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May 3 2009, 01:15 PM
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#1
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![]() Group: Members Posts: 2842 Joined: 18-January 07 From: Italy Member No.: 1419 |
A few players requested it a long time ago, and for some reason I postponed it a little, than my long absence from modding postponed it even more. I'm obviously still open to any suggestion, thus feel free to discuss it in this topic and post your opinions.
The goal of this revised table is to have a progression which is neither too nerfed (vanilla's one) nor too overpowered (as with True Grandmastery). I've also tried to make each and every proficiency point more important, thus nerfing the second one (specialization) which was granting way too much compared to the others (it previously granted +1 hit, +2 dmg. +1/2 apr), and in the process I've made true fighters more appealing compared to other warriors (paladins and rangers). Comparing Grandmastery Tweaks
This mini-mod can be installed anytime in an ongoing game by simply copying its files into the override folder. This post has been edited by Demivrgvs: Dec 19 2009, 06:49 PM
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May 6 2009, 12:11 AM
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#2
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Group: Members Posts: 922 Joined: 15-October 05 From: Poland Member No.: 739 |
That's great solution for revising fighters! Nice.
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May 7 2009, 03:59 AM
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#3
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![]() Group: Members Posts: 2842 Joined: 18-January 07 From: Italy Member No.: 1419 |
That's great solution for revising fighters! Nice. Thanks, I'm glad a few people are trying this out. My only "complain" at the moment is that this tweak is actually intended to be used within Kit Revision. The most noticeable thing (the one thing that many players can probably dislike) is that this tweak "nerfs" paladins and rangers, and while the formers are still incredibly good classes (the Inquisitor kit rules imo) rangers were already quite weak classes in vanilla (except the Archer and to a lesser extent the Stalker).If some players don't mind mini-mods like this, I can probably work on and release a few revised kits/classes on their own (as a full and patching Kit Revision mod would require a lot more time/work for me). Let me know if you are interested. This post has been edited by Demivrgvs: May 7 2009, 04:10 AM |
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| Guest_Dirty Uncle Bertie_* |
May 7 2009, 08:22 AM
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#4
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Guests |
Demivrgvs! I was one of the people waiting on this mod, so thanks so much for finally being able to release it.
I'd certainly take a look at any other mini mods you propose/release, although I'd really like to see them come with a basic readme in future, if it's not too much trouble. |
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May 7 2009, 08:44 AM
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#5
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![]() The Imp Group: Members Posts: 1744 Joined: 6-October 07 From: The town where the dead haven't keeled over, yet. In Finland. Member No.: 2129 |
I'd certainly take a look at any other mini mods you propose/release, although I'd really like to see them come with a basic readme in future, if it's not too much trouble. Well, you put the files from the extracted archive to the override folder inside your game folder, so that it might override any currently mod installed tables... and that's it, an instant and unrevisable installation.
-------------------- Yes... I am probably still editing the post above.
FAQ for the Megamods. Frequently Answered Questions. |
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May 7 2009, 08:58 AM
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#6
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![]() Group: Members Posts: 2842 Joined: 18-January 07 From: Italy Member No.: 1419 |
I'd certainly take a look at any other mini mods you propose/release, although I'd really like to see them come with a basic readme in future, if it's not too much trouble. Well, you put the files from the extracted archive to the override folder inside your game folder, so that it might override any currently mod installed tables... and that's it, an instant and unrevisable installation.This post has been edited by Demivrgvs: May 7 2009, 09:01 AM |
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| Guest_D. U. Bertie_* |
May 7 2009, 01:20 PM
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#7
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Guests |
If it weren't for this topic I'd have no idea what the mod does. You never know, the mod may get linked to from somewhere else, or emailed around, and people wouldn't know to look here for instructions. Or what about if this topic got deleted one day?
But I'm not trying to create more work for you. |
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May 7 2009, 02:24 PM
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#8
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![]() The Imp Group: Members Posts: 1744 Joined: 6-October 07 From: The town where the dead haven't keeled over, yet. In Finland. Member No.: 2129 |
If it weren't for this topic I'd have no idea what the mod does. You never know, the mod may get linked to from somewhere else, or emailed around, and people wouldn't know to look here for instructions. Or what about if this topic got deleted one day? You could do this... And what comes for the linking etc. well, if you have friends that do email you and you trust them enough to open their send files, you should have some idea of what they contain, or at least how to find out... and how to use them. After all, the internet is dangerous place and there are viruses, biological and electological. Yeah, I invented a new word.(Edit, ups, I should have used the source coding QUOTE (Don't readme) This mod makes the warrior classes totally useless as it makes the mages the ultimate killers as their Thac0 is set far better than any fighters.
This post has been edited by Jarno Mikkola: May 7 2009, 11:06 PM -------------------- Yes... I am probably still editing the post above.
FAQ for the Megamods. Frequently Answered Questions. |
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May 8 2009, 02:32 AM
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#9
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Group: Members Posts: 150 Joined: 2-September 08 Member No.: 2725 |
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May 8 2009, 03:13 AM
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#10
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![]() The Imp Group: Members Posts: 1744 Joined: 6-October 07 From: The town where the dead haven't keeled over, yet. In Finland. Member No.: 2129 |
-------------------- Yes... I am probably still editing the post above.
FAQ for the Megamods. Frequently Answered Questions. |
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May 8 2009, 03:59 AM
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#11
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![]() Group: Members Posts: 2842 Joined: 18-January 07 From: Italy Member No.: 1419 |
He wasn't talking about any mod in particular if you were worrying about that, I suppose he was just joking.
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May 8 2009, 05:49 AM
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#12
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Group: Members Posts: 922 Joined: 15-October 05 From: Poland Member No.: 739 |
QUOTE If some players don't mind mini-mods like this, I can probably work on and release a few revised kits/classes on their own (as a full and patching Kit Revision mod would require a lot more time/work for me). Let me know if you are interested. Yeah! -------------------- |
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May 8 2009, 05:56 AM
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#13
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Group: Members Posts: 150 Joined: 2-September 08 Member No.: 2725 |
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May 8 2009, 06:42 AM
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#14
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![]() Group: Members Posts: 2842 Joined: 18-January 07 From: Italy Member No.: 1419 |
What version of Vanilla, True and your Revised is closest to P&P (in 2 or 3.5)? In 2nd edition Grandmastery (+++++) granted +3 hit, +5 damage, and +1apr:- with the Revised table you get one point less of damage which isn't a big difference imo - with True Grandmastery you get half an attack more than PnP, which is quite noticeable imo, especially at lower levels and then again later on when the uber-powerful items make a big difference if they hit more often in less time In 2nd edition paladins and rangers aren't able to become specialized (++) in a weapon, but in some accessory manual I they were allowed a sort of lesser proficiency. With that in mind I revised the second and third proficiency point progression. In 3rd edition the whole system is really different, and proficiency points are replaced by feats. Anyway, only fighters can specialize in 3rd edition (obtaining +2 bonus to damage), and multiple feats grant them up to +2 hit, +4 damage. |
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May 8 2009, 09:40 PM
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#15
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![]() Group: Members Posts: 1830 Joined: 22-January 05 From: Sweden Member No.: 453 |
I like your revised table but personally I think that the GrandMastery should give one more point of damage (just list as PnP) because it should really be the ultimate specialization.
The skill improvement between ** and *** in your table is equal to that between **** and *****, which I think is not right because of what I said above. This post has been edited by Salk: May 8 2009, 09:43 PM -------------------- |
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Lo-Fi Version | Time is now: 30th July 2010 - 06:42 PM |





May 3 2009, 01:15 PM









