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Member Since 24 Jul 2009
Offline Last Active Apr 07 2014 06:52 PM

Topics I've Started

Crits on 16, Knockdown and Attack Dice to high and grandmastery.

07 April 2014 - 06:16 PM

Not having played PnP D&D, but rather a lot of BG2, I found a very cool site with all the second edition books at http://www.purpleworm.org/ (but I guess this is probably a popular site around here).


I was reading the entry for high mastery that said:

By spending a second slot on mastery, a character can become a high master. By this time, the character has spent four slots on a single weapon and is at least 6th level. High masters increase the speed factor of their chosen weapon by one category; for example, a slow weapon in the hands of a high master is automatically considered to be of average speed. High masters also score critical hits on rolls of 16 or higher rather than 18 (if the optional critical hit system is used) that hit their opponent by a margin of 5 or more.


High masters who specialize in bows, crossbows, slings, or firearms gain a new range category: extreme range. For all weapons, extreme range is 1/3 farther than long range. For example, if a weapon has a normal maximum range of 18 squares, in the hands of a master it can shoot 24 (1/3x18=6, 18+6=24) squares. Extreme range shots have a –10 penalty to hit before adjustments are made for the effects of mastery.


and grand mastery:

High masters who spend one more slot on learning their weapon of choice can become grand masters. Grand masters are capable of feats of swordplay that border on the fantastic. Grand masters gain one additional attack per round above and beyond a specialist’s rate of attacks for their level, so a 12th-level melee weapon grand master would attack 3 times per round with his weapon of choice.


Grand masters also increase the amount of damage and the chance of a knockdown when they employ their chosen weapon. The weapon’s base damage die and knockdown die are increased to the next greater die size against all opponents. A long sword thus inflicts 1d10/1d20 points of damage in the hands of a grand master, and its knockdown die is increased to a d10. If the weapon causes multiple dice of damage, all of them are increased. Thus, a two-handed sword in the hands of a grand master inflicts 3d8 points of damage on large targets. Needless to say, grand masters are extremely dangerous opponents.


So, is there a mod that applies the 16 crit roll, the knockdown effect and/or the improvement on hit dice? Would it be possible to implement those things by fiddling with Near Infinity?

I'm adjusting a Bladesinger kit for myself and need some help impl

07 April 2014 - 02:21 PM

Correct Title (I'm an idiot): "I'm adjusting a Bladesinger kit for myself and need some help implementing and balancing it"
I'm going to start a **BIG** BWP play, from candlekeep to throne, and decided to use an Elf bladesinger that is as faithful as possible to the 2e version (as found in the Complete Book of Elves). I would appreciate some feedback in my ideas on how to implement things and any help you guys can give with my questions.
I'm editing the Kit using DLTCEP, Near Infinity and Shadow Keeper.
After installing a lot of kits, I found the Bladesinger in the Turambar Fixes to be the best starting point, since it has the Bard as its base class.
My WeiDU.log is attached.
Now, to the description of the 2e PnP Bladesinger/Bladesong advantages and how I plan to "implement" them:
* Since the base kit is based on the Bard class, I'm editing PROFS.2DA and PROFMAX.2da to give the Kit the same amount of proficiency points as a fighter/mager, but reducing the initial points by 2, to simulate the points put in the Bladesong style;
* I'm using The Bigg Tweaks to give the extra attacks per round to all classes that can be specialized in a weapon;
* Bard spell proggresion;
* Bonus to HP on each level to pair the Bard HP progression with the one of a Fighter/Mage;
* Can't sing Bard songs or pick pockets;
* Can't put any proficiency slots in any weapon or style besides Long Sword and Single Weapon Style;
* +1 to attack rolls and +1 for damage (flat bonus at lvl 1);
* Can only wear Leather, Studded Leather and Elven Chain armor;
* Immune to the attack penalties from Blindness;
* -5 to attack rolls, -5 to damage, 50% reduction do ApR, 50% Spellcasting Failure when attacking an Elf;
* 13 Strength and Constitution, as well as a 15 Dexterity and Intelligence requirements at creation;
* +2 to dexterity and -2 to Strength and Constitution;
* No bonus To Hit or Damage from STR, but gets bonus to Hit from DEX. I have no idea on how to implement this, so any help is welcome;
* I plan to implement the Bladesong using innate "stances" that are mutually exclusive and can be switched freely (1 round to switch):
 * Defensive Bladesong: -2 to Base AC;
 * Precision Bladesong: +2 to Hit;
 * Parry and Attack Bladesong: Disables Spellcasting. Penalty to Melee Thac0 to any enemy that is attacking and being attacked by the bladesinger. The penalty is equal to Bladesinger's lvl/2 + 1. Reduces the Apr of the Bladesinger by 1 while the stance is active. I'M HAVING A LOT OF TROUBLE with this one, since reducing the ApR by 1 makes the Base CRE Apr equal to 0, and that makes any bonus attacks disappear. Any ideia on how to make this work, or even a workaround, would be VERY appreciated.
 * Disarm Stance: Disables Spellcasting. +1 to initiative and 4 penalty to Bladesinger's melee thac0. Disarms an opponent on a successful hit. If the Bladesinger gets hit by the target, the disarm effect is disabled for 1 round;
 * Battlecasting Stance: Disables attacks. +2 to spellcasting time. Gives the bladesinger a bonus to AC against slashing, crushing and piercing equal to his level/2 + 1;
That's it. Any suggestions on how to best implement all those things or feedback on balance are welcome.