Balance
- sep caldessian
- Wheres the donation box?
- Posts: 190
- Joined: Wed Apr 21, 2004 10:48 am
- AlienOverlord
- Pk Bait
- Posts: 87
- Joined: Mon May 31, 2004 8:01 pm
I have a fighter monk who's level 17 and dual wields kamas for up to 9 attacks/rd. He has a str of 26 with equipment. I have a cleric of level 17 who wields a short sword for 3 attacks per round and has a str of 15 with equipment. The cleric only casts bull str (lucky roll gets str to 20) dark fire and bless for combat and he rips thru tree bashers far better than the almost pure fighter. Granted, I have a better short sword than either kama, but this seems a little ridiculous. The cleric was designed for offensive spells (air, sun) and not for melee (nat str of 10). I've also had the fighter go with a shield and longsword combo (the sword having 1d6 acid) and still I'd say just the dark fire makes the cleric do better. I don't want to see dark fire destroyed, but it is only a level 3 spell and lasts a long time. Maybe some fire resist on more enemies (not ice walkers, but blood drinkers and tree smashers).
The cleric is uber because Bioware screwed-up in a lot of very important places. I touch on this in the <a href="http://www.nsrealm.com/boards/viewtopic ... 15">Cleric Restrictions</a> thread, but ALL of the cleric's buffs stack. At level 20, Resistance, Virtue, Bless, Aid, Divine Favor, Prayer, Divine Power, Battletide altogether grant:
+ 4 to all saves
additional + 2 to saves versus fear
+ 15 to hit!!! (and possibly more if they're strength was raised via Divine Power)
+ 8 to damage (and possibly more if they're strength was raised via Divine Power)
+ 1 attack per round...4 attacks per round total
+ 3 to skill checks
+ 22 to 29 (25.5 average) temporary hit points
...
And this is just out-of-the-box NWN...and only a handful of spells! I've actually figured out how to code the modifications on paper for these spells by taking a cursory glance at the NWN scripting language. Take a look at my suggestions if you're interested in the details.
+ 4 to all saves
additional + 2 to saves versus fear
+ 15 to hit!!! (and possibly more if they're strength was raised via Divine Power)
+ 8 to damage (and possibly more if they're strength was raised via Divine Power)
+ 1 attack per round...4 attacks per round total
+ 3 to skill checks
+ 22 to 29 (25.5 average) temporary hit points
...
And this is just out-of-the-box NWN...and only a handful of spells! I've actually figured out how to code the modifications on paper for these spells by taking a cursory glance at the NWN scripting language. Take a look at my suggestions if you're interested in the details.