Sykar
Arcane
Has anyone ever tried the mod for IWD 2 which adds damage reduction to armors and shields? Does it make heavy armor wearing tanks viable again for the second playthrough, or is the change too little or too much for a fun playthrough?
I haven't used that one. If it is like the normal DR of 1-3 depending on armour/shield type, then it is really too little from mid-game onwards. It would likely wreck the early game as most mobs are doing maybe 1-3 damage a hit, going up to maybe 12 in Shaengarne.Has anyone ever tried the mod for IWD 2 which adds damage reduction to armors and shields? Does it make heavy armor wearing tanks viable again for the second playthrough, or is the change too little or too much for a fun playthrough?
I haven't used that one. If it is like the normal DR of 1-3 depending on armour/shield type, then it is really too little from mid-game onwards. It would likely wreck the early game as most mobs are doing maybe 1-3 damage a hit, going up to maybe 12 in Shaengarne.Has anyone ever tried the mod for IWD 2 which adds damage reduction to armors and shields? Does it make heavy armor wearing tanks viable again for the second playthrough, or is the change too little or too much for a fun playthrough?
That just made you invulnerable to physical damage in anywhere up to Chapter 4. In Chapter 2, you get the 1/4 weight full plate, which is AC 8, and together with some +3 AC shields, you have a DR of 11. Good luck anything wounding you then.I haven't used that one. If it is like the normal DR of 1-3 depending on armour/shield type, then it is really too little from mid-game onwards. It would likely wreck the early game as most mobs are doing maybe 1-3 damage a hit, going up to maybe 12 in Shaengarne.Has anyone ever tried the mod for IWD 2 which adds damage reduction to armors and shields? Does it make heavy armor wearing tanks viable again for the second playthrough, or is the change too little or too much for a fun playthrough?
From the readme:
Armor and Shields Provide Damage Resistance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This changes the game so that a piece of equipment that provides an armor
bonus of +X also provides +X damage resistance. Why? This is for those of
you who dislike 3E's continual use of "armor class" despite the fact that
plate mail makes you (as a unit) easier to hit but harder to damage. This
is also for those who are used to more "complicated" or "realistic" combat
systems that make a more concerted distinction between dodging and damage
resistance.
However, the real reasons for this is are as follows:
(1) Heavy armor still stinks in IWD2 and there is no real reason to use
it. It is almost always better to have an 18 DEX and Studded Leather than
to go out for Chain Mail or Splint Mail. In addition, most of the magical
armor in the game is leather. This provides an incentive to find and use
heavy armor.
(2) BAB goes up as you gain levels but AC does not. A random monster
(like a Yuan-Ti Abomination in Chult) might be a 13th level fighter with
14 STR (say). As a result, it can hit an AC of 34 without rolling a
natural twenty. When was the last time you had an AC of 34? Didn't think
so. Basically, everyone hits you all the time. This makes the game
degenerate: mirror image, blur and blink become all-powerful, as do
stoneskin (or damage resistance in general) and things that take damage
for you (summoned monsters). The replay value of IWD2 is severely
lessened by the fact that combat is so boring in that regard.
Note that this change affects both your paty *and* all enemies. In
addition, enemies that have "innate" armor bonuses (e.g., the Guardian
Dragon has an innate AC of 35) have that transformed into innate damage
resistance (e.g., the Guardian will now have 25 damage res). Again, I think
this only makes sense: a dragon is easy to hit but hard to hurt.
This will NOT show up in the item descriptions, but the items will grant a
damage reduction bonus equal to their armor bonus. Note also that this will
NOT affect any armor you buy from Ribald Barterman (via my Merchant mod).
More than you, which is not necessarily a good thing. It screws over Dex fighters, for exampleYeah that is my fear as well. Though it would be really nice to see armored tank character being useful for anything past act 3. I guess it is somewhat mitigated by the fact that enemies profit from this as well.
More than you, which is not necessarily a good thing. It screws over Dex fighters, for exampleYeah that is my fear as well. Though it would be really nice to see armored tank character being useful for anything past act 3. I guess it is somewhat mitigated by the fact that enemies profit from this as well.
From memory, even the most powerful plate armour in normal mode is about 10 AC. Shield is about 4 AC. Your DR max is around the 15 mark. Enemy giants and golem would be able to punch through that. Dragons would also. That dragon with a DR of 25 is pretty bonkers. Even Urggzob would have a hard time punching through that.
I think the mod will screw you over more than the enemy towards the end game, and it would definitely make casters even more powerful than they already are. Not a good thing.
Not really. All you do is make it so that two-weapon fighters are screwed, Dex-based melee characters are screwed, archers are screwed, sword and board characters are screwed, and the only effective builds become two-handers and casters. That seems even more boring than vanilla.Nice portrait!
