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Old 07-26-2003, 07:33 PM   #21
Borg
The Magister
 

Join Date: March 25, 2003
Location: San Francisco
Age: 53
Posts: 137
In the Rogue Rebalancing Mod, they changed the short sword of backstabbing to be +5 to THACO (still +3 to damage) if handled by a thief and increased the backstab muliplier by 1 (if used by a thief). Personally, I think that's about right, especially given how difficult Mar Var is to defeat with that mod.

Personally, I think Lilarcor is fine. I believe you get it fairly early in the game and with it's immunity to charm and confusion, I actually gave it to Minsc for a good portion of the game instead of having him use the Sword of Chaos, until we got to much better weapons. Of course, the chance of having an opponent go berserk seems to fit (I'd call that keeping the sword even because making an opponent go berserk could be bad if it's a tank).
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Old 07-28-2003, 10:21 AM   #22
Morgeruat
Jack Burton
 

Join Date: October 16, 2001
Location: PA
Age: 44
Posts: 5,421
What about the suggestion or making the Hammer of T-Bolts into a throwing hammer (more in line with the PnP version)
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Old 07-28-2003, 02:07 PM   #23
Klutz
Manshoon
 

Join Date: November 9, 2002
Location: Houston, TX
Age: 52
Posts: 240
Quote:
Originally posted by SixOfSpades:

- The Armor of Deep Night is right next to Aeger's Hide+3. AoDN has the same base AC as AH+3, has worse AC Modifiers, has no additional enchantments (in comparison to AH+3's excellent ones, and costs more.
Very minor point: Aeger's Hide +3, like all hide armor, is actually pretty heavy: 35lbs I think. In P&P thieves are supposed to suffer penalties to their skills while wearing any hide armor (worse than for studded leather), but I don't know if those penalties are implemented. Your point about the Armor of Deep Night still stands.

Martial Staff +3: I think it's OK for there to be a plain old Staff +3 in the game (especially if the Staff of Rynn is moved somewhere just a tad less accessible). Whether this should be it, I don't know. If you did want to beef it up, this is actually one weapon where it would make sense to add 1 extra attack per round as a special weapon ability. I've always thought there should be a couple of two-handed weapons that have +1 APR as an ability, as long as they aren't otherwise overpowered. Remember that you can give any one-handed weapon in the game +1 APR simply by dual-wielding it with Belm or Kundane in the off-hand.

Rashad's Talon (and Water's Edge): Again, it's OK for there to be a plain old Scimitar +2 (+3) in the game, but I think there's a little room for improvement with both of these.
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