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Jester song revision - [IMPLEMENTED]


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#1 aVENGER

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Posted 18 October 2009 - 03:15 AM

Despite my efforts, it appears that the Jester's song has been somewhat unbalanced in the past releases. In particular, the "Stun" effect present at its highest tier proved to be too powerful, even after the saving throw penalty reduction which was implemented in the last release. However, working on the Assassin kit during that time provided me with a new idea for resolving this - creating a brand new effect via secondary types. So, from the next version onward, the "Stun" effect in the Jester's song will be replaced with a custom "Mesmerize" effect which is a slightly modified version of the PnP "Fascinate" ability.

The technical difference between the two effects is as follows. Mesmerized opponents are treated as feebleminded rather than stunned, so they won't lose their AC bonus and thus cannot be automatically hit while affected. Furthermore, contrary to stun, the mesmerized state will end as soon as the affected creature is attacked, either physically, by a spell or through an innate ability. For clarity, any spell or ability flagged as hostile will break the effect, not just the ones that deal damage. If anyone's interested in the technical details, this is accomplished by introducing a new secondary type and using that along with a shell spell and opcode #232 to ensure that the mesmerize effect is broken once the opponent is attacked.

All in all, I think this will finally balance out the Jester's song, as its effects are now primarily aimed toward dividing opponents into smaller, more manageable groups, rather than making them entirely defenseless. Previously, stunning an opponent (even for a single round) usually resulted in its immediate demise. Now, players will likely avoid attacking mesmerized opponents until the effect expires and focus on the ones that are still active instead. This is also how the fascinate ability works in PnP, so I think it makes a lot more sense now. For reference, here's the updated kit description:

JESTER: This bard is well versed in the arts of ridicule and hilarity and uses his abilities to distract, confuse and mesmerize his enemies, cavorting madly during combat. Many sages believe that Jesters live in a constant state of borderline insanity. It's known that they crave for attention and feel at ease only when they are the focus of events. All Jesters are chaotically aligned, since no mind attuned to law and order could possibly sustain such an odd personality. Due to their peculiar fighting style, Jesters tend to avoid large and unwieldy weapons.

Advantages:
- Gains Jester's Song at first level. This ability further improves at 9th and 18th level
- Gains Fool's Luck and Chaotic Mind as passive traits at first level

Disadvantages:
- Can only become proficient with weapons that are usable by the Thief class
- Must be Chaotic aligned
- Battlesong doesn't help allies

Jester's Song:
A Jester's Song doesn't help allies. Instead, it distracts every opponent within hearing range. The effect of the song further improves as the Jester gains more levels:

1st: Enemies must save vs. spells or become distracted (+4 save bonus)
9th: Enemies must save vs. spells or become distracted (+2 save bonus) and confused (+4 save bonus)
18th: Enemies must save vs. spells or become distracted (no save bonus), confused (+2 save bonus) and mesmerized (+4 save bonus)

Distracted opponents have a 20% chance of spellcasting failure and suffer a 2 point penalty to their THAC0 and AC. Confused opponents either go berserk and attack the nearest creature, stand still and babble incoherently or wander about aimlessly. Mesmerized opponents have their flow of thoughts disrupted to such an extent that they are unable to take any rational actions while listening to Jester's song which effectively incapacitates them. However, even in that state opponents can still perceive danger on a subconscious level, so any hostile action taken against them automatically breaks this effect. The Jester's song has no effect on mindless creatures such as Constructs, Skeletons, Zombies and Slimes.

Fool's Luck:
Jesters are careless, foolish and given to whimsical decisions, yet they seem to possess some uncanny ability which allows them to survive in almost any situation. Fool's Luck adds a +1 bonus to the Jester's base Armor Class, a +1 bonus to all of his saving throws and a +5% bonus to his pickpocket skill checks.

Chaotic Mind:
Due to their unique mindset, Jesters are innately immune to the effects of spells, items and abilities that cause Confusion.


Edited by aVENGER, 24 October 2009 - 12:29 AM.


#2 aVENGER

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Posted 18 October 2009 - 03:20 AM

BTW, the Enthralling Melody HLA which all bards receive will be altered in a similar manner. In effect, it will work akin to the PnP "Mass Fascinate" ability. Here's the updated description:

Enthralling Melody

Range: Visual range of the caster
Duration: 5 rounds
Casting Time: 7
Area of Effect: 30 feet radius
Saving Throw: Special

By softly humming a catchy tune, an experienced Bard can captivate and enthrall any audience, even creatures that do not understand his language. Opponents in the area of effect must successfully save vs. paralyzation or give the Bard their undivided attention, totally ignoring their surroundings and becoming fascinated for the following five rounds. Fascinated creatures can take no actions for the duration of the effect, however, they can still perceive danger on a subconscious level so any hostile action taken against them automatically breaks this state. In addition, even if opponents make their saving throws and avoid the fascination effect, there is still a 25% chance that they will become confused for one round (no save) from being too deeply immersed into the hypnotic pattern of the song.

Being non-magical in nature, this ability completely ignores any magic resistance of the targets. However, it has no effect on mindless creatures such as Constructs, Skeletons, Zombies and Slimes.


Edited by aVENGER, 24 October 2009 - 12:28 AM.


#3 -Xisco-

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Posted 01 December 2009 - 03:10 AM

Hello,

First I'd like to show appreciation for everything you're doing. Mods make great games even better! So thank you very much for your efforts. :-) Now onto my question... I've installed the rogue rebalancing v4.31 after installing the two official patches (for SoA and ToB) and the BG2 fixpack. What primarily concerns me is the jester song and its confuse ability. I mean so far I've managed to get to level 9 (where the confuse ability starts) and the goblins (still in Irenicus' prison) I've managed to confuse didn't really act confused. They still pretty much fought against my NPCs and, well, behaved as all is normal. Did I do something wrong as far as installation is concerned or maybe it's just the way confuse works? Maybe confuse works better against more... shall we say "complex" creatures?
I remember the way the old Jester song worked in vanilla BG2. All the baddies who got confused had the stars swirling above their heads but apart from this nothing else was changed in their behavior. I'm so glad someone got around to fixing this annoying bug so please help me apply this change properly so I can get down to kickin' butt with the awesomeness that is the Jester! :-D

#4 aVENGER

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Posted 04 December 2009 - 01:24 PM

Hello,

First I'd like to show appreciation for everything you're doing. Mods make great games even better! So thank you very much for your efforts. :-)


Cheers, I'm glad you found the mod enjoyable.

...after installing the two official patches (for SoA and ToB) and the BG2 fixpack.


It's not necessary (and not recommended) to install the SoA patch at all if you are using ToB. Also, make sure that your ToB patch version is 26498.

What primarily concerns me is the jester song and its confuse ability. I mean so far I've managed to get to level 9 (where the confuse ability starts) and the goblins (still in Irenicus' prison) I've managed to confuse didn't really act confused. They still pretty much fought against my NPCs and, well, behaved as all is normal.


This is unmodded game behavior and I believe that it's intended. If a confused character is attacked, it will fight back. See the in-game description of the 4th level Confusion spell for more details.