New advantages/disadvantages discussion

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Feralwarlord
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Re: New advantages/disadvantages discussion

Post by Feralwarlord »

well I though of a new advantage that pairs with a spell effect I also thought of, I'll start with the spell effect.
Enchant Weapon/Armour - temporarily enchants an unenchanted weapon/armour with a magic effect

now for the advantage
Enchanted Fists - allows the enchant spell effect to be used on your fists.

Narf the Mouse
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Re: New advantages/disadvantages discussion

Post by Narf the Mouse »

Feralwarlord wrote: Mon Nov 12, 2018 9:43 am well I though of a new advantage that pairs with a spell effect I also thought of, I'll start with the spell effect.
Enchant Weapon/Armour - temporarily enchants an unenchanted weapon/armour with a magic effect

now for the advantage
Enchanted Fists - allows the enchant spell effect to be used on your fists.
Reminds me of the D&D 3.5e Monk class, who, given a plausible reading of the rules, could both wear enchanted gauntlets as weapons, and enchant their fists as weapons.

Quick explanation: Gauntlets are on the weapons list as "unarmed weapons" (spiked and locking gauntlets are not, so this is not a mistake). A Monk's unarmed attacks are "...treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons."

http://www.d20srd.org/srd/equipment/wea ... m#gauntlet

http://www.d20srd.org/srd/classes/monk.htm

Hence, while the Fighter might spend 50,000 gp on a +5 Longsword, a Monk might spend 32,000 gp on a +4 fist/gauntlet and 18,000 on a +3 gauntlet/fist, gaining a +7 bonus for the same price. The following text link would seem to preclude this:

http://www.d20srd.org/srd/theBasics.htm ... ementBonus

However, note that it only precludes stacking enhancement bonuses "on the same [weapon or armor]", "[on the same] creature (in the case of natural armor)", or "ability scores". It does not preclude stacking bonuses from two different weapons or two different armours, provided you have a way of using both.

Hence, gauntlets are an exception. :D And incidentally also allows the Monk to bypass certain types of epic defences, something the Fighter needs a Bane weapon for.

...But I digress, and knowingly so.
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

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Feralwarlord
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Re: New advantages/disadvantages discussion

Post by Feralwarlord »

Narf the Mouse wrote: Mon Nov 12, 2018 10:22 am
Reminds me of the D&D 3.5e Monk class, who, given a plausible reading of the rules, could both wear enchanted gauntlets as weapons, and enchant their fists as weapons.

Quick explanation: Gauntlets are on the weapons list as "unarmed weapons" (spiked and locking gauntlets are not, so this is not a mistake). A Monk's unarmed attacks are "...treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons."

http://www.d20srd.org/srd/equipment/wea ... m#gauntlet

http://www.d20srd.org/srd/classes/monk.htm

Hence, while the Fighter might spend 50,000 gp on a +5 Longsword, a Monk might spend 32,000 gp on a +4 fist/gauntlet and 18,000 on a +3 gauntlet/fist, gaining a +7 bonus for the same price. The following text link would seem to preclude this:

http://www.d20srd.org/srd/theBasics.htm ... ementBonus

However, note that it only precludes stacking enhancement bonuses "on the same [weapon or armor]", "[on the same] creature (in the case of natural armor)", or "ability scores". It does not preclude stacking bonuses from two different weapons or two different armours, provided you have a way of using both.

Hence, gauntlets are an exception. :D And incidentally also allows the Monk to bypass certain types of epic defences, something the Fighter needs a Bane weapon for.

...But I digress, and knowingly so.
Interesting coincidence that you bring this up while I'm in the middle of replaying neverwinter nights 2 :lol:

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Feralwarlord
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Re: New advantages/disadvantages discussion

Post by Feralwarlord »

Healthy - always get max possible hp on level up
Godly Luck - your character always get the best possible result on dice rolls
Abysmal Luck - your character always gets the worst possible result on dice rolls
The Void Where Luck Goes To Die - DFU always gives the worst possible result on all dice rolls

Narf the Mouse
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Re: New advantages/disadvantages discussion

Post by Narf the Mouse »

Feralwarlord wrote: Thu Nov 15, 2018 7:07 am Healthy - always get max possible hp on level up
Godly Luck - your character always get the best possible result on dice rolls
Abysmal Luck - your character always gets the worst possible result on dice rolls
The Void Where Luck Goes To Die - DFU always gives the worst possible result on all dice rolls
Hmm... I think the luck one would work better as "roll twice and take the best/worst". Always getting the same result means you either auto-succeed or auto-fail. Plus, lore-wise, I'd call that "fate", not "luck". :)
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

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