Jump to content


Photo

Soulknife changes


44 replies to this topic

#31 Andyr

Andyr

    HELLO EVERYBODY

  • Gibberlings
  • 4534 posts
  • Gender:Male
  • Location:Oxford, UK

Posted 02 March 2005 - 10:25 AM

You throw the magnet, too. Only in this case the magnet is your thoughts. :)

What do you mean appeal of the ranged option?
Since you're here, download G3 mods please...

Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub"

The most reliable way to get hold of me is via email (button when viewing my profile).

#32 SimDing0

SimDing0

    Extremely cute and fluffy and lovely.

  • Fixpackers
  • 1319 posts

Posted 02 March 2005 - 10:31 AM

I mean why is it a better gameplay/story device to have a thrown weapon?

And, uh. You throw your throughts... I think that pretty much speaks for itself. :)

#33 Rathwellin the Bard

Rathwellin the Bard
  • Members
  • 55 posts
  • Location:Charlotte, NC, USA

Posted 02 March 2005 - 11:25 AM

Well it's cool for one.

True to the PnP version for another.

But most of all making it a ranged weapon has the possiblity of eliminating cheese ... or creating bugs. If the Mind Blade is a ranged weapon then the engine will prohibit you from dual wielding it with another weapon.

That could be good if you don't want a Mind Blade + Blem setup.

It could be bad if you want dual wielding Mind Blade short swords.

In PnP the 3.5 Soulknife can only throw the Mind Blade once per round until 17th level. After that he can make a full BAB throwing attack. Maybe the 'throw Mind Blade' should be an innate ablity rather than just making the weapon ranged.

#34 SimDing0

SimDing0

    Extremely cute and fluffy and lovely.

  • Fixpackers
  • 1319 posts

Posted 02 March 2005 - 11:39 AM

I guess I'm having trouble grasping how it's a "cooler" concept (especially given that it's basically the same principle as any other magical weapon right now-- I find making the kit unique to be cooler), or why being true to PnP is an advantage. :)

Eliminating cheese is indeed an important issue, but I was imagining it being treated as any other magical weapon in this respect: it's created in the magical weapon slot, and is the only weapon you use. Dual-wielding does not happen.

Edited by SimDing0, 02 March 2005 - 11:43 AM.


#35 Rathwellin the Bard

Rathwellin the Bard
  • Members
  • 55 posts
  • Location:Charlotte, NC, USA

Posted 02 March 2005 - 12:00 PM

I guess I'm having trouble grasping how it's a "cooler" concept (especially given that it's basically the same principle as any other magical weapon right now-- I find making the kit unique to be cooler), or why being true to PnP is an advantage. :)

<{POST_SNAPBACK}>


There are literally dozens of good & cool melee weapons in the game. There are some decent launchers.

There are only a *handful* of good thrown weapons.

I fail to see how making the Mind Blade ... the signature ability of this kit ... more like the most numerous good weapons in the game would make them more 'unique'.

#36 SimDing0

SimDing0

    Extremely cute and fluffy and lovely.

  • Fixpackers
  • 1319 posts

Posted 02 March 2005 - 12:10 PM

Um. What are you talking about? The mind blade WOULD effectively be a ranged weapon by the time you reached whatever level. I'm just suggesting more of a gradient: a mix between melee and ranged. That's something the game hasn't done before.

Edited by SimDing0, 02 March 2005 - 12:10 PM.


#37 Rathwellin the Bard

Rathwellin the Bard
  • Members
  • 55 posts
  • Location:Charlotte, NC, USA

Posted 02 March 2005 - 12:34 PM

Then I misunderstood. Sorry.

#38 SimDing0

SimDing0

    Extremely cute and fluffy and lovely.

  • Fixpackers
  • 1319 posts

Posted 02 March 2005 - 12:38 PM

Ah, sorry if I didn't explain it clearly. I'm suggesting that the Soulknife's weapon shouldn't be a thrown weapon per se, but that after however many levels, it should have advanced to a melee weapon with the same range as a thrown weapon (Mordenkainen's Sword in IWD is a good reference here). Thus, if somebody comes close, you can fight them in melee with no penalties, and you can still use it at a distance.

Edited by SimDing0, 02 March 2005 - 12:39 PM.


#39 Andyr

Andyr

    HELLO EVERYBODY

  • Gibberlings
  • 4534 posts
  • Gender:Male
  • Location:Oxford, UK

Posted 02 March 2005 - 03:45 PM

I'd code the dual short-swords to use a different .ITM file to the single one so they couldn't be thrown.
Since you're here, download G3 mods please...

Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub"

The most reliable way to get hold of me is via email (button when viewing my profile).

#40 Fallen_Demon

Fallen_Demon
  • Members
  • 149 posts
  • Location:New York City, USA

Posted 02 March 2005 - 09:06 PM

For what it's worth (probably not much if anything) i agree with Sim. I haven't started a new game since Song and Silence came out, but I was looking foward to making use of this new 'long range melee weapon'. The change would make the kit must more generic. While that could have it's value too (I have to admit I played as a paladin to try out the holy avenger) imo it would make the kit a lot less interesting.

#41 Andyr

Andyr

    HELLO EVERYBODY

  • Gibberlings
  • 4534 posts
  • Gender:Male
  • Location:Oxford, UK

Posted 03 March 2005 - 05:47 AM

What do you mean, more generic?
Since you're here, download G3 mods please...

Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub"

The most reliable way to get hold of me is via email (button when viewing my profile).

#42 SimDing0

SimDing0

    Extremely cute and fluffy and lovely.

  • Fixpackers
  • 1319 posts

Posted 03 March 2005 - 06:42 AM

There are ranged weapons ingame.

There are melee weapons ingame.

There are not ranged melee weapons ingame.

#43 Andyr

Andyr

    HELLO EVERYBODY

  • Gibberlings
  • 4534 posts
  • Gender:Male
  • Location:Oxford, UK

Posted 03 March 2005 - 07:38 AM

Oh, right.
Since you're here, download G3 mods please...

Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub"

The most reliable way to get hold of me is via email (button when viewing my profile).

#44 Rathwellin the Bard

Rathwellin the Bard
  • Members
  • 55 posts
  • Location:Charlotte, NC, USA

Posted 12 March 2005 - 07:46 AM

Ah, sorry if I didn't explain it clearly. I'm suggesting that the Soulknife's weapon shouldn't be a thrown weapon per se, but that after however many levels, it should have advanced to a melee weapon with the same range as a thrown weapon (Mordenkainen's Sword in IWD is a good reference here). Thus, if somebody comes close, you can fight them in melee with no penalties, and you can still use it at a distance.

<{POST_SNAPBACK}>


Ironic that you mention this. I'm playing IWD2 for the first time right now. I just used Mordenkainen's Sword ingame for the first time last night. That was pretty cool!

I realized yesterday that Ranger would be the perfect class to make a soulknife kit ... if not for the alignment and hardcoded falling restrictions. It's a sneaky fighting class. All one would have to do is disable the spellcasting and replace that with the Soulknife. Too bad about the engine limits.

#45 Guest_Guest_anonymous_*_*

Guest_Guest_anonymous_*_*
  • Guests

Posted 18 September 2010 - 12:05 PM

I realized yesterday that Ranger would be the perfect class to make a soulknife kit ... if not for the alignment and hardcoded falling restrictions. It's a sneaky fighting class. All one would have to do is disable the spellcasting and replace that with the Soulknife. Too bad about the engine limits.
[/quote]

What about monks?



Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users