UnearthedArcana / B_Spells

6 stars 2 forks source link

Revised Innate and Special Abilities #193

Closed Grammarsalad closed 4 years ago

Grammarsalad commented 4 years ago

Revised Innate and Special Abilities

This section details changes to innate and special abilities.

Thief Abilities

Set Snares (Revised)

Revision Notes: My goal here is to differentiate traps thematically based on the kit of the character setting the trap. Thus, Assassins can make any trap they set more effective by expending a use poison ability to add poison damage to the trap (though, they risk wasting that daily use if they do not successfully set the trap). I am heavily inspired both by Adarnis' Trap Revisions mini-mod as well as Rogue Rebalancing, (NOTE LINK!) but my take here is slightly different. I like the TR option to both select different kinds of traps, the option to make traps more effective based on your set traps skill rather than level, the ability to incorporate spells into traps, as well as the elimination of the chance of set traps failure, but not the gold cost associated with it. RR has nice differentiation between bounty hunter and assassin traps based on presumed knowledge of herbalism and poison use, respectively. Because there are so many potential options, it is highly recommenced that you read the section below on Specific Changes and set the relevant variables in b_spells_settings.ini to get the version of set snares you prefer.

Specific Changes 1) Differentiated Traps: If kit_traps is set to 1 in b_spells_settings.ini (set to 1 by default), then traps will be differentiated by kit and class. If trap_kinds is also enabled, then each kit will be able to set all traps according to their level. Otherwise, they will only be able to set the most recent kind of trap based on level. Note that newly added kits will get the standard thief trap unless they are specifically addressed by this mod (let me know and I'll see what I can do.)
2) Trap Kinds: If trap_kinds is set to 1 in b_spells_settings.ini (set to 1 by default), then thieves have the option to set different kinds of traps when they use the Set Snare ability (or the Set Special Snare, in the case of the Bounty Hunter). If kit_traps is also enabled, then each kit will be able to set different kinds of traps based on their kit. Otherwise, they will only be able to set traps according to the standard thief (excepting the Bounty Hunter when using the Set Special Snare ability).
3) Trap Skill: If trap_skill is set to 1 in b_spells_settings.ini (set to 1 by default), then the set traps skill does not determine success of setting a trap, but rather it determines the power of the trap itself. It also 'smooths out' progression as the 'smoothed progression' option below (i.e. smooth_traps is automatically set if trap_skill is enabled. See the following table for details.
4) Smoothed Trap Progression: If smooth_traps is set to 1 in b_spells_settings.ini (set to 1 by default), then the set traps skill progresses more smoothly as the character levels up (or gains skill in set traps if trap_skill is enabled. See the following table for details.

Trap Level Set Trap % Effect
Set Snare (O) 1 1% 1d6 +1 missile damage
^^ 3 30% 1d8 + 5 missile damage
Set Special Snare (O) 1 15% 1d8 +5 plus slows target for 5 rounds if a Save vs. Spell is failed.

Trap: The trap in question.

Level: The level of the character (i.e. if trap_skill is not enabled).
Set Trap %: The Set trap % need to have this effect (i.e. if strap_skill is enabled).
Effect: The effect of the trap at this level or skill level.

Set Snares (Revised Thief Version)


Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the character's level and can only be triggered by enemies. Thieves gain access to a number of different types of traps that they set as they level up.

Specific Changes 1) Touch Range: If armor_touch_patch is set to 1 in b_spells_settings.ini (set to 1 by default)

Notes:
1st level cantrips: If 1st level cantrips is installed, then Armor will Not be touched by this component. If 1st level cantrips is later installed, then the change to Armor will be reverted back to the original spell (i.e. caster only).

Grammarsalad commented 4 years ago

HLAs

Credit for many of these ideas (add to readme): Davaeorn: https://www.youtube.com/watch?v=mlR9ajsUOqU

Storm of Vengeance: Patch 1) -4 to saves
2) chance to knock opponents down
3) Duration 1 turn

Globe of Blades: Patch 1) Save for 1/2 damage 2) Casting time 4

Implosion: Patch 1) Give Priest ability to use Implosion 1x/round (as pnp) (though weaken it in some way or only available at very high level)

Evasion: Patch 1) Permanent Bonus (change in other ways, as well)

Greater Evasion: Patch 1) Permanent Bonus (change)

Avoid Death: Patch 1) Ensure immune to Death Spells (e.g. PW Death)

Alchemy: Patch
Select potion (also give to wizards and priests who get better potions)

Scribe Scrolls: Patch Select (also give to wizards and priests who get better potions). Revise spell list (to be useful to rogues)

Dragon's Breath: Patch Choose different types of breath. -4 Saves

Comet: Patch -4 Saves

Magic Flute A better Animate Instrument (Creates a 'creature' that plays an improved Bard Song--maybe that grants immunity to fear, etc.).

Greater Whirlwind: Patch
As Whirlwind (+4 hit) +4 Damage, lasts 3 rounds

Death Blow: Patch Creatures save. vs death or die (no level cap--but must be lower lev than user)

Enhanced Bard Song: Enhances Bard Song (kit appropriate--jester, a better Jester effect, etc.)

Greater Death Blow: Patch As Death Blow, -2 to save

Resist Magic: Patch 1) Permanent Magic Resistance (but Not 50%--20% or something) 2) Cumulative Magic Resistance 3) Wis slayer only (flat +20% MR)

Set Time Trap 1) Change to some 'mundane' trap (unless thief/mage or Bard).

Set Spike Trap 1) Add Save for 1/2 damage

Set Exploding Trap 1) Add Stun effect

Tracking: 1st level Ranger Ability (ie not a HLA). Also, see about BG1 implementation of Infravision.

War Cry: Patch 1) Stun for 1 round if no save vs. paralysis (in addition to fear effect sv. vs spell)
2) No save fear effect

Whirlwind Attack: Patch +4 to Hit (rather than -4)

New Druid/Shaman HLAs

Wild Casting: Cast spells while in shapeshifted forms

New Ranger HLAs

(Improved) Set Natural Snare: an especially good Set Natural Snare ability (which replaces revised ranger Set Snare if present)

Grammarsalad commented 4 years ago

Inspiration: https://www.youtube.com/watch?v=jFuPLM0UuUA

Thief Traps

Dirty Tricks (new rogue ability tied to set snares)

Grammarsalad commented 4 years ago

Moving to IE Designs