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Making an IWD2 mod

Discussion in 'Icewind Dale 2' started by wolpak, Oct 29, 2010.

  1. wolpak Gems: 1/31
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    Not sure if anyone is still making mods for IWD2 or even playing them. I am not a hard core DnDer, so, I basically don't really care what the "rules" say and decided to do what I could to try to balance races and classes.

    My main goal is to make less need for multiclassing and make more classes useful in the game (as far as I could). This means making almost all their abilities available before the end of normal mode, but not overpowering them.

    Basically, I have adjusted the 2DA files to give more character to races and balance the spell casting classes as much as possible. Unfortunately, there is little I could do regarding fighters, barbarians and rogues as I can only edit abilities that they start with and that only emphasizes multiclassing more (though they have all gotten more feats).

    If there is any interest in this, I'll post all changes, but for the most part I altered the starting race stats a bit, the experience charts, what classes get spells and when (paladin, ranger and bards have been really boosted) and some stuff regarding skills. Basically, I modded it to how I think I'd like to play the game and I am sure some other people might be interested in my efforts.
     
  2. Silvery

    Silvery I won't pretend to be your friend coz I'm just not ★ SPS Account Holder Adored Veteran

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    I'd give it a go. I always go back to IWD2 (my first love in RPGs) and I'm not a die-hard DnD player either.
     
  3. wolpak Gems: 1/31
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    Thanks for the move.

    So far, working on the spell distribution. I think all abilities should be available to players during the normal game (though I think this mod will be best played on insane mode).

    I like standardization and patterns. I have adjusted all magic users learned spells to follow the same pattern.

    A sorcerer (and now a druid) will learn 1st and 2nd level spells like this...

    233444555566666777777888888899
    000233444555566666777777888888

    Clerics and Wizards share the same spell tables and Sorcerers and Druids. Paladins follow the Cleric/wizard mold (learn spells a level early) but Druids, Rangers and Sorcerers learn more spells. Bards go off of a modified theme.

    Here is when each class learns their spells.

    Bard
    2 4 7 9 12 14 17 19

    Ranger
    4 7 10 13 16 19

    Paladin
    3 6 9 12 15 18

    Cleric/Wizard
    1 3 5 7 9 11 13 15 17

    Druid/Sorcerer
    1 4 6 8 10 12 14 16 18

    This makes all spell casting relevant and while Druids and Rangers get to their max level almost at the same time, it is still a Druid's 9th level spells and a Ranger's 6th level spells. This should make Bards, Paladins and Rangers all as classes less needing to multiclass.
     
  4. Silvery

    Silvery I won't pretend to be your friend coz I'm just not ★ SPS Account Holder Adored Veteran

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    Wow, I wish I understood all that. I just see monster, kill monster
     
  5. wolpak Gems: 1/31
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    Ok, I'll translate.

    Now Bards, Rangers and Paladins can kill monsters without becoming clerics or wizards or sorcerers. Well, at least they can compare now.
     
    Silvery likes this.
  6. Silvery

    Silvery I won't pretend to be your friend coz I'm just not ★ SPS Account Holder Adored Veteran

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    Ah right :D
     
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