| Knights Templar NWN A forum for the Knights Templar mod for Neverwinter Nights |
| | Greatswords, Great Axes, etc. | |
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GammaGm
Posts : 64 Join date : 2008-12-29
| Subject: Greatswords, Great Axes, etc. Thu Feb 05 2009, 19:33 | |
| As I've noted other places, I think two-handed weapons are cool, but they are a serious liability to survival due to reduced AC and the extra mods placed upon a shield.
Therefore a proposed SET:
Armageddon Set
Armor of the Bold Knight:
Full Plate 10 AC +2 Str +5 Regen 10/- Slashing
Blade of Reckoning Two-Handed Sword 2d12 Slashing +8 Lvl 20 On Hit +15 Massive Crits
Cloak of Fell Blows +4 AC Overwhelming Crit Greatsword 10/- Pierce
Belt of Anvils +2 Con +5 regen 8 Discipline 15/- Bludgeon
SET Bonus 45/- Slash Pierce Bludgeon 30% Slash Pierce Bludgeon Aura (2d20 slash per round) DC14 Stun 1 Round Lvl 25 On Hit effect +18 weapon Enchant
I suggest the set bonus mods be made particularly high so that in essence a player would get very little out of the set if they tried to use a Minotaur cloak to add a shield to the overall package. | |
| | | Sarah the DM
Posts : 695 Join date : 2008-09-04
| Subject: Re: Greatswords, Great Axes, etc. Thu Feb 05 2009, 20:38 | |
| I love the names for the items. Certain effects cannot be placed on some of the items.
Overwhelming criticals cannot be added to any item whatsoever.
Aura (2d20) slash might be possible as a separate custom programmed spell like effect. It would require alterations to the on-equip and on-deequip scripts.
DC 14 stun effects are totally worthless at higher levels. I don't believe anything would fail a DC14. Higher level DC stun effects are possible, but they would have to be custom programmed into the on-hit script. This script is run every time any weapon in the game hits anything, so I try to avoid adding any further code to it.
Level 25 on hit effects from a set bonus? That's something I have never considered, but it might be possible. The on hit damage is custom programmed and is calculated when you equip or de-equip the weapon. I would have to add coding so that when you equip a particular set bonus, it increases the on hit damage variable. It's possible.
+18 weapon enhancement on a set bonus? Definitely not possible, even with custom programming. Weapon enhancement effects can only be added to melee weapons. | |
| | | Clive Forumposter
Posts : 94 Join date : 2008-09-11 Age : 48 Location : UK
| Subject: Re: Greatswords, Great Axes, etc. Fri Feb 06 2009, 08:39 | |
| I like the idea of a set for two handers, but why limit the weapon choice by having a 2H Sword as part of the set? what about players who prefer the higher crit damage of an axe, or the double damage type from a scythe or halberd? or the players that like the challenge of trying to hurt things with a staff? Not to mention the prospect for dual wielders.
Also a four piece set is a little too easy to finish, why not remove the sword, and add some boots, gloves and a hat.
Boots of Fey Striding - More CON, high dodge AC bonus, haste, displacement x3 per day
Gauntlets of Heroes - More STR bonus, special use for more attacks per round for a limited time x 1 per day (same as potion of heroism, cannot be stacked with PoH.)
Helm of the Neck Brace - Higher deflection AC, immunity - paralysis, improved rolls again mind spells, negative effect for INT and WIS (what wise, smart person rushes into a fight without a shield???)
Together with the other three parts I think this would make a pretty good lvl 60+ set, would like to see it happen.
PS. Ignore my suggestions for names, now that I read them back it seems they are cheesier than a cheese shop in france. | |
| | | Clive Forumposter
Posts : 94 Join date : 2008-09-11 Age : 48 Location : UK
| Subject: Re: Greatswords, Great Axes, etc. Fri Feb 06 2009, 09:00 | |
| While we are on the subject of 2H weapons, can someone tell me if it is possible to restrict the use of a weapon based on a player stat, for example a greataxe that can only be weilded by a character with STR over 40.
