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Homebrewery Readme #34

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Grammarsalad opened this issue Aug 2, 2019 · 0 comments
Open

Homebrewery Readme #34

Grammarsalad opened this issue Aug 2, 2019 · 0 comments

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@Grammarsalad
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<style> .phb#p1{ text-align:center; } .phb#p1:after{ display:none; } </style>

Proficiencies

(aka Mundane)

##### A mod for the Enhansed Editions of Baldur's Gate I and II and Icewind Dale I


##### Grammarsalad ##### Version 0.05.06 (2019-05-27)
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Overview


The purpose of this mod is to enrich the playing experience by helping players further develop their characters and NPC's, through the implementation of 2e style non-weapon proficiencies and differentiated mundane equipment (inspired by d&d sources, but also games like Battle Brothers).

The goal is also to free up play space to allow players to more feasibly use the party of their preference by opening up options for all characters through the use of skills. Don't want a priest, but need the essential healing they offer? Train one of your warriors in the Heal nonweapon proficiency. Don't want (or have) a mage, but want some of that battle control? Train in alchemy and implements.

This mod aims to expand the proficiency system in Infinity Engine games, allowing characters to do things like treat injuries and antitoxins with varying degrees of effectiveness. But this mod does not merely add ‘non-weapon proficiencies’. This is a top down revision of the proficiency system that allows characters to do things with their weapons previously impossible without specific magical weapons. Skilled characters can stun enemies with their blunt weapons, cause grievous bleeding wounds with their bladed weapons, and so on. (may have room for 3 more non-weapon profs…)

Engine and Mod Compatibiltiy:

Install Proficiencies either before or after the following mods:
  • Faiths and Powers
  • Spells and Magic
Spells and Magic should be installed after the following mods to minimize conflicts:
  • Spell Revisions (v4 beta or later) (?)
  • IWDification (?)
  • More Style for Mages (?)
  • Tome and Blood (?)
  • Deities of Faerûn (?)
Spells and Magic should be installed before the following mods:

Bugs

If you encounter a bug while using this mod, please post on the mod thread on the Beamdog forums, or in the issues thread on github (links located below). While reporting bugs, please provide your WeiDu log, the game, and the game version.

Known Bugs (and plans for the future)

https://github.com/Grammarsalad/Proficiencies/issues

BEAMDOG LINK FORTHCOMING

Known Issues

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Credits

Special Thanks

This mod would be nothing without the numerous modders, testers and users in the BG community. I can't hope to thank them all, but I'll try to remember everybody. (Please bonk me on the head if I haven't mentioned you, and I will rectify the situation asap).

Subtledoctor: Man, what can I say. He has contributed so much to this mod, directly and indirectly, that I can honestly say that much of the best work in this mod is his.

Aquadrizzt: Much like Subtle, Aqua has helped me with this and other mods in so many ways, both directly and indirectly.

Kjeron: Kjeron is just a Weidu Wizard. This mod would be nothing without his insight and countless suggestions.

Raduziel: Raz has contributed a number of spells to this mod. Just a great guy.

Requiem and Mordeus: For Inspiration and Resources.

IchigoRXC: Ichi has graciously created a number of spell icons for this mod (and Faiths and Powers)

Pecca: For allowing me to include his amazing Spontaneous Casting mod as a component in Spells and Magic.

Acknowledgements

I would also like to thank the following people for their assistance with, and contributions to, this mod.

  • Wisp and aVENGER, for their Scribe Scroll component in aTweaks (www.spellholdstudios.net/ie/atweaks), which was essential in the creation of the various Crafting components.
  • Anyone who contributed to the mod discussion on the forums, played earlier versions of the mod, or otherwise helped with the creation and development of this mod.
  • The creators of the tools I used while developing this mod, without which this mod would not exist.

Feedback and Suggestions

The following people have been patiently giving me feedback on this and other mods for years.
Ineth,

Tools Used and other resources

  • WeiDu, by Westley Weimer, the bigg and Wisp
  • Near Infinity, by Jon Hauglid and Argent77
  • The Infinity Engine Data Structures Project (IEDSP), maintained by igi and lynx
  • WeiDu Highlighters, by Idobek and cmorgan
  • ConTEXt, by ??
  • NotePad++, by Don Ho
  • homebrewery.naturalcrit.com, for this readme you are looking at: http://www.naturalcrit.com/

Links:

These mods and resources have inspired me. Check them out:

Mods:

