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Ease-of-Use Mod: damage reduction

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Cormac
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Ease-of-Use Mod: damage reduction

Post by Cormac »

I just found the ease-of-use mod provided bei Weimer.

There is one rule modification concerning armor which caught my attention:
It changes armor in a way that it now give addtional damage reduction according to its AC. I found this idea very much appealing since I anyway never liked D&D's AC concept.

Has anyone of you made any experience with this mod? How does it affect the gamebalance? Will it result in heavy armoured PCs or NPCs to become invulnerable?
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silverdragon72
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Post by silverdragon72 »

.

I also like the idea of this mod...

...but I have to admit that I never tested this cause I'm not sure how this affects gamebalance!


btw. don't think that your PCs will gain much cause most enemies deal much more damage...

...and keep in mind that this mod also affects enemies - and things could get really tough if you enemies with DR who gets additional DR from this mod!

.
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Kipi
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Post by Kipi »

I have tested it, and have to admid that I didn't like it.
With those extra damage reductions, monster does hardly any damage to you, making the game too easy. For example, I emptied the goblin cave in prologue with a single sorcerrer. I didn't rest and my sorc didn't get any damage, thanx to damage reduction.
So, IMO, it's not worth of using, cause it ruins the game
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Raumoheru
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Post by Raumoheru »

The whole damage reduction mod makes no sense
Why? This is for those of
you who dislike 3E's continual use of "armor class" despite the fact that
plate mail makes you (as a unit) easier to hit but harder to damage. This
is also for those who are used to more "complicated" or "realistic" combat
systems that make a more concerted distinction between dodging and damage
resistance.


but the whole point of the AC system isn’t whether it hits you or not. it is whether it hits you AND hurts you. a person may be able to hit u a thousand times with a knife, but never hurt you because it keeps bouncing off your plate mail.
"War does not determine who is right, it determines who is left"
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lompo
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Post by lompo »

[QUOTE=Kipi]I have tested it, and have to admid that I didn't like it.
With those extra damage reductions, monster does hardly any damage to you, making the game too easy. For example, I emptied the goblin cave in prologue with a single sorcerrer. I didn't rest and my sorc didn't get any damage, thanx to damage reduction.
So, IMO, it's not worth of using, cause it ruins the game[/QUOTE]

Just to be curious but how your sorc. could have dmg red. an cast spells since the dmg red. works only if you wear armour and is equal to the armour bonus? you should be wearing some kind of armour on, and to be effective some kind of medium/heavy armour which should prevent you from casting effectively.

Anyway I don't feel that dmg red. is such a bad idea, because it makes a little more appealing an heavy armour built for HoF which I consider very imbalanced. As for normal it sure gives you great good advantage to your heavy armoured char., but also the enemy benefit from that so it's even (something like the mastery patch in BGII).
And also by a role playing point of you it makes sense, good armours are supposed to be the best protections from taking dmg, while in IWD2 there isn't much incentive in taking the route to heavy armour (light/medium usually have better enchantments on and offer same or better protection).
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Cormac
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Post by Cormac »

It seems that the damage reduction mod only changes the properties of armor items. So a NPC needs to wear some kind of armour in its inventory to benefit from this mod. Innate AC or AC bonus due to spells will not give any bonus in terms of damage reduction.

Even though it contradicts the D&D AC concept I still like this mod very much. I will even change the creature profiles manually giving them some damage reduction if needed. I am really interested how this will work off.

I personally think that melee oriented parties will have a harder time against spellcasters. Magical damage will still do normal damage wherelse melee/missile damage will be reduced in most cases. So you will need far more time to fight yourself through any frontrow of warriors to get to the spellcasters in the the backrow. Since I want to play a party consisting only of fighters and one cleric this will really get interesting.

Btw when I still did P&P RPGs I used systems like RuneQuest and Harnmaster, which were more "realistic" than the somehow abstract combat and level system of D&D. That's the reason why I like this mode that much.
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ammama
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Post by ammama »

huh?

what are Pen and Paper RPGs?
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Raumoheru
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Post by Raumoheru »

haha u have a lot to learn young one,

Pen and Paper is how they used to play the games before they had computers to do it for them. instead of having the pc roll the dice and do the math for you, we had to figure it out ourselves :D
"War does not determine who is right, it determines who is left"
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