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Jamski is offline Jamski
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lol ED&D is officially full PvP LOL
May 2002
time: 05:27
  Old Post 02-03-2005 17:50
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I guess any two-handed weapon benefits most from massive STR...

But to be an ARSE about it, a quarterstaff improves the most as it has the least base damage (1d6 criticals 20x2) It would get +12 to damage, which increases its average damage from 3.5 to 15.5.

I guess a dagger has lower base damage (d4 criticals 20x2) but as a one handed weapon it would only get +8 to damage from a STR of 26, which increases its average damage from 2.5 to 10.5

Erm... that was the answer you wanted, right?

-Jam

DrSpike is offline DrSpike
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Sep 2001
time: 05:27
  Old Post 03-03-2005 00:08
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Not sure it's a given (unless you calced it) that higher strength favours the two-handed weapon over dual wielding. It depends on the base damage and maybe the level in question right?

Space05us is offline Space05us
King

Nov 2001
time: 17:27
  Old Post 03-03-2005 00:55
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How about double sided weapons? I thought, when I asked my question, that they were two-handed as well, because you hold one weapon in two hands. I was wrong I think.

Do they get an increased STR bonus? Extra attacks per round?

DrSpike is offline DrSpike
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Sep 2001
time: 05:27
  Old Post 03-03-2005 01:11
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There are 1 handed and 2 handed weapons. The latter take both hands ( ) and get 1.5*Strength bonus. They do not get extra attacks.

duke o' york is offline duke o' york

Emperor

Oct 2001
time: 05:27
  Old Post 03-03-2005 17:07
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What about the hand-and-a-half sword?

DrSpike is offline DrSpike
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Sep 2001
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  Old Post 03-03-2005 23:48
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You can only use that if you take the half cut feat.

duke o' york is offline duke o' york

Emperor

Oct 2001
time: 05:27
  Old Post 04-03-2005 17:02
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Some of my greatest gaming triumphs have been down to clever use of that feat. Like the time when I decided it would be advantageous to move my sole defender out of my capital in Civ 2, but not to attack the barb horseman directly outside.

Or when I killed the fortune teller in BG (see that thread for an object lesson in stupidity and disappointment).

DrSpike is offline DrSpike
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Sep 2001
time: 05:27
  Old Post 04-03-2005 23:57
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Alcohol is cool in NWN. It's something like int debuff but higher fear resistance.

Space05us is offline Space05us
King

Nov 2001
time: 17:27
  Old Post 05-03-2005 01:10
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Got spare money?

Going through the toolset tutorial Im beginning to learn how much effort Jamski put into his module.

duke o' york is offline duke o' york

Emperor

Oct 2001
time: 05:27
  Old Post 07-03-2005 17:11
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Got spare money?

Don't bother learning how to do it yourself! You'd be far better off putting all your effort into joining us to badger Jamski into writing the sequel!

Space05us is offline Space05us
King

Nov 2001
time: 17:27
  Old Post 07-03-2005 17:49
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Its too late, Im having fun with the toolset, more fun than actually playing the game.

As a matter of fact, I'm working on my first module right now.

I also need a little help with something, I need some ideas for new items. I need help coming up with ideas for equipment for rogues, wizards, bards, etc. you know the sissy characters.

I havent played NWN or D&D nearly as much as you guys so Im not sure what kind of equipment would be useful for those classes.

Jamski is offline Jamski
Deity
lol ED&D is officially full PvP LOL
May 2002
time: 05:27
  Old Post 07-03-2005 20:04
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Heh, its kinda in reverse to what you think. Rogues and wizards are looking for STR and CON boosting gear and so on. All spell casters want to boost their main casting stats. Everyone wants a better AC and to do more damage.

I like to offer "trade-off" items. You have to give someting up to benefit somewhere else.

Damage reductions are always useful for those classes with less HPs.

Oh, and Haste is the holy grail for all classes.


quote:
How about double sided weapons? I thought, when I asked my question, that they were two-handed as well, because you hold one weapon in two hands. I was wrong I think.

Do they get an increased STR bonus? Extra attacks per round?


Using a double bladed sword, for example, is calculated exactly as if using a longsword in each hand, but without the penalty (-2 to hit) from using a large weapon in the offhand. Dual weilding feats are needed for effective use of doublesided weapons. Generally not effective, as it is often better to be able to gain the magical bonuses from two different weapons at once.

