Is it okay to "fix" classes?
Kayn
Member Posts: 5
So for example lets take F/M and Blade
Night and day difference and the only thig blade gets over F/M is better Remove Magic.
I feel like if i make my blade able to get 2 pips in weapons, and instead of traps get Greater Whirlwind it would be way more fun for me and better as a class.
Is that okay or nah?
Night and day difference and the only thig blade gets over F/M is better Remove Magic.
I feel like if i make my blade able to get 2 pips in weapons, and instead of traps get Greater Whirlwind it would be way more fun for me and better as a class.
Is that okay or nah?
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Comments
But yeah, I would never recommend that sort of tinkering on your FIRST playthrough. But afterwards, go for it. Be different and have some fun.
I often make little tweaks to make characters more like those I’ve played in PnP games (adapting for various “house rules” I’ve seen). There are a number of mods out there that tweak classes and kits in different ways, look and see if any of those appeal to you. And of course, EEKeepers can do a lot.
Thanks for the answer man @atcDave .I asked cuz i dislike the idea of a blade in the end completely deviating from his playstyle by having poor access to hlas, sure UAI Bard Song and Vhailors is the standard and pretty fun combo, a couple greater evasions for funsies, and ofc the crazy tanking only a blade can do with ( mage tanking + def spin) but then what? Im suppoes to stay at 4 apr (Imp haste) or 3 apr (Off spin) tho spin gives thaco and max dmg rolls so its better than having 1 apr more, still i felt like in the end F/M just outclasses it. And it makes me not play a class the vanilla way when its worse.
And I’m not saying that to try to talk you out of anything, just trying to define the difference between two sorts of characters. From that starting point, I have no problem with a little tinkering with things that might make one character a little different from another.
like setting the monk's MR to 60 instead of a crazy 78 %, and at level 41 i believe i changed their fist to be +5 and deal 4d6 damage
i also modded the wizard slayer, where they get 2% per level, ( like the vanilla SoA ) and if they hit pass level 40 then they only get 1% per 2 levels to a max of 85% and also their miscast magic actually requires a save, and starts off lower ( 10% or so per hit instead of a whooping 25 )
as the wizard slayer gets higher in level ( level 7, 13, 19 i believe i set it to ) the save required gets a little harder and the failure goes a little higher
also for swashbucklers i set their thief skills to 15% instead of 25% because only having "no backstab" as their only downside is insane, plus i made it so they can't lay traps, but i also believe i gave them greater whirlwind for a ToB ability
for the avenger i changed their bonus spells to be more elemental in nature for example level 4 they get ice storm instead of improved invisibility, they get flame strike instead of chaos at level 5, and at even added for level 7 they get prismatic spray
the dragon disciple i gave a big over haul and made it closer to it's 3.5 version, where over it's time it gets +2 str, +1 con, +1 int, +1 cha ( instead of the base +2 con ) and i believe i fiddled with some other things about it as well
so yeah, modding classes is great, especially if you are trying to make them more accurate "lore" wise or balancing them so they dont outshine others completely
I agree about the Blade being much more then a high level dispel magic, much higher level for a big part of SoA compared to a FM multi so level depending spells that do more damage or last longer, the spins, the HLA traps and song (+ 4 damage and + 4 thac0 to all the party is crazy good, if it affects 2 fighters that are using GWW it means 80 more damage round).
And my blades usually have much more APR then what you tell about, I usually equip them with 2 +APR weapons (the returning daggers have the damage of a bastard sword and can be used mlee in the MH, then Belm, Kundane and later the Scarlet ninja to, so at least 5 +apr mlee weapons in the game. This means that my blades have a base 4 apr, 5 with the spin or regular haste and 8 with improved haste, they are not far behind a FM, they need all the Thac0 enhancing items you can give them and a STR enhancing item as their thac0 is still the one of a rogue while the FM uses the fighter thac0 table, but they can do plenty of damage.
As I told feel free to change the classes or kits as you like, but I suggest you to really learn how to play the vanilla ones at their best before you do it, it seems to me that you underestimate how a Blade can be powerful if properly used, in the past I misjudged and under estimated a lot of kits and classes, only forcing myself to play them I learned how they can be powerful, the cleric is an other good example, he can be a beast, way more then the party healer, and there are classes that still now I am not able to play well, the single class druid is an example, but I know that the problem is not the class, is my lack of knowledge about how to use him effectively, if I remember correctly @JuliusBorisov some times ago almost soloed a druid trough SoA/ToB, I don't remember if vanilla or with ascension, and found only the final boss of the saga impossible for him.
https://forums.beamdog.com/discussion/30553/the-tale-of-the-totemic-druid/
This is why I suggest to learn how to play a class that we find weak, only playing it, maybe in game settings that stretch our confidence, we can really learn and understand a class.
Then to change it, to "fix" it is still possible, why not? It is a single player game, or a multiplayer vs AI that as long as all the players agree with the changes is just the same, not a PvP online game. But applying the fix before we really know how the class works, and some classes are way less intuitive then others, we deprive ourselves to the chance to learn and appreciate the class as it is.