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Armor and weapon changes
Posted: Mon Oct 24, 2016 2:45 pm
by mrm3ntalist
mrm3ntalist wrote:These are the armor and weapon changes
Armors
Halfplate 7/0 becomes 8/0
Hide armor 3/4 becomes 3/5
Chain mail 5/2 becomes 6/2
Splint mail 6/0 becomes 7/1
Banded Mail 6/1 becomes 7/1
Scale Mail 4/3 becomes 5/3
Weapons
Club stays D6
Spear to D10 from D8
Flail x3 from x2
Light hammer x3 from x2
Warmace x3 from x2
Halberd D12 from D10
Quarterstaff 2D4 from D6
Shurikens 3D2 from 1D2
Re: Armor and weapon changes
Posted: Mon Oct 24, 2016 2:47 pm
by Endelyon
Looks like I goofed on Splint Mail. I made it 7/0 instead of 7/1. I'll get that corrected ASAP.

Re: Armor and weapon changes
Posted: Mon Oct 24, 2016 3:47 pm
by Theodore01
What a wonderful change - great work

thxs
Re: Armor and weapon changes
Posted: Mon Oct 24, 2016 4:04 pm
by Akroma666
Was wondering when this would go live, awesome!
How does this effect the mithril variants?
Re: Armor and weapon changes
Posted: Mon Oct 24, 2016 4:05 pm
by mrm3ntalist
Akroma666 wrote:Was wondering when this would go live, awesome!
How does this effect the mithril variants?
+2 on Max DEX bonus
Re: Armor and weapon changes
Posted: Tue Oct 25, 2016 8:39 pm
by NegInfinity
mrm3ntalist wrote:mrm3ntalist wrote:These are the armor and weapon changes
Armors
Halfplate 7/0 becomes 8/0
Hide armor 3/4 becomes 3/5
Chain mail 5/2 becomes 6/2
Splint mail 6/0 becomes 7/1
Banded Mail 6/1 becomes 7/1
Scale Mail 4/3 becomes 5/3
Weapons
Club stays D6
Spear to D10 from D8
Flail x3 from x2
Light hammer x3 from x2
Warmace x3 from x2
Halberd D12 from D10
Quarterstaff 2D4 from D6
Shurikens 3D2 from 1D2
Sorry, but seeing this kind of modifications to core mechanics on bgtscc would be very disappointing.
Blunt weapons aren't supposed to have x3 modifier, spears and halberds are already a very potent weapon master weapons, shurikens will now deal more damage than arrows, and quarterstaff forming a bell curve will actually reduce chance of higher hit.
Surprisingly, D&D weapon have fairly decent logic in distribution of stats, and I don't see this kind of logic here.
Looks like a step in the wrong direction to me.
Re: Armor and weapon changes
Posted: Wed Oct 26, 2016 12:39 am
by Darradarljod
[quote="NegInfinity"][quote="mrm3ntalist"][quote="mrm3ntalist"]These are the armor and weapon changes
[size=150]Armors[/size]
[quote]Halfplate 7/0 becomes 8/0
Hide armor 3/4 becomes 3/5
Chain mail 5/2 becomes 6/2
Splint mail 6/0 becomes 7/1
Banded Mail 6/1 becomes 7/1
Scale Mail 4/3 becomes 5/3 [/quote]
[size=150]Weapons[/size]
[quote][color=#FFBF00][b]Club stays D6
Spear to D10 from D8
Flail x3 from x2
Light hammer x3 from x2
Warmace x3 from x2
Halberd D12 from D10
Quarterstaff 2D4 from D6
Shurikens 3D2 from 1D2[/b][/color][/quote][/quote][/quote]
Sorry, but seeing this kind of modifications to core mechanics on bgtscc would be very disappointing.
Blunt weapons aren't supposed to have x3 modifier, spears and halberds are already a very potent weapon master weapons, shurikens will now deal more damage than arrows, and quarterstaff forming a bell curve will actually reduce chance of higher hit.
Surprisingly, D&D weapon have fairly decent logic in distribution of stats, and I don't see this kind of logic here.
Looks like a step in the wrong direction to me.[/quote]
+1. I agree strongly with Neg.
Another example. What jumped out at me is the fine balance between Halberd and Great Axe being skewed by sharing equal damage, because the Halberd has two damage types (slashing and piercing).
Re: Armor and weapon changes
Posted: Wed Oct 26, 2016 1:10 am
by Blackman D
NegInfinity wrote:shurikens will now deal more damage than arrows
shurikens are suppose to be able to be thrown 3 at a time in the first place, so while the others are make some items more useful, that one is actually the way its suppose to be
