"House Rules" for IWD:EE
Author: Smeagolheart Version:
1.0
Introduction | Compatibility notes | Components | FAQ | Version
history | Credits | Legal Notice | Contact info
Introduction
HOUSE RULE. : a rule (as in a game) that applies only
among a certain group or in a certain place.
This
mod represents a compilation of various house rules and tweaks which are
designed to change certain aspects of the game. It works on Icewind Dale
Enhanced Edition. The mod is divided
into multiple components all of which can be installed separately and are
completely independent of each other.
Classic
Tabletop D&D players always had "house rules". Classic D&D has a
rule that demihumans could not advance past certain levels and once your
immortal elf reached a certain level, he stopped advancing while a human
could keep on leveling. As one might
imagine, this was one of the first to be ignored by our tabletop playing
predecessors. After all the rules are
like guidelines, man.
This
mod may expand its scope in the future, after all there is always the
opportunity for more "house rules".
Enjoy,
Smeagolheart
Note:
In order to experience all of the new content introduced by this mod it is
recommended to start a new game after installing it.
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Compatibility notes
This mod should be
compatible with most other WeiDU mods. In particular, if this mod is
installed AFTER installing any kit mods, it should detect the installation of
the mod kits and patch the additional kits.
Components
Reveal
City Maps
- Options :
Reveal
Kuldahar, Easthaven & Lonleywood
Reveal Kuldahar &
Easthaven only
Convenient
Ammunition
-Options:
Pomab & Conlan sell Convenient Ammunition
This option gives Quiver of Arrows, Case
of Bolts, and Bag of Bullets to Pomab and Conlan’s inventory. In addition, an
ammo belt is added to pomab’s inventory.
Emmerich
sells Quiver, Case & Bags of Plenty +1
This
adds the above items to Emmerich's store in Heart of Winter Expansion
More
Magic clubs
This component is meant to address the lack of magical
clubs in Icewind Dale.
- Options:
Conlan
sells Magic Clubs
This option adds two +1 Clubs and the Night
Club +2 to Conlan's inventory. Start a
new game to see the items in his shop.
Add Barbed
Club of Pain
This option adds the barbed club of pain
designed by artificial_sunlight to a chest in Dragon’s Eye level 5.
'House
Rules' Class HLAs
This components restores some of the BG2 TOB HLAs to
Icewind Dale EE.
I feel that high level characters
should get some stronger. The
difference between a level 20 fighter and a Level 10 fighter shouldn't just
be a couple higher numbers on a chart.
That level 20 fighter should be able to seriously whoop the level 10
fighter in a cool and interesting way, right?
At the time of TOB, D&D 3E had been released and introduced Epic
Levels and Feats which added significant abilities to higher level
characters. Baldur's Gate: TOB sort of
attempted to implement something similar in a "house rule" designed
for the high level campaign of the BG2: TOB expansion.
Did it succeed? It is debatable. I'd argue that the HLA additions are
welcome but execution is flawed. For
one thing, they can overwhelm all your previous character development and
tatics you've relied on by the HLAs which can be way more powerful than your
previous skills. Another thing is that
you just get too many of them. You get
too many high level abilites.
If you sent an Iphone
back in time and showed a caveman your device, he might think you were a
god. But today, when everyone has
Iphones, one Iphone does not a god make.
When everyone has superpowers, no one has superpowers.
This component was not conceived as a
way to totally recreate the TOB HLA experience. I wanted to implement high level abilities
in a creative and slightly different way.
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A HIGH LEVEL CHARACTER GETS NEW SPECIAL abilities AT LEVEL 15 AND
25. THESE abilities ARE DESCRIBED ON THE VANILLA UNKITTED CLASS TEXT WINDOW IN
CHARACTER CREATION, IN GAME (BUT ONLY ON THE VANILLA UNKITTED DESCRIPTION) AND
IN THE CHART BELOW.
AS AN EXAMPLE, THE FIGHTER CLASS GETS AT LEVEL 15, 1 DAILY USE
OF POWER ATTACK SPECIAL ABILITY AT LEVEL 25, THE FIGHTER GETS 1 USE OF CRITICAL
STRIKE HIGH LEVEL ABILITY.
