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-   -   A Poll ~Item Upgrade Mod~ (http://www.ironworksforum.com/forum/showthread.php?t=19504)

SixOfSpades 11-08-2002 01:30 PM

The Soul Reaver is indeed a good roleplaying weapon, but it's probably a tad overpowered, since you're probably going to be giving it to Sarevok, the Walking Munchkin himself. But this is only a trifling bit of overpowering, and the least important of by 7 objections.

I believe you find the Water's Edge in the House Je'ellat, not Deirex's Tower. Decent Druid weapon, but Blackblood is better.

As far as the Gloves of Master Thievery go, you're right, Alson, in that the Thief items make Thieves a lot more fun to play in SoA, so you can get good skill-scores relatively quickly, and then wean yourself off the items as you gain points. My point in objecting to the Gloves of Master Thievery is that it's overkill to combine all the Thief gear into ONE item, and it's an insult to toss in the Bracers of Defense and a Ring of Protection as well. What's the point of setting the user's AC to 3? You're going to be wearing armor anyway.....unless you're a Kensai->Thief, in which case this item is just cheese for the cheesers.

About Kitthix: There may be better summons, but from a Fighter or Thief, this Improved version seems too powerful. I would set her base AC to 1, all Saving Throws set to 10, remove the Save penalties for her victims to resist her Poison and Web, and remove her resistance to physical damage.
Not to mention that the requirements for the upgrade are ridiculously low: Scroll of Spider Spawn, Scroll of Web, 5 Poisoned Throwing Daggers, and 5,000 gold. That's chump change, you'll get a ToB-worthy summon in less than a week.

I will say that on the whole, I like most of the upgrades. Any upgrades that I consider overpowered, I simply won't have them done, or at least I'll wait until the resulting item will be appropriately powerful.

Dundee Slaytern 11-08-2002 02:21 PM

You know what I would like to see? A +5 enchanted returnable throwing dart.

Ingredients:
--------
</font>
  1. Crimson Dart +3</font>
  2. 20 Asp Nests</font>
  3. 80 Darts of Wounding</font>
  4. 4 Emeralds</font>
  5. 10,000 Gold</font>
Crimson Dart +5: v1.01
--------
The small size of this weapon belies its great power. Immediately after striking its target, this dart reappears in the hand of the wielder, ready to be hurled again. This weapon has been further improved by enhancing its' enchantment and adding poison to its' tip.

STATISTICS:

Dart returns instantly to user's hand after being thrown.

Combat Ability: Poison
2 hit point damage to the target for every 2 seconds for 24 seconds unless a cure poison is cast, or an antidote is drunk. Save versus poison with a -2 penalty for half-damage.

THAC0: +5 bonus
Damage: 1D3 +5
Damage type: missile (piercing)
Weight: 0
Speed Factor: 0
Proficiency Type: Dart
Type: 1-handed
Not Usable By:
Cleric

EDIT] To reflect new input.

ADD] To compare with the Asp's Nest, the Asp's Nest lasts for 20 rounds. My idea, makes it only 4 rounds, and a much lower poison damage. This weapon will not go through Absolute Immunity as that requires a +6 enchanted weapon. Neither will the poison bypass Stoneskins. The dart itself has to make contact with the target before the poison is applied.

[ 11-09-2002, 11:30 AM: Message edited by: Dundee Slaytern ]

Alson 11-08-2002 02:47 PM

That dart is a bit too much, i think...
I never though i would say THAT! :D

Considring the fact that Darts have a base ApR 3, this Dart is too much.
MOST enemies don't memorize Cure Poison OR carry an Antidote.
So, to the common SoA-ToB foe, this darts mean 1D3+5, +40 (20 if saves) poison damage and spell diruption for 4 rounds (3 full rounds, and the begining of the forth round, but enemies always cast at the begining of every new round), x3 per round... :rolleyes:

Dundee Slaytern 11-08-2002 03:06 PM

Hmmmm... I was trying to balance how the Asp's Nest works, and the Dart of Wounding. The Asp's Nest has no save, and will always deal 40 poison damage( 1 per 3 seconds). The Dart of Wounding deals 20 poison damage if the target fails his/her save( 1 per second).

Since this is an infinite weapon though, maybe I should allow the save to negate the damage? Nah... regular weapons can deal just as much, if not more, damage with similar ApR.

I guess I will just reduce the damage to 2 poison damage per 2 seconds for 24 seconds. Save versus poison with a -2 penalty for half-damage. This is very weak already when you consider we are combining the Asp's Nest and the Dart of Wounding.

Most Bosses and all Undead plus Monks are immuned to poison.

Alson 11-08-2002 03:26 PM

Quote:

Originally posted by Dundee Slaytern:
Since this is an infinite weapon though, maybe I should allow the save to negate the damage? Nah... regular weapons can deal just as much, if not more, damage with similar ApR.
1D3 +5 +20 (40 if save failed)?!
Refresh my memory about this "regualr weapon"...

SixOfSpades 11-08-2002 04:20 PM

I, too, think the poison is too strong. I would shorten its duration to a single round. (Also, can this poison through Stoneskins? A weapon that gets through Absolute Immunity 3 times a round, and disrupts spellcasting, through Stoneskins, from a distance, is way too much. "Mage? What Mage?")

Dundee Slaytern 11-09-2002 01:44 AM

To Alson:
----
I was thinking Flail of Ages +5 with all the STR bonuses. As a ranged weapon, the Crimson Dart will not benefit from any STR bonuses.

To SixOfSpades:
----
To compare with the Asp's Nest, the Asp's Nest lasts for 20 rounds. My idea, makes it only 4 rounds, and a much lower poison damage. This weapon will not go through Absolute Immunity as that requires a +6 enchanted weapon. Neither will the poison bypass Stoneskins. The dart itself has to make contact with the target before the poison is applied.

Alson 11-09-2002 09:01 AM

Quote:

Originally posted by Dundee Slaytern:
To Alson:
----
I was thinking Flail of Ages +5 with all the STR bonuses. As a ranged weapon, the Crimson Dart will not benefit from any STR bonuses.

True, but only if the save is failed.
FoA+5 average damage is 19.5.
25 STR is another 14, so we have 33.5 DMG per strike.

The poison alone is more damaging. ;)

Dundee Slaytern 11-09-2002 09:12 AM

I have reduced the poison damage to 24, 12 if save.

ADD] Although, when you think about it, heck... the Asp's Nest is more damaging too. :/

[ 11-09-2002, 09:13 AM: Message edited by: Dundee Slaytern ]

Alson 11-09-2002 09:55 AM

True, but Asp's Nest are in short supply. This weapon, just like Crimson Dart, is 'unlimited', because it returns to the thrower's hand.


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