Tome and Blood: https://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1
Scales of Balance: https://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1
Spell Revisions: http://gibberlings3.net/forums/index.php?showforum=153
Faiths of Faerun: https://forums.beamdog.com/discussion/17118/mod-faiths-of-faerun-kitpack-v0-5c-ready-for-testing/p1
Deities of Faerûn: https://forums.beamdog.com/discussion/69241/kit-pack-deities-of-faerun-v-1-9-7-3-49-cleric-kits-and-more-for-iwd-bg-2-ee-and-eet/p1

Inspiration:

d20 Pathfinder SRD: http://www.d20pfsrd.com/magic/spell-lists-and-domains
**Countless 2e pdfs purchased at drivethrurpg: https://www.drivethrurpg.com/

My other mods:

Faiths and Powers: https://forums.beamdog.com/discussion/43174/faiths-and-powers-gods-of-the-realms-kitpack-and-divine-caster-spell-tweaks/p1
Spells and Magic:

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# Component Overview

What follows is a short description of each component offered by this mod. More detailed descriptions (i.e. specific spell and ability descriptions offered by this mod) can be foound below.

Main Component Name: Subcomponent Range 101 - nnn

Description

\page

Main Component

Characters must select both weapon proficiencies and non-weapon proficiencies from the same pool. As such, characters receive many more proficiency points than in vanilla. While this may seem to be a boon, characters will soon discover that they will have to make hard choices as they level up.

Tables

Max Rank by Level

1st Level 3rd Level 6th Level 9th Level Level 10+
2 3 4 5 7

Proficiency points by class

Class 1st Level Rate Multiclass 1st Level Rate
Fighter 8 1/2 lev Fighter/Mage 6 1/3 lev
Ranger 7 1/3 lev Fighter/Cleric 7 1/3 lev
Paladin 7 1/4 lev Fighter/Thief 7 1/3 lev
Thief 6 1/3 lev Fighter/Mage/Thief 6 1/3 lev
Bard 6 1/2 lev Mage/Thief 6 1/4 lev
Cleric 6 1/3 lev Cleric/Mage 5 1/4 lev
Druid 7 1/3 lev Cleric/Thief 6 1/3 lev
Shaman 7 1/3 lev Fighter/Druid 7 1/3 lev
Monk 6 1/2 lev Fighter/Mage/Cleric 6 1/4 lev
Wizard 4 1/4 lev Cleric/Ranger 6 1/4 lev
Sorcerer 6 1/3 lev

\page

Proficiency Maximums by Class and Kit

Weapon Proficiencies

Warriors
Class/Kit Simple Sword Miscellaneous Axe Great Sword Polearm Blunt Bow Armor
Fighter 5 5 2 5 5 5 5 5 5
- Barbarian 2 2 2 2 2 2 2 2 2
- Berserker 5 5 2 5 5 5 5 1 5
- Kensai 7^ 7^ 5 7^ 7^ 7^ 7^ 0 0
- Wizard Slayer 5 5 2 5 5 5 5 5 5
- Defender° 2 2 2 4 2 2 4 2 5
- Warmain° 2 2 2 2 2 2 2 1 5
- Savage° 5 0 3 0 0 5 5 5 1
- Marksman° 3 3 2 3 3 3 3 5 2
Ranger 2 2 2 2 2 2 2 2 3
- Archer 1 1 2 1 1 1 1 5 1
- B. Master 2 0 2 0 0 2 2 0 1
- Stalker 2 2 2 2 2 2 2 2 1
Paladin 2 2 2 2 2 2 2 2 3
- U. Hunter 2 2 2 2 2 2 2 2 3
- Cavalier 2 2 2 2 2 2 2 0 3
- Inquisitor 2 2 2 2 2 2 2 2 3
- B. Guard 2 2 2 2 2 2 2 2 3
° New (optional) kit

^ See individual class or kit description for further details.

Rogues
Class/Kit Simple Sword Miscellaneous Axe Great Sword Polearm Blunt Bow Armor
Thief 1 1 1 0 0 0 1 1 1
- Assassin 1 1 1 0 0 0 1 1 1
- Swashbuckler 2 2 2 0 0 0 2 1 1
- B. Hunter 1 1 1 0 0 0 1 1 1
- S. Dancer 1 1 1 0 0 0 1 1 1
- Delver° 1 1 1 0 0 0 1 1 1
° New (optional) kit

^ See individual class or kit description for further details.

