I have this simple question about the Complete Craftsman MotB mod.
We all know the insanely broken crafting possibilities in MotB. Like making the infamous +8 15d6 Elemental Damage weapon etc.
What I want to know is if the this mod actually rebalances that and makes epic crafting closer to pnp rules, because I can't find anything about it in the description .
The Complete Craftsman MotB-SoZ Patch & Rebalance Question
Débuté par
Luminus
, mai 21 2011 09:27
#1
Posté 21 mai 2011 - 09:27
#2
Posté 21 mai 2011 - 05:11
Simple question, maybe; convoluted answer comin' up,,
last played PnP back in '79 so i have no opinion there. Personally I didn't like MotB crafting and didn't use it much, so don't know about +8 15d6 Falchions o death, either. I *do* like the rebalanced TCC - to get a gist of it just look through the recipe text file. Problem is, it has problems and without script-fu and a fair deal of clever patience ya might be asking fer Trouble (audio)
For example, Mold and Malleate Spirit might no longer work (unless taken out of the override temporarily)
i think the +Resistance recipes are borked. There's a fix in the comments tho.
I find this hard to believe, but I had to inject code to allow Epic Crafters to set four enchantments on an item.
You may have to create your own recipes for +6 to +8.
The bonuses, however, are IMMENSE. Ability to upgrade an enchantment; VFX and material properties (eg, Iron weapon) don't count toward the limit; plus lots of onHit cast spell, Skill-boosts, and Feats were added, etc. I've tweaked mine a fair bit, but i feel it should be gone over with a fine-toothed comb
it depends on what you're into; so to try & answer your question, I say yes it is more balanced than MotB crafting, but remember it uses OC items that are largely unavailable in MotB or SoZ ....
Try it out. Or you could just slide it in and out of your Override when you see a special enchantment to try.
last played PnP back in '79 so i have no opinion there. Personally I didn't like MotB crafting and didn't use it much, so don't know about +8 15d6 Falchions o death, either. I *do* like the rebalanced TCC - to get a gist of it just look through the recipe text file. Problem is, it has problems and without script-fu and a fair deal of clever patience ya might be asking fer Trouble (audio)
For example, Mold and Malleate Spirit might no longer work (unless taken out of the override temporarily)
i think the +Resistance recipes are borked. There's a fix in the comments tho.
I find this hard to believe, but I had to inject code to allow Epic Crafters to set four enchantments on an item.
You may have to create your own recipes for +6 to +8.
The bonuses, however, are IMMENSE. Ability to upgrade an enchantment; VFX and material properties (eg, Iron weapon) don't count toward the limit; plus lots of onHit cast spell, Skill-boosts, and Feats were added, etc. I've tweaked mine a fair bit, but i feel it should be gone over with a fine-toothed comb
it depends on what you're into; so to try & answer your question, I say yes it is more balanced than MotB crafting, but remember it uses OC items that are largely unavailable in MotB or SoZ ....
Try it out. Or you could just slide it in and out of your Override when you see a special enchantment to try.
#3
Posté 22 mai 2011 - 05:08
Then the "rebalance" part in the name is a joke if that part is not fixed. And by fixed I mean it's stupidly broken right now.
To be honest I would probably just ignore any and all crafting in all campaigns just to be sure. Hell I play on Very Difficult with Tony's AI and rest restriction scripts. Overpowered items is the last thing I want.
To be honest I would probably just ignore any and all crafting in all campaigns just to be sure. Hell I play on Very Difficult with Tony's AI and rest restriction scripts. Overpowered items is the last thing I want.





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