Allyx - special post for you

Discussion in 'The Temple of Elemental Evil' started by Livonya, Apr 10, 2005.

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  1. lord_graywolfe

    lord_graywolfe Wolfman

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    well making them all broadswords would be hard since the broadsword was not included in the game at all. i could call them broadswords and change thier damage die to match i think. are broadswords still in 3.5 D&D? the number of Aoo you get with them i cant change, it would be the same for scather since its already in the game. because of the way they have put in the main bonus for the swords any i make i would have to leave it out since it only applies to CG. i can give them a flat bonus of a +3 magical weapon and give them a bonus damage against holy/unholy or chaotic. for some reason the chaos bonus isnt working, a LN charcter would be able to pick up any of them and use it. this would cut back on thier power as they would not hit automaticly everytime but still give other aligned PC's a fairly powerful sword. i can change scather to match the ones i make if we wanted to keep them all balanced and Fragarach would be the only really powerful one left. which even if i change to LG will still only work right for a CG PC since its bounus seems to be hardcoded that way. id really like to get the chaotic bonus working right before i put them up for use. and if i do get this all done should i add another LG sword at the level of the others since a LG party probally wouldnt mug thrommel for his sword.
     
  2. Livonya

    Livonya Established Member

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    lord_graywolfe -

    I am pretty sure the reason your swords aren't working is because you have errors in your item lists.

    For instance you have a blank space (" ") before the "Weapon Chaotic" part... so it looks like this " Weapon Chaotic" and not like this "Weapon Chaotic". You also have typos and other errors in the alignment section (and more spaces), which may explain your problems... if I were you I would go in and clean them up first and then test them... those extra spaces before the text may be causing your problems.

    If you get them working I can code it so the sword that you get is determined by your party alignment. That would be very easy (though I think these swords might be too good -- see note below).

    - Livonya

    PS: Personally, I think these swords are way too powerful and ought to be removed, or there should be some sort of massive problem for using them. A sword that never misses is just too good.

    I would suggest just making a powerful magic sword for each alignment and get rid of the Fragarach bonus all together.

    TOEE needs to be harder not easier, especially when most of the people playing it now are veterans of D&D and TOEE.
     
  3. lord_graywolfe

    lord_graywolfe Wolfman

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    well Liv like i said my swords wont hit everytime not they way they set the original bonus for CG only. they would be a +3 sword set to a specific alignment with damage bonuses to hit opposing alignments. that will dial down the power some. ill check the chaotic bonus and fix that space thanks for pointing it out i never noticed it. i have the lawful one working now my current arrangement has already changed from what i posted before. i removed the Fragarach bonus already and gave them enchanted weapon bonus so ill tinker with them and test them again tomorrow and should have the ready tomorrow night
     
  4. lord_graywolfe

    lord_graywolfe Wolfman

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    ok it didnt take me that long to fix my errors. here is what i have now for the swords. i just have to come up with a name for a LG sword to replace Fragarach if we want thrommels sword to stay the same as it was . look better Allyx and Liv


    ok here are the swords already to go as well as a few new +1 weapons as orion asked for.
     

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    Last edited: Apr 23, 2005
  5. 0rion79

    0rion79 Established Member

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    Guys, I'm the first to think that those 2 twin swords are too powerful, but I think it is good for the RPG and for the story. I mean, fragrach is THE final weapon against evil to defeat the boss of the game, a major artifac of outstanding power and it is the only weapon that allows to fight
    *SPOILER*
    Iuz when he pops up in the game (he is really though: AC 42, tons of HP, great hit bonus and damage and his strong damage reduction are not a joke).
    Unfortunately, those poor Troika programmers haven't had enough time to end the game, as you all already know, this means that many monsters has the same kind of damage reduction like in D&D 3.0 like 15/+2 instead than, for example, 15/magic + 5 silver (not to talk about monsters with more than 1 natural weapon, like bears, that fights like +15/+10/+5 instead than +15 bite and +10/+10 claws). So I think that that weapon is needed and I wouldn't remove it if I were in you or, at least, leave it as an option and not include it as default in a new Co8 patch!
    More, the question is: how Prince Thormel could know the party allignment? He is not a paladin with detect evil, nor a cleric, so I think that he should just give Scather to any party that would save him and that the sword should just be Holy and nor chaotic or lawful. Why the game should penalize Lawful neutral or lawful good parties (or chaotic good ones, if making any change), when they are still working for a good purpose and still worthy of the sword? One more reason to make it unchanged but only Holy is that chaotic weapons are absolutely useless since
    *SPOILER*
    there are no Lawful evil enemies except Sargen and some pair of fire efreets
    And still, there is only ONE weapon that will eventualy empower one single melee warrior and not all the party.
    Think about that, thanks.
    Matt
     
    Last edited: Apr 19, 2005
  6. Kalshane

    Kalshane Local Rules Geek

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    3.5 doesn't have broadswords. They are considered the same as long swords now.