More than you, which is not necessarily a good thing. It screws over Dex fighters, for exampleYeah that is my fear as well. Though it would be really nice to see armored tank character being useful for anything past act 3. I guess it is somewhat mitigated by the fact that enemies profit from this as well.
From memory, even the most powerful plate armour in normal mode is about 10 AC. Shield is about 4 AC. Your DR max is around the 15 mark. Enemy giants and golem would be able to punch through that. Dragons would also. That dragon with a DR of 25 is pretty bonkers. Even Urggzob would have a hard time punching through that.
I think the mod will screw you over more than the enemy towards the end game, and it would definitely make casters even more powerful than they already are. Not a good thing.
Yeah but on the other hand full armored tanks would be worth a damn again. I find these unarmored deep gnome abominable character combinations so damn boring.
That was what I thought at first, but the mod actually gives you DR on top of AC. So, the full plate is +8AC and +8 DR. It makes AC still viable, but it really frakks up everything else with the DR thing.Yeah, I don't really get the complaint either. Yes, if you only have, say, 30 AC then a Yuan-Ti in chult would hit you 25% of the time... on their first attack. Thanks to 3rd ed. the successive attacks are all at a 5% chance to hit. That's quite good. Furthermore critical hits in 3rd ed. require confirmation, meaning the first attack only has a 6.25% chance to crit and the successive attacks 0.25%. That's really, really good. Your chance to be hit is fairly low and the chance of a huge spike of damage from a crit is almost non-existent. You're taking about ~35% of a hit per round. That's not too shabby. The maximum possible AC would have 5% to be hit by all attacks for an average of slightly over 15% of a hit per round. So overall for missing out on 5 AC you're only taking ~133% more damage. This is not "basically, everything hits you all the time". This is avoiding about 90% of all melee damage rather than 95%.
Let's compare to the AD&D base of IWD1. Say you are 5 AC short there. Suddenly every attack is hitting you 25% of the time. Furthermore, because crits don't require confirmation, 1/5th of those are crits (maybe 2/5ths depending on weapon). That's really, really awful. You're looking at around 400%-500% more damage taken, and its highly spike-y and unpredictable due to the crit chance which means that there's a good chance characters go from half dead to dead in a single round.
As to the +damage resistance, it would just make power-attacked two-handers OP to an insane degree. The feat is already an OP damage increase that is supposed to be balanced out by an awful to-hit penalty... which now wouldn't matter. You'd basically have to give the feat to everyone and then train the AI to use the feat properly. For all weak weapons it would basically change the crit roll into the to-hit roll for everything else, since without a crit they do no damage.
We also have to consider that low-dex fighters and clerics aren't underpowered at all in IWD2 currently. IWD2 is point buy, those points are used for good shit like strength. This isn't IWD1 where everyone just rerolls to have 17-19 Dexterity + full plate by default, along with maxed strength and constitution. Sacrificing a few AC points to triple the damage you dish out per round is a really good trade on normal difficulty. The weak front line classes in IWD2 are stuff like pure-class rogues and monks, which are made way worse by changing AC to resistance. On HoW difficulty, yes min-maxed cheese is required, because HoW is a min-max cheese difficulty. Nothing is going to change that, and DR from armor ain't going to do shit against even prologue HoW enemies.
Finally, it really fucks up all of the other itemization and spells available. Every +1 AC ring or spell that is supposed to be important to stack now becomes useless for half the party. +AB bonuses similarly become useless. Paralysis and similar effects won't void resistance the same way they make all attacks auto-hit, so enemies designed to counter your tanks by targetting your saves now (presumably, assuming resistance is enough to matter) wail on your paralyzed tanks and you don't care. Why prepare your spells to make your tanks immune to save-or-get fucked enemy abilties if they perform their job just fine after failing saves? It's just an overall bad idea, you need to re-build 3rd ed D&D from the ground up for something like this, not slap together a mod that hastily changes around a few values for a few items in a game that is already mod-unfriendly.
I am getting 20-50gp per plus chance of other loot like rings and necklaces. I killed about 20x2 from one drum and got bored. Doesn't seem to end.Fairly certain those spawners run out of enemies eventually. Regardless they drop roughly 1 gp worth of loot apiece and due to the way XP works you'll get maybe one level out of them then get reduced XP for the rest of the chapter due to being overleveled.
Well, they aren't coming any more because all the drums are dead. I got bored :D Kill 'em all!Maybe they end when you leave the area or rest? Not sure.
It all depends on how the player is playing.This is why you should never put in any form of unlimited enemy spawners in RPGs:
If you make the enemies too hard for the party, they will get killed badly from the unending stream of enemies. If you make the enemies too easy, you just gave them an unlimited loot and XP grinder. Either way would fuck up the game balance.
So I used quite different tactics from Lilura who swears by Web. Since I don't pickpocket in CRPGs I never had access to permanent Free Action, and thus rarely used Web myself.
A's Scorcher. I can't help it, but I think this spell is fun.