Dis is offline Dis
Emperor
Las Vegas, Nevada
Feb 2000
time: 21:27
  Old Post 07-03-2005 22:52 Visit Dis's homepage!
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but they look cool

Jamski is offline Jamski
Deity
lol ED&D is officially full PvP LOL
May 2002
time: 05:27
  Old Post 07-03-2005 23:15
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Lose 30 kilos (of popups)

They have a bad animation. Half the time you hit the opponent with the "stick" in the middle

-Jam

DrSpike is offline DrSpike
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Sep 2001
time: 05:27
  Old Post 07-03-2005 23:20
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quote:
Originally posted by Jamski


Oh, and Haste is the holy grail for all classes.



Amen to that!

Space05us is offline Space05us
King

Nov 2001
time: 17:27
  Old Post 08-03-2005 03:00
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quote:
Oh, and Haste is the holy grail for all classes.


Haste and Freedom of Movement are the bomdiggity.

Jamski is offline Jamski
Deity
lol ED&D is officially full PvP LOL
May 2002
time: 05:27
  Old Post 08-03-2005 04:06
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So a good designer should make them hard to obtain

-Jam

duke o' york is offline duke o' york

Emperor

Oct 2001
time: 05:27
  Old Post 08-03-2005 17:09
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* duke e-mails Jamski perma-Haste spell, but it's blocked by his firewall and comes back.

Is it possible to make items that are x uses per period with a longer period than usual? In the original games all the items of this type are x uses per day, but if you rest then you get them all back again, even if it was only 10 minutes since you last rested. It would be cool to have something that got recharges by events: so that your fireball staff had 5 charges, but once they were used up, you could only get them back by going outside and using solar power. There would have to be some way of marking areas as effective for this though.

Jamski is offline Jamski
Deity
lol ED&D is officially full PvP LOL
May 2002
time: 05:27
  Old Post 08-03-2005 18:05
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Yes, that's possible. Once all the charges of an item are used up you lose the item though, so you'd have to recharge it on 1 charge left.

The outside areas would have OnEnter scripts that look to see if the EnteringObject (the PC) has the staff in their pack. Then it would look to see how many charges it had, and if it was less than the maximum, it would increase them.

-Jam

DrSpike is offline DrSpike
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Sep 2001
time: 05:27
  Old Post 09-03-2005 00:03
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Sounds like child's play.

Dis is offline Dis
Emperor
Las Vegas, Nevada
Feb 2000
time: 21:27
  Old Post 09-03-2005 04:36 Visit Dis's homepage!
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or the easy way to do it is restrict resting to once a day .

the hardcore mods restrict resting to at least 8 hours since you last rested. But you may be able to make it 16 hours.

Space05us is offline Space05us
King

Nov 2001
time: 17:27
  Old Post 10-03-2005 15:49
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I need someone to play test my module. Its not even half way done yet, but I dont think I can maintain my objectivity if I continue to play it 50 billion times to check to see if each little problem is fixed.

First person to PM me with thier e-mail address will get the honors. It will be sent in zip format.

cyclotron7 is offline cyclotron7
King
Drowning in Schnitzel
Jan 2001
time: 21:27
  Old Post 10-03-2005 17:03
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quote:
Originally posted by Jamski
Using a double bladed sword, for example, is calculated exactly as if using a longsword in each hand, but without the penalty (-2 to hit) from using a large weapon in the offhand. Dual weilding feats are needed for effective use of doublesided weapons. Generally not effective, as it is often better to be able to gain the magical bonuses from two different weapons at once.


The advantage of using a double sword over, say, two swords, is that using a "light" weapon further lowers your associated penalties for dual wielding. The offhand part of a double weapon always counts as light. If you fight with two longswords, neither one of which is light, you'll get more penalties than if you went with the double sword.

That said, it's still probably a better idea to go two weapons, but with a longsword/short sword or similar combo. The reason is that, in higher levels and with good magical items, the actual damage dice of the weapon don't matter very much. A high level fighter is going to be doing a great deal of damage with strength, item enhancement bonuses, and bonus (fire, etc.) damge dice, to the point that the difference between 1d6 and 1d8 is basically meaningless.

If your attack is high enough, however, the penalty for using a non-light offhand weapon (-2 for both weapons) may not even faze you.... in which case, knock yourself out.

