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Thief/Bard dart throwing class(Juggler/Dart Thrower)

wariisopwariisop Member Posts: 163
edited March 2013 in Archive (Feature Requests)
I am curious on whether players and Devs would find it possible to put in a Dart throwing Thief or Bard. It would be cool and would make gameplay interesting to use a weapon type that is basically useless in the game. I would personally love another class for Bards or Thieves that could use the more distance rogue that doesn't use bows. What does everyone think?
Post edited by Jalily on

Comments

  • secretmantrasecretmantra Member Posts: 259
    You could simulate this by creating a vanilla Fighter who specializes in darts, then dualing them to Thief after reaching grandmastery. You could even Shadowkeeper the Thief part after you started it, to be an Assassin.

    Grandmastery in darts + poison = dead people.
  • KidCarnivalKidCarnival Member Posts: 3,747
    There is already Safana as such a NPC. She's a thief and her profs are darts and scimitar. I'm not sure a certain ranged weapon really requires a whole new kit. Both bards and thieves can already pick any ranged weapon, and dualed thieves can put more than one pip in it, too.
  • wariisopwariisop Member Posts: 163
    edited March 2013
    Sorry, to the above posters, I mean an actual specialized class for throwing. While not only limited to darts, darts would be the easiest things to carry around. Maybe like +2 THACO to throwing weapons, -1 speed every 4 levels. Can't use bows or Slings backstab modifier limited to +3 with melee weapons, +5 with throwing weapons. 15 point each level for thief skills. In thinking about this more adding a special daily like multi-target barrage would let the Thief/Bard hit up to 3 targets at the same time in one throw. This makes darts a little more versatile than arrows until the epic levels.
    Post edited by wariisop on
  • ryuken87ryuken87 Member Posts: 563
    The Song an Silence mod has an Acrobat bard kit and a Sharpshooter thief kit which somewhat fit what you want. http://www.gibberlings3.net/sns/
  • secretmantrasecretmantra Member Posts: 259
    @wariisop

    I think @KidCarnival and I were trying to tell you some means by which you could approximate the same gameplay you are asking for without having to wait for the devs to create a whole new class kit.
  • GallowglassGallowglass Member Posts: 3,356
    Darts aren't "useless" at all, especially when you consider some of the magical Darts (Stunning, Wounding, etc.) Any one (ordinary) Dart does low damage, but with a default rate of fire of 3 per round (which is more than any other weapon) it soon adds up, and having so many chances-per-round of a hit is good for disrupting enemy casters.

    Don't use Darts for more than 1 character in a party, though. There are plenty available for 1 character, but the supply of Darts can run short if 2 characters are using them.

    No, we don't need yet another class kit to specialise in Darts. There are more than enough kits already, and some of them can use Darts very effectively if you give them that proficiency. Developing new kits takes time and effort by the devs, and I don't think more kits would be a sensible use of their limited resources. (However, if volunteer modders want to work on it, then of course that's fine.)
  • KidCarnivalKidCarnival Member Posts: 3,747
    Yep. Frankly, a specific weapon alone never justifies a kit or even a whole new class. Almost all kits can use darts anyway (I think there are 1 or 2 kits that can't specialize in ranged weapons, but still use them?), so if you want an effective dart user, you can build one from a large selection of classes and kits.
  • Eadwyn_G8keeperEadwyn_G8keeper Member Posts: 541
    One problem with Darts is that they get used up so quickly and you have to carry them as Inventory [unlike your first 30 arrows]. Would love to see a Magical Dart of Doping which generally produces something like a hallucinatory Slowness with a 10% chance of turning an Enemy into a Berserker...

    I generally arm Jaheira with Darts [&Club] rather than the preferred +1Sling available in Chapter 1. Strategically, I would choose in real [no Metagaming] Roleplay the always "on" capacity to shut down any Mage's first and second and third spells over damage that is not that great. But Darts vs Slings is not the subject.

    Another excellent use of Darts IMHO is as a first-attack for a Tank. He/she then performs the crucial service of sidelining Enemy Mage before Melee is Engaged which should allow Archers and your own Casters to dominate.
  • wariisopwariisop Member Posts: 163
    Yes I agree that darts run out quickly but that could be corrected by making darts stackable by 200 instead of the current number.
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  • wariisopwariisop Member Posts: 163
    Again I am not saying add it to BG 1, there could be additional classes added to BG 2 as many classes/races in Icewind Dale are still missing. The only things I don't want in BG that are unique in Icewind Dale are the Aismaars/Tieflings and Drow. They make sense in IWD because it is a very harsh are with all types of creatures. I have some suggestions for BG 3, but that is at least a half a decade away.
  • Copastetic1985Copastetic1985 Member Posts: 277
    @wariisop

    I'm not sure how it makes more sense that Drows and Tieflings live over in the Ten Towns. If anything, ( as far as Drow go ) I'm sure they'd pick a more hospitable clime versus the harshness of Icewind Dale. I know sometimes they can't be picky when on the run, but those that give it more than a few days, weeks, months and even years thought, would likely figure out that upstairs, is freaking cold.
  • bob_vengbob_veng Member Posts: 2,308
    just put in the bard class from iwd instead of this gimp we currently have and be done with it. nothing can make the bard or any it's existing or potential kit even remotely playable for me. blades are generally fun but frustratingly inadequate later on.
    lastly, bards and darts don't really mesh that well together imho...assassins and poisonous darts perhaps.
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