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Skald kit revision.


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#41 Jarno Mikkola

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Posted 26 December 2010 - 04:28 PM

Hm, are you sure about that? There's the archer's ability "called shot" which is just one spell, with 4 extended headers and it works fine...

Well, but that's a rangers ability... not a bards singing ability... meaning that you should look into similar patterns when make the same kind of things within the game engine.
:doh: The spell type was off, so the 3 spells were a bit off; New versions:
Attached File  Warhorn.zip   989bytes   147 downloads

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#42 Annúgil

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Posted 27 December 2010 - 02:12 AM

Yeah, but the "war horn" ability is seperate from the skald song (I will work on the song later) - sorry for causing the confusion mate!

Oh and by the way, here's something I made just today (not for this mod, but I though I might as well add it here):

It's a pack of 4 elf portraits, nothing fancy mind you, but you might enjoy it so here goes :)

Attached Files


Edited by Annúgil, 27 December 2010 - 12:37 PM.


#43 Annúgil

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Posted 02 January 2011 - 08:02 AM

Okay, I'm officialy restarting work on this kit. I've learned a bit about creating a kit lately and I believe now I'm up to the task (but of course I will still require a helping hand:)

So, let's recapitulate :

SKALD

These warrior-poets are as formidable with a blade as with the words.



Strengths


- +1 Bonus to THAC0 and Damage every 5 levels

- Can specialize (++) in: two-handed swords, longswords, shortswords and axes.

- High Lore

- Can use bucklers, small and medium shields

- Can place two proficiencies in "Sword and Shield Style" and "Two-handed weapons"


Weaknesses

- Must be partially Neutral in alignment

- Cannot use missile weapons

- Cannot cast spells

- Cannot pickpocket

- Cannot use armor heavier than Chain Mail

- Cannot place any proficiencies in "Two Weapon Fighting Style"


1. The kit will also have 3-4 unique abilities (with 3 upgrades each), but I'm unsure what they could possibly be yet. And several unique songs, most likely.
2. Unique HLA tiered (you have to buy a ability 1 to be able to buy ability 2 in the same "tree" etc.) table.
The proposals so far:

-  PATH OF A WARRIOR : "Lead by example" abilities, improving skald's martial prowess.

Some ideas :

1) Throat slash - Bleed and silence effect on a target + a chance for an instant kill.

2) Berserk

-  PATH OF A SUMMONER : Summoning various mythical creatures to the skald's aid.

1) Summon an Einherjar

2) Summon a Troll

3) Summon Svartálfar (Dark Elf)

4) Summon Draugr (http://en.wikipedia.org/wiki/Draugr)


-  PATH OF A POET : Improving the effects of a bard's song.

1) Lingering song (song lasts 2 addtional rounds after skald stops singing it)
2) Improving the effects of songs.


-  PATH OF A ?? : Various beneficial buffs.

1)Inscribe rune - protective effects (magic resistance, increased AC, etc.) to be used upon a friendly target.


-  PATH OF A SUMMONER : Summoning various mythical creatures to the skald's aid.


So that's it for now. Would appreciate any help! Be it technical, or conceptual (this is perhaps even more important as there's still a lot of blanks).

#44 Jarno Mikkola

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Posted 02 January 2011 - 08:48 AM

Strengths
- +1 Bonus to THAC0 and Damage every 5 levels
- Can specialize (++) in: two-handed swords, longswords, shortswords and axes.

Hmm, a rogue with those isn't going to be a melee'er ever, cause the weapon specialization doesn't give them the extra attacks per round like it does to the other warriors, and one attack per round is really going to cheese the whole build. His thac0 is also going to be less than a clerics, and so it's going to ...<let's leave that to the imagination>.
I would suggest to giving a few more bonuses at the start, keeping in mind that the mod is kept so that the BGT part doesn't get totally unbalanced.
So: +1 Bonus to Thac0 at levels 3, 4, 6, 8... or the like. And no bonus damage...
+1/2 attack attack at 5th, 10th and 15th level(I took those numbers from the hat, so...).

The path's, are they going to be non-restrictive ? So if you take one path, are you going to be able to choose the others too ?
"PATH OF A SUMMONER", why not "Path of the Conjurer" giving more than just summon monster x, but also fire arrows, demons etc. Path of Abjurer, Path of Diviner, etc.

PS: link these two posts to each others, and if you have more...
[url="http://forums.gibberlings3.net/index.php?showtopic=21630"]two posts[/url]
So it doesn't come as a surprise when people begin to talk about the same subject and you have to be in the middle.

Edited by Jarno Mikkola, 02 January 2011 - 08:58 AM.

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#45 Annúgil

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Posted 02 January 2011 - 10:03 AM

Strengths
- +1 Bonus to THAC0 and Damage every 5 levels
- Can specialize (++) in: two-handed swords, longswords, shortswords and axes.

