwise inherently evil.
Map Logic: Gullykin is built over Firewine Ruins, despite the fact that Firewine is clearly it's own map a sizable distance away from Gullykin. To be fair though, maybe the labrinyth of insanely narrow trap filled, kobold infested, cob-webbed filled architecturally questionable hallways are actually that long.
In which case the creator has a level of broken sanity that is only topped by the inhabitants of Ice Island in 2nd place and the creators of Spellhold holding 1st place by a wide margin.
Apparently Hit Points do not represent physical durability to take hit, but rather defensive abilities of a person - more HP means that you can dodge more attacks, you see opportunities to avoid damage where someone less experienced would surely die, that you know how to maneuver around battlefield and minimalize any possible damage. So, if that's the case, then what exactly healing potions do? Do they replenish... I don't know, some kind of battle stamina? Sharpness of senses? And why after combat characters keep being injured, instead of getting instantly better?
Map Logic: Gullykin is built over Firewine Ruins, despite the fact that Firewine is clearly it's own map a sizable distance away from Gullykin. To be fair though, maybe the labrinyth of insanely narrow trap filled, kobold infested, cob-webbed filled architecturally questionable hallways are actually that long.
In which case the creator has a level of broken sanity that is only topped by the inhabitants of Ice Island in 2nd place and the creators of Spellhold holding 1st place by a wide margin.
Firewine was built on a tesseract. Which might explain the respawning, come to think of it.
I always heard that full metal plate was only used as momentum increase for horse riding knights and was otherwise delibitating. Once fallen on the ground the weight prevented them from getting up, making it easy for small kids to finish the knight off with small daggers or farmers to bludgeon in the helmet with wooden clubs.
I always heard that full metal plate was only used as momentum increase for horse riding knights and was otherwise delibitating. Once fallen on the ground the weight prevented them from getting up, making it easy for small kids to finish the knight off with small daggers or farmers to bludgeon in the helmet with wooden clubs.
From what I understand that's not historically accurate. A properly fitted suit of armor allowed for much more mobility than they do in popular culture. You could do acrobatics in your armor and everything. They were very efficient protection and that's why people used them.
Though the corollary is that suits of armor weren't just interchangeable like they are in fantasy games, even between human sized creatures. If a halfling tried to put on a half-orcs suit of armor, it's pretty plausible that it would impair movement.
Yeah, armor wouldn't be worth much if it prevented you from defending yourself.
Dude that used to teach me fencing often said: whenever you hear something about old armour/weapon, just consider: if it's true, would you still use that item? If the answer is "no", then likely what you hear is false, because people of "middle-ages" didn't like to die stupidly and wouldn't use faulty equipment.
If I remember correctly, chain mail was actually a lot more limiting than full-plate armor. Don't remember where I heard it though.
Used to have a teacher who did a bit of that stuff. Handcrafted stuff for stage plays and ren fairs and such.
Interesting thing about Chain Armor is that if you just wear it alone, blades will cause the chain links to bite into your flesh. Still quire painful and not quite harmless.
You typically want to wear chain over leather armor, or at the very least some very thick wools.
My aim was full plate metal armor. I can accept that chain mail was sort of mobile due to its flexible nature (though still heavy).
While I agree with all arguments, I find it hard to believe that an armor almost 50% my weight would allow me to move easily let alone acrobatically. Knights must have been seriously buffed. And people were 10-20 cm shorter than we are today. So that affects some power to body ratio I suppose. It all just does not add up somehow.
Though maybe legend, there must be some truth to the claims?