Jamski is offline Jamski
Deity
lol ED&D is officially full PvP LOL
May 2002
time: 05:27
  Old Post 10-03-2005 17:33
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PM sent to Space05us

-Jam

Space05us is offline Space05us
King

Nov 2001
time: 17:27
  Old Post 10-03-2005 18:14
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Got spare money?

Jamski

Jamski is offline Jamski
Deity
lol ED&D is officially full PvP LOL
May 2002
time: 05:27
  Old Post 10-03-2005 19:58
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Ok, ultrahard review coming up:

Objectives: These are clear. No confusion. Get through the cave and come back. Kill the goblins and report. Journal updates as it should, rewards are given as required. No nonsense.

Shopping: Nice basic shop to start with, but very limited funds to buy stuff initally, and a long way to walk back to when you DO get some funds. Sadly contains only Bioware items. Later shop in the fire beetle cavern sells interesting custom gear. At the time I found it I had 910 gold coins, having sold nearly everything I found. The cheapest item there was about 200,000. Problem perhaps?

Map design: Ok, BIG PROBLEMS.
1.) Why the hell do I need to walk so much though huge empty levels?
2.) Why do I need to walk back through those big empty levels twice? 15 minutes of just walking...
3.) All the maps use default lighting, fog, music etc. Almost no use of placeables to customise maps.
4.) I gotta say it again. HUGE EMPTY LEVELS.

Monsters: Default Bioware monsters Make your own skeletons and firebeetles that don't drop skelebone knuckles and firebeetle bellies. A bit more variety is always nice.

Problems: No way out of the "dungeon" level that I can see. I've killed the Vampire and got a "dungeon key" but the rear door is still locked. Also area transitions waypoints placed at 90° to the transition triggers - they need adjusting.

Overall: Hmm... shows promise. Needs polish. Needs something to make it unusual and original. Needs "filling up" or smaller levels.

-Jam

DrSpike is offline DrSpike
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Sep 2001
time: 05:27
  Old Post 11-03-2005 00:03
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Suffering from ads?

Sourpuss.

Space05us is offline Space05us
King

Nov 2001
time: 17:27
  Old Post 11-03-2005 03:43
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quote:
Later shop in the fire beetle cavern sells interesting custom gear. At the time I found it I had 910 gold coins, having sold nearly everything I found. The cheapest item there was about 200,000. Problem perhaps?


It was intended to be an inside joke for 'Polytubbies, but I was thinking of removing it just so other people who play it dont go there all sad that they cant buy anything.

quote:
Map design: Ok, BIG PROBLEMS.
1.) Why the hell do I need to walk so much though huge empty levels?
2.) Why do I need to walk back through those big empty levels twice? 15 minutes of just walking...
3.) All the maps use default lighting, fog, music etc. Almost no use of placeables to customise maps.
4.) I gotta say it again. HUGE EMPTY LEVELS.



I'll do something about the HUGE EMPTY LEVELS, probably make them a bit smaller by merging the two middle sections.

I'll see what kind of clutter I can include.

The areas dont use default lighting, I made it darker than normal (so torches, darvision, and rings would have purpose).

Im not sure what to change the music to though, all I have to choose from is whats provided and its all crap.


quote:
Make your own skeletons and firebeetles that don't drop skelebone knuckles and firebeetle bellies


will do.


quote:
Problems: No way out of the "dungeon" level that I can see. I've killed the Vampire and got a "dungeon key" but the rear door is still locked. Also area transitions waypoints placed at 90° to the transition triggers - they need adjusting.


Thats where I stopped adding on when I emailed it to you, so that was "the end"



I the Jamski for being honest, I was scared you wouldnt be.


Did you have any difficulty? Should I make anything harder or easier?

spoiler(highlight to read):
How much trouble did you have with the goblin chieften?

Space05us is offline Space05us
King

Nov 2001
time: 17:27
  Old Post 11-03-2005 15:25
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Jamski I need help. I cant figure out how to create area transitions without the PC coming out facing the wrong way.

cyclotron7 is offline cyclotron7
King
Drowning in Schnitzel
Jan 2001
time: 21:27
  Old Post 11-03-2005 15:29
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When you link two area transitions, a waypoint is created on top of each one. You'll see it, it's a little arrow in a circle. Select the waypoint (not the area transition) and rotate it as you would a placeable; the PC will appear at the waypoint facing the way the arrow points.

Hope that helps.

 
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