ElfBane, this has been fairly easy thus far technically speaking. However, I've come across a couple of minor issues in the special abilities.
1. I used the Foebane and Daystar swords as my examples, since they shared many of the same abilities you requested. However, upon closer examination of Foebane, I discovered that Bioware appears to have originally intended to have it have a +6 damage to Evil as well as the currently existing +6 damage modifiers. I know this because the various damage modifiers are in effects EFF files named with Foebane's ITEM code. And the actual Foebane ITM file does not use the associated EFF file that sets up a +6 damage to Evil modifier. I think that they may have left it out since there might have been some sort of conflict with the other "monster" based +6 damage mods. That is, since those monsters were already evil, it's possible that having an "Evil" damage mod as well might have either created a program conflict or simply created a situation where all of those already evil creatures were taking two +6 damage bonuses on each hit.
I suggest that you choose which you prefer, a damage bonus to all evil or a damage bonus to the extra-planar creatures. Pick one.
2. I've noticed that nearly all weapons that have damage bonuses against a certain type of monster, rarely have Thac0 bonuses against that monster. Some do. More do not.
In a sense, this references back to the previous post where I ask about
Quote:
Also, is the +4 vs Evil and Planar Creatures above and beyond the default +2 bonus?
I ask this because BG2 is inconsistent in this regard. Daystar +2 has this +4 vs evil, and the +4 is implemented as +4 total (i.e. +2 in addition to the base +2). OTOH, Foebane +3 has a +6 vs planar creatures and that +6 is implemented as an honest to goodness +6 above and beyond the sword's base Thac0 and damage bonuses.
I don't know what the default AD&D position on this is.
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The few SoA weapons that I've examined where it says "+2, +4 vs evil" (for example) would simply add 2 more, i.e. the +4 vs evil wouldn't be above and beyond the base +2. It would be +2 base *or* +4 vs evil.
Also, the few TOB weapons I've examined seem to go the other way. That is, the racial bonuses are in addition to the base bonus.
Furthermore, the TOB weapons tend not to have racial Thac0 bonuses, only racial damage bonuses. Let's face it, more TOB weapons already have very high base Thac0 bonuses. Adding in a racial Thac0 bonus as well might seem rather excessive and perhaps unbalancing.
I know that this might be confusing. It's taken me a while to absorb it and get comfortable discussing it. If you want to avoid the confusion and just trust me, I'll give you a good version of Anduril that I think you'll be happy with.
BTW, Elfbane, I took that small item description and turned it into a nice six paragraph story that's worthy of such a magnificent weapon.
Come to think of it, I'll post it as soon as I post this.