GREAT CARE WAS MADE TO NOT PUT IN SOME OF THE SILLIER, WORTHLESS
OR EXTREMELY OVERPOWERED abilities AND TO BASICALLY PROVIDE SOMETHING THAT GIVES
YOUR CHARACTER AN EDGE. THESE HOUSE
RULES JUST ADD SOMETHING NEAT THAT EXTENDS AND SHOWCASES YOUR CHARACTER'S POWER
AND GROWTH.
NOTES AND CAVEATS:
* "HOUSE
RULES" abilities ARE CLASS abilities.
A VANILLA FIGHTER GETS THE SAME HIGH LEVEL ABILITIES AS A KENSAI AND
WIZARD SLAYER.
* ABILITIES THAT
WERE SPELLS IN BG2:TOB HAVE BEEN IMPLEMENTED AS SPECIAL abilities. THEY WILL SHOW UP IN YOUR SPECIAL ABILITIES
MENU, NOT YOUR SPELLBOOK.
* IF YOU DUAL
CLASS BEFORE YOU REACH LEVEL 15 IN A CLASS YOU WILL NOT GET THE HIGH LEVEL
abilities FOR YOUR INITIAL CLASS. SO A
LEVEL 14/20 KENSAI MAGE WOULD ONLY GET THE HIGH LEVEL ABILITIES OF THE MAGE
CLASS.
* MULTICLASS CHARACTERS GET THE HIGH LEVEL ABILITIES OF BOTH
CLASSES. SO A 15/15 FIGHTER/MAGE WOULD
GET THE LEVEL 15 HIGH LEVEL ABILITIES OF BOTH THE FIGHTER AND MAGE CLASSES.
* THESE ABILITES
SHOULD WORK ON MOD KITS IF THIS MOD IS INSTALLED AFTER THE MOD’s kits are
installed.
Kit Tomes
This component adds a new npc panver the loremaster, a
half-elven merchant, to the Root Cellar Tavern of Kuldahar. He sells magical tomes that can add a kit in
game to your characters. Now you can be
that Mutliclassed Kensai/Mage that you always wanted to be.
Characters can add one (1) class kit using a Magic Career
Tome. For example, a multiclassed elven Fighter/Mage will be
able to toggle between Fighter/Enchanter or Berserker/Mage but is not able to
become a Berserker/Enchanter because that is two kits. If that same character was a human who dual
classed (instead of multiclass elf), they
would be able to pick the same classes (so Fighter/Enchanter or
Berserker/Mage but not Berserker/Enchanter).
Using a tome will removes the all of active creature's current
kits and adds the specified kit.
Abilities from any previous kit are removed.
Magical tomes can create combinations not normally available
without using a tool such as Shadowkeeper or EEkeeper. Instead of firing up an external program like
EEkeeper, you can change classes in the game.
Class restrictions apply for kits.
When attempting to add an invalid kit, the existing kit (if any) will be
re-applied; it will be as if nothing happened.
If you do not qualify for Berserker because you have already taken PIPs
in a ranged weapon, for example, nothing would happen if you used the Tome of
the Berserker.
!Use
tomes with caution they permanently affect your character. SAVE YOUR GAME before you use one so the
worst thing that could happen is that you have to reload.
- Options:
Panver
Sells 01 Tome per Kit
Panver
Sells 02 Tome per Kit
Panver
Sells 06 Tome per Kit
Panver
Sells 01 Tome per Kit
Panver
Sells 10 Tomes per Kit
Frequently Asked
Questions
Q:
I've found a bug in ”House Rules” for IWD:EE. What should I do?
A:
Visit the mod forum Report
it and follow the
instructions provided there.
Q:
I've found a compatibility issue between “House Rules” for IWD:EE and another
mod. What should I do?
A: Visit
the mod forum Bug and
Report it, it could be an
issue with this mod or the other mod.
Q: I'd
like to translate ”House Rules” for IWD:EE into a different language. How
should I do that?
A: CONTACT
THE MOD AUTHOR.
Version History
V1.0 Initial release -
November 28, 2014
CREDITS
Thanks everyone for the
help, especially Wisp, subtledoctor, argent77 and the ever helpful Mike1072.
Custom bams from artificial_sunlight.
Legal Notice
* This work is licensed
under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported
License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative
Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.
Contact info
Contact user
Smeagolheart on either baldursgate.com forums or Spellhold Studios forums.