The reason being that If you have a lump of metal as big as a greataxe head and you hit things with it, it will do a fair degree of bludgeoning damage just due to the sheer weight so I was thinking could a greataxe be created that caused the normal expected slashing damage and then some additional bludgeoning as well but only usable if you are pretty strong.
Maybe go a little something like this.
Clive's Big Frickin' Axe :-)
+12 2d12 bludgeoning On hit level 16 *insert elemental damage type here (magic or posi preferably)* keen only usable STR 30+ (or maybe just make it really really heavy, who ever really carries 30 tonnes of equipment anyway?)
I would expect this to be a lvl 60+ weapon but I have kept the enchantment and on hit lower than other similarly high level weapons because of the double damage type.
It is just an idea, but I would like to see the laws of physics being at least acknowledged once or twice in NWN. | |
| | | Sarah the DM
Posts : 695 Join date : 2008-09-04
| Subject: Re: Greatswords, Great Axes, etc. Fri Feb 06 2009, 10:21 | |
| Yes, I can add custom ability requirements to weapons. It wouldn't be difficult. I could even have it look at base strength versus buffed and not give the bonus to someone who doesn't possess the base strength. | |
| | | GammaGm
Posts : 64 Join date : 2008-12-29
| Subject: Re: Greatswords, Great Axes, etc. Fri Feb 06 2009, 20:59 | |
| How about that there are multiple weapons that could complete the set? That would permit different types due to preferences etc. You could perhaps have progression of weapons found at different dungeons that would do different things, but the other components remain the same (armor, cloak, boots(see below), etc.).
DC 14 has a 5% chance of working on a failed roll, unless the scripts are modified. Stun should automatically penetrate mind immune etc. Being stunned during a round is a serious effect cuz you get no attacks or actions. Not happening often makes things more interesting, especially as a hidden effect.
You have to leave the weapon as part of the set or any old weapon would give some pretty overwhelming protection and offense.
I'm not adverse to adding another part to the set:
Juggernaut's Tread (boots) 4 AC Improved Knockdown Barbarian Fast Movement 5 Regen
But on to weapons------
Axe of the Barbarian Youth
+6 Enhancement 2d12 Fire Lvl8 Onhit Effect Lvl 40 Required Barbarian Only
In addition to the other set effects -Set effect- Barb Terrifying Rage increase DC+ 5 (none of the barb axes have the crushing damage aura due to aura enhancement of rage)
Axe of the Barbarian Master +10 enhancement 2d12 fire Lvl 12 On hit effect Lvl 52 Required Barbarian Only
In addition to the other set effects -Set effect- Barb Terrifying Rage increase DC+ 8 Taunt + 5 2d6 Bludgeon
Axe of the Barbarian Lord +12 enhancement 2d12 Fire lvl 16 on hit effect lvl 60 required Barbarian Only Str req 22
In addition to the other set effects -Set effect- Barb Terrifying Rage increase DC+ 10 Taunt + 10 Intimidate +8 2d12 Bludgeon Massive criticals 10
Axe of the Barbarian Hordemaster +18 enhancement 2d20 fire lvl 22 on-hit effect Special required (d15 boss) Barbarian Only Str required 28
In addition to the other set effects -Set effect- Barb Terrifying Rage increase DC+ 13 Taunt + 15 Intimidate +12 2d12 Bludgeon 2d20 Slash Massive criticals 20
A barbarian in this set could probably hang with paladins, and add something to the party. Especially if certain pain in the rear mobs (lil moppets, pitbulls) had about a 30% chance of fleeing in terror with maxed Terrifying Rage. Other mobs such as spiders, abyss knights should be immune. She demons should maybe have like a 10% chance of failure.