Comments
1. Overhand swing, one-handed weapon
2. Backhand swing, one-handed weapon
3. Thrust, one-handed weapon
4. Overhand swing, two-handed weapon
5. Backhand swing, two-handed weapon
6. Thrust, two-handed weapon
Then the maces, swords, spears, shields, and helmets and such are just pasted on top of them. As for the monk, they have the same limitations:
1. Overhand swing, one-handed weapon
2. Backhand swing, one-handed weapon
3. Thrust, one-handed weapon
4. Unarmed punch
5. Unarmed kick
The sixth slot is presumably empty. I'm guessing that if they gave the monk a single two-handed attack animation, that would have allowed them to perform a single attack with a staff, like the overhand swing, while rendering it correctly, but the other two staff animations, the thrust and the backhand swing, would have displayed incorrectly, as they do now.
The alternative would have been to rig all staffs to only use a single attack animation, presumably the overhand or backhand swing, at which point the other animations would never have a chance to be displayed incorrectly (all weapons have a certain percent chance of using each animation per hit; usually a 33/33/34 split). The devs decided to keep monks from using staffs so that other classes could use all three animations.
Also a note for everyone:
Your Wizard has now been thrown by an angry Zhentarim Halfling Assassin.
Roll for intitative.
Half orcs aren't an inherently evil race or anything. That's just how it is, okay.
Edit: for clarification
There have been NPC's with illegal class/race combinations before. I'm pretty sure they've all had some in fiction justification for it though. Aerie for example is a Winged Elf, so you just kind of have to assume that winged elves can be cleric/mages.
Dorn doesn't really seem to have any particular reason he can be a Blackguard though. Despite the option not being available to the player, Dorn seems to be evidence that Half Orcs in general can be blackguards.
Half Orcs still can't be any kind of good paladin though, player character or otherwise. Not sure what that's supposed to say about a race that isn't otherwise inherently evil.
How? I want to do that.
Thanks, but the mod doesn't seem to want to install in my SOD folder where all my other mods are.
Mage specializations and monks require a little extra doing, but outside of that.
Use this instead. It's far better.
http://www.gibberlings3.net/tweaks/
The component you're looking for is Remove Racial Restrictions for Kits in the Rule Changes subcomponent.
Thanks, I appreciate it.
I'm one step closer now to absurd character combos like Bork the CN Dwarven Fighter/Mage
I think you're confusing Dwarves for Gnomes but yes.
"Your kneecaps at me mercy!" lol.
But Monk is still only accessible to Human, this is the only exception to the changes I made. Is something wrong or was Monk just not included?
You can make monks of other races possible, but it's a whole ordeal, and their attack animations will still look stupid.
Fair enough.
Anyway, to be on back on subject.
Map Logic:
Gullykin is built over Firewine Ruins, despite the fact that Firewine is clearly it's own map a sizable distance away from Gullykin. To be fair though, maybe the labrinyth of insanely narrow trap filled, kobold infested, cob-webbed filled architecturally questionable hallways are actually that long.
In which case the creator has a level of broken sanity that is only topped by the inhabitants of Ice Island in 2nd place and the creators of Spellhold holding 1st place by a wide margin.
So, if that's the case, then what exactly healing potions do? Do they replenish... I don't know, some kind of battle stamina? Sharpness of senses? And why after combat characters keep being injured, instead of getting instantly better?
Though the corollary is that suits of armor weren't just interchangeable like they are in fantasy games, even between human sized creatures. If a halfling tried to put on a half-orcs suit of armor, it's pretty plausible that it would impair movement.
Interesting thing about Chain Armor is that if you just wear it alone, blades will cause the chain links to bite into your flesh. Still quire painful and not quite harmless.
You typically want to wear chain over leather armor, or at the very least some very thick wools.
While I agree with all arguments, I find it hard to believe that an armor almost 50% my weight would allow me to move easily let alone acrobatically.
Knights must have been seriously buffed. And people were 10-20 cm shorter than we are today. So that affects some power to body ratio I suppose. It all just does not add up somehow.
Though maybe legend, there must be some truth to the claims?
This video is a disjointed hodgepodge, but it shows some of the stuff you can do in full plate.
https://youtube.com/watch?v=qzTwBQniLSc