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Grandmastery "fix" ... please compare nerfed vs. "fixed" levels of proficiency
Posted: Wed Dec 26, 2007 3:55 pm
by Klorox
I know in BGI weapon proficiencies were a certain way, the same way they're implemented in IWD1. In BGII, these proficiencies were "nerfed".
I also know there are a lot of tweaks or mods that will "unnerf" weapon proficiencies. But I am having trouble locating a chart showing what each proficiency actually does in each style.
If possible, I'd love to see a comparison.
TIA
Posted: Wed Dec 26, 2007 6:11 pm
by Silvanerian
Not 100% sure what you're looking for, but if I read you right, you're talking about the 'small swords/large swords' vs 'specific weapon', right?
If so, then can say that in PnP if was even more detailed than in BG2. Scimitars/wakisashi/ninja-to would be 3 different porficiencies for example.
If you're talking about the bonusses, then I can't remember from AD&D, but I would be surprised if Bioware didn't implemented the correct thing in BG1.
As for nerfing, the warriors got nerfed even further in BG2; they are supposed to gain an extra ½ attack per 6 levels, but it shouldn't end at 13. They should receive an extra half at 19, 25... too.
If that was implemented, would put the specialised single classes (eg paladins and rangers) more in their right.
As for tables and such, perhaps you can find some AD&D manuals online?
Posted: Thu Dec 27, 2007 1:30 am
by Jedi_Sauraus
Unnerfed at ***** level you get +5 Thac0 and damage and a total of 1 extra attack compared to 1/2 attack +2 Thac0 and +3 damage. Something along those lines anyway. IMHO this is a great mod as it serves to flesh out the benefits of the standard fighter class. In the standard version ** which anybody can get gives you 1/2 +1 Thac0 and +2 damage, or was that +2 thaco +1 dmg ?? Either way ** gives you roughly 95% the advantage of grand mastery, and since anybody can get ** this is unfair to fighters: ie why bother being a fighter when you can be a ranger or paladin and get access to AoF and other benefits from kits and such. Sure you level slower, and lose about 30hp in the long run, but the cost is easly offset by the benefit. With the true grand mastery fighters regain their offensive superiority.
Edit: You may consider other difficulty enchancing mods to compensate for this. I would use this mod by starting out at 1 star at PC creation. When I picked up Korgan straight out of the chateau he had a thac0 of like 2 with axes which clearly overpowers him in the early game. He's using hammers now to compensate.
Edit 2: I looked it up
Nerfed: Thac0/dmg/attack per round
0 -1/-1/1
* 0/0/1
** +1/+2/1.5
*** +2/+2/1.5
**** +2/+2/1.5
***** +2/+3/1.5 A grand total of 1 damage and 1 Thac0 for 3 stars
True GM:
* 1/1/1
** 2/2/1.5
*** 3/3/1.5
**** 4/4/1.5
***** 5/5/2
Posted: Thu Dec 27, 2007 1:47 am
by Silvanerian
@Jedi: You should only be allowed specialisation upon character creation (level 1). Thus to be a grandmaster, you'd need to be minimum level 9. In BG2, they didn't incoporate this, this a level 7 fighter can be a grandmaster, which of course is wrong...something the player has to amend himself if he so wishes.
Korgan at level 9 is OK as grandmaster (though believe he also has 5 stars in axes at level 8, right?)
Posted: Thu Dec 27, 2007 2:12 pm
by Jedi_Sauraus
At level 7 korgan has ***** in axes and * in hammers if you pick him up at level 9 he has ** in hammers. I think your allowed GM from the start rvrn in BGI. I was fooling around with Easy Tutu and a warrior class starts with **** proficiencies to distribute. All of them can potentially go to a single weapon.
True GM is way to over powered if you don't restrict yourself. It should start at ** at level 9 reaching ***** at level 18. At that level you're fit to be a Grand Master IMHO. Since Korgan already has ***** in axes I'm not using axes until he reaches level 18-20
Posted: Thu Dec 27, 2007 5:04 pm
by Klorox
Tutu uses the BG2 rules, and you can put 4 in any weapon at the start. But BG1 without Tutu restricts you to 2 max at the beginning.