09-29-2007, 05:57 AM | #21 |
Dungeon Master
Join Date: July 29, 2005
Location: UK
Age: 39
Posts: 78
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Re: Rogue Rebalancing mod v3.7 released
Avenger, I noticed a typo in the description of the Abashai Hide from the Venduris encounter. The typo is a redundant "the" in the second sentence, it is bolded below.
This peculiar armor is rumored to have come from Sigil. Not much is known of its previous owners but the armor seems to have been cut from the hide of a lesser Baatezu, and those who wear the it are bestowed with slight damage and elemental resistances. It is unclear whether these powers come from the hide itself or an enchantment placed upon it. |
09-29-2007, 08:38 AM | #22 |
Elite Waterdeep Guard
Join Date: June 4, 2007
Location: Hiding in Shadows
Posts: 40
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Re: Rogue Rebalancing mod v3.7 released
Thanks! It will be corrected for v3.8. BTW, how did you like the descriptions of the new items introduced by RR? It seems that very few people read them nowadays. Also, any comments on the Chosen of Cyric encounter?
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09-30-2007, 04:12 PM | #23 |
Dungeon Master
Join Date: July 29, 2005
Location: UK
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Re: Rogue Rebalancing mod v3.7 released
BTW, how did you like the descriptions of the new items introduced by RR? It seems that very few people read them nowadays. Also, any comments on the Chosen of Cyric encounter?
They are well written and interesting descriptions. I read all the item descriptions all the time anyway, but these are, for mod items, unusually concise. As for the fight, the AI is again, extremely good. As a soloist, I had to use Spell Immunity: Enchantment and Conjuration to block the insta-kill effects of Charm and Maze, which are of little consequence for a party, but aside from that, very little spells aside from Stoneskin, PfMW, Breach and Dispel Magic. Celestial Fury made short work of the unprotected Mages and the Thief. Venduris and the other two were little threat after their ranged support were destroyed. I am certain that had I not used a Kensai/Mage, the fight would have been much more difficult. |
10-01-2007, 02:11 AM | #24 | ||
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Re: Rogue Rebalancing mod v3.7 released
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10-01-2007, 12:26 PM | #25 |
Dracolisk
Join Date: September 16, 2001
Location: Bellingham, WA, USA
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Re: Rogue Rebalancing mod v3.7 released
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10-01-2007, 02:50 PM | #26 | |
Elite Waterdeep Guard
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Re: Rogue Rebalancing mod v3.7 released
Quote:
a) Not everyone consummates the romance by this point. For example, if you rush to Spellhold in order to save Imoen quickly, it's entirely possible that your RomanceActive global will still be at 1 (especially if you're romancing Jaheira) which means that Bodhi won't kidnap your significant other. b) Not everyone plays BG2 for the romance bit. Although the majority of the players will likely engage in a romance, some people will choose not to, or may simply prefer to create their own custom party. c) Several mod NPCs who are viable romantic interests don't get abducted by Bodhi. d) It has always been possible to delay the encounter until you resurrect your romantic interest, for those who perfer to face the Chosen of Cyric with a full party. This has been clearly stated in the readme. You just need to lower the difficulty down to "Novice" until you leave the Graveyard area and than raise it back again once you return. BTW, if none of the above works for you, and you are not a Paladin or a Ranger and don't mind losing a few reputation points, you can even out the odds by transforming into the Slayer and chunking Venduris through a dialogue option before combat starts. Of course, it's also possible to resolve the entire encounter peacefully, via dialogue, thus avoiding combat altogether. |
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10-02-2007, 12:20 AM | #27 |
Dracolisk
Join Date: September 16, 2001
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Re: Rogue Rebalancing mod v3.7 released
Yeah, it's just I can't help wondering if it would have been a slightly better move to allow the roleplayer just a bit more leeway when it comes to getting their sweetie back; the placement of the current encounter reads like a deliberate attempt to kick somebody when they're down--and likely out of all their best spells, as well. Personally (and this is just me in nitpicker mode, BTW), I would have the encounter be triggered by the player attempting to leave Athkatla with the Lanthorn.
True, the player can always turn the encounter off temporarily, and even though that's a very nice feature to put into a mod, it still requires metagaming. That's really a no-win kind of dilemma, so you certainly can't be blamed for that . . . but I can needle you for saying that you calibrated the encounter for a party of 6 with roughly 3 million EXP apiece, and then turning right around and using "rushing to Spellhold" as a loophole. Last edited by SixOfSpades; 10-02-2007 at 12:30 AM. |
10-02-2007, 02:24 AM | #28 | |||
Elite Waterdeep Guard
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Re: Rogue Rebalancing mod v3.7 released
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10-04-2007, 12:57 AM | #29 | |
Dracolisk
Join Date: September 16, 2001
Location: Bellingham, WA, USA
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Re: Rogue Rebalancing mod v3.7 released
Quote:
You say there's no way to ensure 100% odds of getting the encounter . . . personally, I see nothing really wrong with that. One of my mod ideas is to take the Drizzt encounter and reduce the odds of it happening from 100% to 10%, and write up 9 new encounters for that same slot, each of which is equally likely to happen. Less metagaming to pick certain spells in advance to counter known contingencies. More random. More fun. |
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10-04-2007, 02:18 AM | #30 | ||
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Re: Rogue Rebalancing mod v3.7 released
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