Scepter of Knights (This set drops the aura of bludgeon damage) Heavy Flail +6 Enhancement 2d12 Cold Lvl8 Onhit Effect Lvl 40 Required Fighter Only
In addition to the other set effects -Set effect- 2d6 Pierce
Scepter of Princes Heavy Flail +10 Enhancement 2d12 Cold Lvl12 Onhit Effect Lvl 52 Required Fighter Only
In addition to the other set effects -Set effect- 2d12 Pierce 5 discipline 5 appraise
Scepter of Kings +12 enhancement 2d12 Cold lvl 16 on hit effect lvl 60 required Fighter only Str req 22
In addition to the other set effects -Set effect- Manticore Spikes (monster ability from the toolset) 2d12 Pierce to all in radius 10 discipline 10 appraise
Scepter of the Overlord (this set includes the description that the set appears oddly alive and regenerating as if some creature's spirit was active within) +18 enhancement 2d20 cold lvl 22 on-hit effect Special required (d15 boss) Fighter Only Str required 28
In addition to the other set effects -Set effect- Manticore Spikes (monster ability from the toolset) 2d20 Pierce to all in radius 10 discipline 10 appraise Pulse Cold Ability (monster ability from the toolset) 2d12 cold
More ideas later | |
| | | GammaGm
Posts : 64 Join date : 2008-12-29
| Subject: Re: Greatswords, Great Axes, etc. Fri Feb 27 2009, 21:05 | |
| Spears are probably the most despised of all the weapons in NWN. I suppose a staff takes the prize, but if you call a spear a lance, it might actually have a chance at gaining a measure of respect.
Stripling's Lance
Spear +6 Enhancement 2d12 Acid Lvl8 Onhit Effect Lvl 40 Required Paladin Spell Slot 1 Paladin Only
In addition to the other set effects -Set effect- 2d6 Pierce
Horseman's Lance +10 Enhancement 2d12 Cold Lvl12 Onhit Effect Lvl 52 Required Paladin Spell Slot 1 Paladin Spell Slot 1 Paladin Spell Slot 2 Paladin Only
In addition to the other set effects -Set effect- Add additional smite evil Taunt + 8 2d10 Pierce
Paladin Lord's Smite +18 enhancement 2d20 Divine lvl 22 on-hit effect Special required (d15 boss) Paladin Spell Slot 1 Paladin Spell Slot 1 Paladin Spell Slot 2 Paladin Spell Slot 2 Paladin Spell Slot 3 Paladin Spell Slot 4 Paladin Only Str required 28
In addition to the other set effects -Set effect- Add 3 additional smite evil Holy Avenger Taunt + 15 20 Massive Critical 2d20 Pierce 2x per day Searing Light lvl 20 2x per day Arrow of Death (Arcane Archer feat) at DC 58 | |
| | | Lifon
Posts : 13 Join date : 2009-02-03
| Subject: Re: Greatswords, Great Axes, etc. Fri Feb 27 2009, 21:58 | |
| Amen to all of the above. I've been working on a build that I'd like to use a 'lance-like' weapon or GS but boy do I take a pounding even in D3 with such weapons, it would be nice to have improved sets for Greatsword, Hally, Scythe and spear wielders. | |
| | | Warchief
Posts : 102 Join date : 2009-02-09
| Subject: Re: Greatswords, Great Axes, etc. Sat Feb 28 2009, 04:01 | |
| I like the idea of a set without a shield for those who use two handed weapons. What you could do tho is have multiple weapons with the same name and same stats for a complete set in the first post. That way you dont need a long list of posibilities and just have a weapon name that works for all weapons that would be a part of the set and make anyone of them useable to complete the set. I think a good name that would work for any two-handed weapon would be Armageddon Weed Wacker. I mean weeds can probably be hacked to peices with a scythe, sword, axe, mace, staff etc. So it fits with all types of weapons. Just a thought and hopefully we will see a more twohanded friendly set. | |
| | | GammaGm
Posts : 64 Join date : 2008-12-29
| Subject: Re: Greatswords, Great Axes, etc. Sat Feb 28 2009, 18:24 | |
| I tried to create scaled items that increase in power relative to character level as well as diverse weapons that ALL use the same armor, cloak, belt etc.
The set does have a name if you look above. | |
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