Darradarljod wrote:Another example. What jumped out at me is the fine balance between Halberd and Great Axe being skewed by sharing equal damage, because the Halberd has two damage types (slashing and piercing).
two damage types is not an advantage, its a disadvantage
few things have DR that is bypassed by damage type and the ones that have DR caused by damage type will trigger even if you have other types - example being % slashing, halberd damage is still reduced
Re: Armor and weapon changes
Posted: Wed Oct 26, 2016 3:47 am
by NegInfinity
Blackman D wrote:NegInfinity wrote:shurikens will now deal more damage than arrows
shurikens are suppose to be able to be thrown 3 at a time in the first place, so while the others are make some items more useful, that one is actually the way its suppose to be
If they're thrown three at a time, then attack check must be done three times, once per shuriken. Was that implemented? No, of course it wasn't.
What this change is trying to do is turning bgtscc into another garbage MOBA at the same time trying to "balance D&D". It is a very bad and very wrong idea. Such "balance" attempts will only introduce more issues that will take months to deal with and in the end will not be fixed.
At the same time there are still bugs that hasn't been fixed since april (warlock DCs are STILL not completely fixed, for example).
I'm deeply disappointed to see staff making those kind of changes here. What the hell, guys?
Re: Armor and weapon changes
Posted: Wed Oct 26, 2016 4:38 am
by Valefort
Aren't you jumping for nothing ? The changes to the base damage of the weapons are extremely minor, most of the damage comes from other sources anyway.
Bell curve for the quarterstaff sure but you'll still have more chances to get 6 damage with 2d4 than with 1d6. Are you really unhappy that quarterstaff users will do 1 more damage ?
The most important changes on the weapons are the *3 crit on the least used bludgeoning weapons, least used because they're subpar compared to the rest (and btw warhammer always had a *3 crit on nwn2, hence its popularity as a bludgeoning weapon). At first glance flail, lighthammer or warmace still won't suddenly become widely used. I see no reason to be alarmed here.
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Posted: Wed Oct 26, 2016 4:42 am
by Atlas
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Re: Armor and weapon changes
Posted: Wed Oct 26, 2016 5:02 am
by Blackman D
NegInfinity wrote:If they're thrown three at a time, then attack check must be done three times, once per shuriken. Was that implemented? No, of course it wasn't.
no because its 3 shurikens with a single attack, so being a single attack it is only done once and damage is rolled 3 times, one for each shuriken - the base damage of a single shuriken is 1d2, three shurikens in a single attack becomes 3d2, which is what the change is
Re: Armor and weapon changes
Posted: Wed Oct 26, 2016 5:49 am
by Theodore01
Why not a club - is it too powerful ?
And there are not even CI or AS ones. (As we have staffs)

Re: Armor and weapon changes
Posted: Wed Oct 26, 2016 6:15 am
by Darradarljod
I don't believe the core mechanics for weapons and armor in 3.5 D&D were created without a great deal of thought by the designers. NWN is not a perfect reflection of that, but is it broken? No.
I'm not persuaded tampering with these core mechanics is a good idea. As a D&D player I have always been attracted to the integerity of the NWN 1 & 2 engines in their attempts at closely reproducing the 3.5 system.
Again, I see this as a step in the wrong direction, and an unnecessary one at that. I have to ask, what are you trying to achieve?
Re: Armor and weapon changes
Posted: Wed Oct 26, 2016 7:11 am
by Valefort
I imagine all these changes are made in order to make those little used weapons and armors more appealing ? I never saw anyone using a banded mail or a light hammer for example, and I'm convinced it's mainly because they are very subpar choices, power wise.