Inspired by "Full plate and packing steel" for Baldur's Gate II, this mod makes the following changes to gameplay:
* armor absorbs part of the damage instead of reducing the chance of taking damage,
* padded armor no longer requires any proficiency,
* slashing weapons do more damage on average than piercing and blunt ones and inflict more damage on critical hit but are easier to resist,
* piercing weapons penetrate armor easier and score critical hits more often but require precise handling to be effective,
* shields provide higher bonus to AC.
* (lite and full version only) all shields have maximum dexterity bonus to AC which will override that of the armor when equipped,
* (lite and full version only) big, clumsy weapons impose penalties on attack rolls and heavy armor reduces running speed,
* (lite and full version only) for every 8 ranks in parry skill (or 5 with "Improved Parry" feat) character gains +1 shield bonus to AC. This bonus applies only when wielding a balanced weapon,
* (full version only) a successful hit with a flail will deny the opponent her shield AC bonus (including parry and two-weapon defense) for 1 round. The "Skilled Offense" feat
(available for fighters with DEX 13+ and INT 13+) allows to do the same with any weapon.
INSTALLATION:
See install.txt inside mod_awsb_*.zip.
Changelog:
21/03/2010:
* added movement speed penalties when wearing armor,
* adjusted dual-wielding penalties and parry bonus for high-DEX charactes,
* adjusted attack penalties for large one-handed weapons which use "Monkey Grip" feat,
* fixed parry bonus not being calculated correctly when unequipping heavy or tower shield,
* removed numerous typos.
22/03/2010:
* adjusted movement speed for dwarves, gnomes and halflings,
* created a basic version,
* retrofitted changes to lite version into full version,
* removed even more typos.
5/04/2010:
* fixed an issue which was causing movement and attack penalties on companion NPCs to stack.
* a few more typos removed (of course).
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Very interesting. A few questions re: implementation.
We already have a modified version of Apep's armor speed system. Does this use apep's scripts or new ones?
We have a custom feat.2da for ours, is there a general area or range that received alterations?
Any chance you could put this into a hak version suitable for installation into modules?
I'm interested in incorporating this into Legacy (upcoming pw). Please mail me at [email protected] if you could. _________________________ Admin, Legacy: Dark Age of Britain. Link
Posted by Apep at 2010-03-22 02:38:58 Voted 10.00 on 03/22/10
(Forgot to vote) _________________________ AP Magical Miscellanea Package (v1.5, over 750 items): Link
Posted by Apep at 2010-03-22 02:38:41 Voted 10.00 on 03/22/10
Argh, I've gone and doubled up on something you've included with my new armor items, knsgf. Thankfully your pack has a lot of different things to offer. Regardless, if you'd prefer I take down my entry, I'd understand fully. Cheers. _________________________ AP Magical Miscellanea Package (v1.5, over 750 items): Link
Very interesting. I'd request in a future iteration that you look into adding movement speed penalties for heavier armors. It makes no sense that a guy in padded armor moves at the same speed as a guy in full plate (yes I know you can move in full plate and swim etc., but some movement speed adjustment is appropriate). _________________________ Admin, Legacy: Dark Age of Britain. Link
Damage immunity is a percentage, not an absolute value. For example, an attack with slashing weapon that deals 7 points of damage to unarmored character will deal 4 (7 * 60% rounded down) points of damage to character in full plate.
Full plate functionally immune to bludgeoning and slashing damage, and immune to all piercing weapons except criticals from a heavy crossbow or longbow.
Banded and above are immune to slashing and all bludgeoning except warmace criticals. _________________________ Shadow Thief: Crimmor and Path of Evil blog Link
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