\page

#### Non-Weapon Proficiencies
Warriors
Class/Kit End Heal Herb Alch Imp ??? ??? Spell Per ???
Fighter 5 5 1 0 0 0 5
- Barbarian 5 2 3 0 0 0 5
- Berserker 5 5 1 0 0 0 5
- Kensai 5 0 0 0 0 0 5
- W. Slayer 5 5 1 0 0 0 5
- Defender° 5 5 1 0 0 0 5
- Warmain° 5 5 1 0 0 0 5
- Savage° 5 5 5 0 0 0 0
- Marksman° 5 5 1 0 0 0 5
Ranger 5 5 5 3 1 0 0
- Archer 5 5 5 3 1 0 0
- B. Master 7 5 5 3 1 0 0
- Stalker 5 5 5 3 1 0 0
Paladin 5 5 2 1 1 0 5
- U. Hunter 5 5 2 1 1 0 5
- Cavalier 5 5 2 1 1 0 5
- Inquisitor 5 5 2 1 1 0 5
- B. Guard 5 5 5 4 1 0 5
° New (optional) kit

^ See individual class or kit description for further details.

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## Non-Weapon Proficiency Descriptions

Proficiency Name (Ability associated with proficiency)

Requirements: Proficiencies themselves do not have requirements, but certain uses of a given skill will have requirements. For example, generally only spellcasters can make use of alchemy to create potions.

Description text, and outline of Proficiency uses.

Proficiency Use
Outlines and describes a particular use of a given proficiency.

Alchemy (Intelligence)

Requirements: Concoct Elixir: Spellcaster or Concoct Elixir HLA

Alchemy involves advanced training in the handling of magical or quasi-magical substances that often have harmful or surprising effects.
Craft Alchemical Items
Given time, magical skill and materials, an alchemist can concoct magical elixirs, which emulate spells. (see the section below on concoct elixir for details).

Even on the road, and without exotic materials, however, they always have a trick—or a bomb—up their sleeve that they can use in a pinch. Alchemists collect various regents in their travels and can use these regents to create 1 alchemical item per day per rank they have in Alchemy. These creations are unstable and do not last longer than 8 hours. Additionally, only characters trained in alchemy can use them. All effects can be avoided or lessened with a save vs. rod/staff/wand, though the save has a penalty equal to the Alchemists’ intelligence bonus. The items that the alchemist can create, and the number of ranks that are required for creation are as follows:

Alchemical item Requirements Damage Other
Acid, Makeshift 1 Rank 1d4 acid per round Burns for 1 round, + 1 round/rank
Alchemist's Fire, Makeshift 1 Rank 2d2 fire/rank 5' rad (save 1/2)
CONTINUE

Acid, Makeshift
Acid burns, and can cause a lot of damage if left to burn over a period of time. Like alchemist fire, acid is carefully packed it into a breakable, usually glass, container. When thrown it, the glass bursts open covering the target with burning acid. On the first round hit, the target takes 1d4 acid damage for a number of rounds equal to the number of ranks the crafter has in alchemy. Each round after the first, the target can save vs. wands (with a penalt equal to the creator's intelligence bonus) to prevent further damage.

  • STATISTICS:
    THAC0: +4
    Damage: See Combat abilities
    Combat abilities:
    Target takes 1d4 points of acid damage.
    For a number of additional rounds equal to the number of ranks of alchemy of the creator save vs wands or take 1d4 points of acid damage
    Speed Factor: 1
    Proficiency Type: Alchemy
    Type: One-handed
    Weight: 0
  • Special: Only safely usable by characters that have at least 1 rank in Alchemy.
    Characters without the required skill level have a 50% chance of spilling some acid on themselves (suffering full damage with no save).

Alchemist's Fire, Makeshift
The paradigmatic alchemist's substance, Alchemist's Fire bursts into flames when exposed to air. The alchemist carefully packs it into a breakable, usually glass, container. When thrown, the glass bursts open, and the substance explodes damaging all nearby creatures in a mini explosion. Alchemists fire does fire damage equal to 2d2 per rank the character has in alchemy (save vs. wands for half damage with a penalty equal to the creator's intelligence bonus).

  • STATISTICS:
    THAC0: +4
    Damage: See Combat abilities
    Combat abilities:
    Target takes 1d6 points of fire damage +1d6 points of fire damage per rank (save vs. wands half).
    Speed Factor: 1
    Proficiency Type: Alchemy
    Type: One-handed
    Weight: 0
  • Special: Only safely usable by characters that have at least 1 rank in Alchemy.
    Characters without the required skill level have a 50% chance of spilling some alchemist's fire on themselves (suffering full damage with no save).

CONTINUE

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Magic Item Creation and Additional Magic Items

Note: The added items are identical to those added by Spells and Magic and B_Kits. However, consumable magic items--in particular scrolls and wands--work slightly differently in these three mods. These mods are completely compatible, however, and any changes will be noted in the description.

This component adds new magic items, and item creation.

@Grammarsalad Grammarsalad pinned this issue Aug 2, 2019
@Grammarsalad Grammarsalad unpinned this issue Jan 22, 2020
@Grammarsalad Grammarsalad pinned this issue Jan 22, 2020
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