Hmm, a rogue with those isn't going to be a melee'er ever, cause the weapon specialization doesn't give them the extra attacks per round like it does to the other warriors, and one attack per round is really going to cheese the whole build. His thac0 is also going to be less than a clerics, and so it's going to ...<let's leave that to the imagination>.
I would suggest to giving a few more bonuses at the start, keeping in mind that the mod is kept so that the BGT part doesn't get totally unbalanced.
So: +1 Bonus to Thac0 at levels 3, 4, 6, 8... or the like. And no bonus damage...
+1/2 attack attack at 5th, 10th and 15th level(I took those numbers from the hat, so...).


Hm, or perhaps I should use a different Thac0 table (i.e. ranger's or rogue's - if that's possible, that is). Either way, thanks for bringing this up - it definitely needs to be remade then (and given more thought).


The path's, are they going to be non-restrictive ? So if you take one path, are you going to be able to choose the others too ?
"PATH OF A SUMMONER", why not "Path of the Conjurer" giving more than just summon monster x, but also fire arrows, demons etc. Path of Abjurer, Path of Diviner, etc.


No, you'll be able to choose other paths as well. But you won't be able to have ALL of the most powerful abilities.
It would work this way:

Ability 1 (A1)
A2 needs A1
A3 needs A1 and A1

and so on.

The names of the paths are subject to change of course, none of these are final.


PS: link these two posts to each others, and if you have more...

[url="http://forums.gibberlings3.net/index.php?showtopic=21630"]two posts[/url]
So it doesn't come as a surprise when people begin to talk about the same subject and you have to be in the middle.


Alright, done! Thanks.

Edited by Annúgil, 02 January 2011 - 10:06 AM.


#46 Jarno Mikkola

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Posted 02 January 2011 - 10:50 AM

Hm, or perhaps I should use a different Thac0 table (i.e. ranger's or rogue's - if that's possible, that is). Either way, thanks for bringing this up - it definitely needs to be remade then (and given more thought).

Well, technically the Ranger and Fighter both use the default Warrior thac0 table which is +1/level up to 0, while the Bard uses the Rogue that's +1/2levels, Cleric uses the Divine caster that's +2/3 levels... default Thac0 table.
And what I was talking is the Bard defaults + the kit bonuses... which is almost the Fighters table, with a small delay, and not proficiency/weapon dependent attack rate.

The path's, are they going to be non-restrictive ? ...

No, you'll be able to choose other paths as well. But you won't be able to have ALL of the most powerful abilities.
It would work this way:
Ability 1 (A1)
A2 needs A1
A3 needs A2 and A1 :whistling:
...and so on.

The names of the paths are subject to change of course, none of these are final.

Of course the names are... I was just thinking that as a one spell is just a little too few, the HLA's could give multiple effects...
And they can also restrict each others, just like the mages summon Planetar HLA abilities that are "EXCLUDED_BY" the opposite planetar ability, in the luma0.2da, here's a default luba0.2da.

So if the A1 is allowed for everyone, the A2 could need the A1 and restrict the B3, while the A3 would require the A2 and restrict the B2...
B1 is allowed for everyone, B2 requires B1 & restricts the A3, B3 requires B2 and restricts the A3 ...
While the C1 is allowed for everyone...
D..
E..
...

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#47 Annúgil

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Posted 02 January 2011 - 11:46 AM

Well, technically the Ranger and Fighter both use the default Warrior thac0 table which is +1/level up to 0, while the Bard uses the Rogue that's +1/2levels, Cleric uses the Divine caster that's +2/3 levels... default Thac0 table.
And what I was talking is the Bard defaults + the kit bonuses... which is almost the Fighters table, with a small delay, and not proficiency/weapon dependent attack rate.


Well, the goal is to make the new skald a competent warrior (but not as good as a pure fighter). The exact values are still in the air...maybe swashbuckler kit could be used as an inspiration?


Of course the names are... I was just thinking that as a one spell is just a little too few, the HLA's could give multiple effects...
And they can also restrict each others, just like the mages summon Planetar HLA abilities that are "EXCLUDED_BY" the opposite planetar ability, in the luma0.2da, here's a default luba0.2da


So if the A1 is allowed for everyone, the A2 could need the A1 and restrict the B3, while the A3 would require the A2 and restrict the B2...
B1 is allowed for everyone, B2 requires B1 & restricts the A3, B3 requires B2 and restricts the A3 ...
While the C1 is allowed for everyone...
D..
E..
...



Of course, HLAs still need a lot of work. But your idea has merit - the player would have to pick who he'd want to be, figuratively speaking, a poet or a warrior - i.e. you can't take "throat slash" if you take the improved skald song. Which could actually work pretty nicely when you think about it.

Edited by Annúgil, 02 January 2011 - 11:47 AM.