    As for DR, 3.5 doesn't care about pluses, only properties. Something that is hit by magic can be hit by any magic weapon, whether it's +1 or +5.

    The Answering swords are too powerful and I never use them anymore (except for fighting Galeb Duhr, because their DR is ridiculous and they are way more powerful than their PnP counterparts while having a lower CR rating.)
     
  7. 0rion79

    0rion79 Established Member

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    The same that I already wrote :p
    Absolutely right: those monsters are a pain in the butt for every PC that doesn't own offensive spells. Do you know what their damage reduction is? I've seen that even Scather is not enough to bypass it.
    M.
     
  8. Livonya

    Livonya Established Member

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    I will take a look at them and see what can be done to make them more balanced... if indeed they are way too powerful.

    - Livonya
     
  9. Livonya

    Livonya Established Member

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    Here is what I am planning. Let me know what you think.

    When you first get to Hommlet and talk to the little kid you will have the option of choosing between these two options:

    1) The original Fragrach sword will be in the game

    2) The sword will be replaced by one of these magical swords (determined by alignment)

    That way everyone can play how they want. How does that sound?

    - Livonya
     
  10. Kalshane

    Kalshane Local Rules Geek

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    They have DR 15/-, meaning there is no way to bypass it, you just have to do a ton of damage. (Which is where Scather and full power attack comes in.) They also have Fire Resistance of 10 or 15 (and I think their PnP counterparts actually have Electricity Resistance instead) and do more damage than the PnP version. I'll try to dig up the PnP stats after work tonight. (I've posted them here before, but it's probably been a year ago at this point.)
     
  11. Kalshane

    Kalshane Local Rules Geek

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    Sounds good to me.
     
  12. 0rion79

    0rion79 Established Member

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    to me too, but please make scather just holy and nor lawful or caotic!
     
  13. Trel Blackstone

    Trel Blackstone Member

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    An observation

    I have noticed a lot of posts requesting for more "benefits" on just about every item in the game. I think these items should be either left out of the game or follow the rules in the 3.5 rule books. I hate playing a game where everything is easy to get and everyone is wearing the best magic armor there class can have and all of there clothing down to there pantys and jock straps are magical. It makes the game have no challenge value. You should have characters that take damage and have to use scrolls, potions, and magic to keep them alive or what fun would the game be. I mean they put raise dead in the game for a reason. I have to agree totally with Livonya's post earlier that the game should be made harder and not easier. I also think that "good" parites should be able to find better items just for being good parites and "evil" should not get very much to help them, because they would probably rather help the Temple and Iuz than help St. Cuthbert and the town of Hommlet. In other words it should be even harder for evil characters than good characters IMO. My 2 cents for what it's worth.
     
  14. 0rion79

    0rion79 Established Member

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    " have to agree totally with Livonya's post earlier that the game should be made harder and not easier. I also think that "good" parites should be able to find better items just for being good parites and "evil" should not get very much to help them"
    I agree too, infact I think that no new weapon to the game should be for free and still, I don't wish +5 holy weapons for each class, just something for not making some options totaly unproductive. I'm not for power playing, but for a balanced gameplay. More, if we would have to make ToEE really difficult, I think that choosing a different allignment is already a sort of option for different challenge rating. Do you have any idea about how funny it is to have a chaotic evil party that goes to kill everything that moves but has the huge trouble that it must use holy weapons to defeat some kind of monsters like the balor, having the cleric that can't cast spontaneously cure spells and that can't make weapons nor holy or lawful? ;)
     
  15. Livonya

    Livonya Established Member

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    I totally agree. I think it is fine to make new items that can be crafted, but only if they are the proper expense and are only available to the proper crafting level.

    A few different kinds of items are fine... obviously all the master work items should be available.

    My biggest complaint with the Infinity Engine D&D games (besides the real time combat) is that they just throw tons and tons of magic treasure at you. By the end of the game you have a trillion items that you don't need, don't care about, and can't use... half the game is dealing with your massive storage bin of magic crap...

    I think the goal with TOEE should be to make a challenging game that makes sure that the game is fun due to the difficulty level and challenge, rather than fun because of all the tons of loot.

    Games like Diablo/Dungeon Siege are all about new loot. It isn't about fighting the monsters and winning the battles but rather it is all about what treasure you find. Monsters are no more than lottery tickets. "Ohh, what did I win this time!"

    It seems to me that too many games equate lots of magical loot with fun. But really it is the challenge of combat and figuring out how to play with your limitations that makes a game fun.

    The whole reason I started scripting in the first place was to make the game more challenging. It just seemed too damn easy to me. So I started tinkering with this and then that... and well one thing led to another.

    Anyway, I have been adding more items to my mod, but for the most part I am doing this via Crafting and Buying. I think it is fine to have more items if you have to buy them or craft them. This prevents the player from having excess magic items as they are limited by resources. But just adding more loot to be found causes an over-inflated economy.

    - Livonya
     
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