Mod for charisma having an effect on Sorcerers?
Ludwig_II
Member Posts: 379
As per the title. Is there a mod for that implements Charisma having any effect for spells of Sorcerers in any way?
It would help with the ability points to have more relevance to the sorcerer
It would help with the ability points to have more relevance to the sorcerer
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Any requests? Right now I'm thinking about something with the following components:
Sorcerer: High Charisma imposes save penalties on targets
Bard: High Charisma (or intelligence) imposes save penalties on targets
Mage: High Intelligence imposes save penalties on targets
Clerics (and/or Paladins): High Wisdom imposes save penalties
Druids (and/or Rangers): High Wisdom imposes save penalties
I'm thinking:
Cha/Int/Wis: 16 -1 to save
Cha/Int/Wis: 17 -2 to save
Cha/Int/Wis: 18 -3 to save
Cha/Int/Wis: 19+ -4 to save
Grammersalad, what you propose sounds cool but overpowered. I was thinking more like granting a few bonus spells (either to number of learned spells, or to number of castings for a few spell levels) just like how it is now for Wisdom/Priests and Intelligence/Mages. But if you are planning to implement save penalties, I think it might be more balanced to have something like:
Cha/Int/Wis: 9 +2 to save
Cha/Int/Wis: 10 +1 to save
Cha/Int/Wis: 17 -1 to save
Cha/Int/Wis: 19+ -2 to save
I made up the numbers so you can find a better scoring, but something like this looks more balanced to me.
Also, if you are planning to implement this for all spell casters, is it possible for you to make it in separate components so that I am able to pick only the component that affects Charisma/Sorcerers?
https://github.com/Grammarsalad/Proficiencies/blob/master/proficiency/lib/heal.tpa
326 effects that target self (but that target 'creature' etc. in the header) will cast a spell on the target creature based on the stats of the caster. In the above link, the spell temporarily modifies certain stats of the target based on the stats of the caster, and then casts a spell that affects the target differently based on those modified stats. let me know if that doesn't make sense.
Edit: Yes, that's like
700 lines1700 for what ultimately is one spell (and looking back at it, I don't think I quite finished it!) LIE!. And, yeah, it could be more efficient. It was my first attempt at a new way of doing things.edit2: So, here, basically as the first effect I'll modify a stat based on the charisma of the caster (via 326) for like 1 second. And, if the caster is (e.g.) a sorcerer, they will cast as the second spell (again, by 326) that modifies the saves of the target based on the first alteration(agaion, for 1 sec--long enough to modify the save for the base spell).
edit3: this is the spell description:
https://github.com/Grammarsalad/Proficiencies/blob/master/proficiency/tra/english/prof.tra#L516
Anyway, yeah, I'll tone it down
Also, to be clear, it looks like you can get bonus slots for high charisma already:
https://github.com/subtledoctor/TomeAndBlood/releases
Paladins have a high charisma requirement but AFAIK gain nothing from it..
Maybe +1 turn undead level for every point of charisma above 17?
Notes found here:
https://github.com/Grammarsalad/Casting_Attributes/issues/1
Thanks, gonna include that in my next install for sure.
Thank you so much Grammarsalad. And yeah Charisma/Paladin idea is great too.
Subtledoctor and Raduziel are probably right in that it is quite easy to push stats and the bonus might be too high. I almost never use stat buff potions myself and have 3.5 stat bonuses as much as possible, so I tend to forget how easy it is to get 20+ in pretty much any stat with normal potions.
I see no problem for paladins (since they only have half their level by default) but with priest in the mix it might be wise to cap the bonus to +3 levels or something like that.
Attribute Value Save modification
9 or less +2
10 to 11 +1
12 to 16 +0
17 to 19 -1
20 to 22 -2
23+ -3
I'll probably also bump the friends spell up to second level.
Informally, I can't think of a way to limit max spell level by charisma in any stable way. I'm also thinking of having a 'creature of magic' hla that heals the sorcerer by a bit whenever they cast a spell (have to figure out how to create custom spell states for that, though)
Anyway, this should be pretty stable @Ulb
Seriously though, very cool.. will check that out in my next install.