80% of Wall spells (especially the best ones, i.e. 95% of Summoning Spells (They literally got their first 1 in a book published October THIS year) ![]() 359 up to Tasha's Cauldron of Everything). The gap has only grown with more supplements (it's something like 214 vs. In the Player's handbook (what BG3 will have), there are 129 Spells in the Sorcerer Spell List, vs. ![]() However, in 5E, they've separated and shrunk the Sorcerer's spell list compared to the Wizard's. In 3.0/3.5E and all the games we've had (BG2, NWN 1/2), the Sorcerer/Wizard spell list is basically one and the same. I'm talking about the actual full spell list they can choose from as a class. With this, I update all items to fall more in-line with their NWN2 versions (3.5 edition) and move away from the traditional Baldur's Gate style of setting an ability score to "x" amount and instead incrementing.I'm not talking about the # of spells known (which you're correct, that's the Sorcerer's MO). Through time, this has also branched into a more of an all-encompassing item mod for me. Forgotten Armament will provide many of these enemies with unique +1/+2/+3 weapons and gear providing for improved encounters with properly equipped foes. Additionally throughout the games, many a mid-level enemy is poorly equipped with either non-magical or generically magical (+1 non-named) weapons and armor while similarly leveled players have +2/+3 weapons and gear. One aspect of this mod is to ensure all weapons, armor, and items are equally represented and have steady progression paths for players throughout the series. The focus is to bring competitive mid-tier items, inspired by IWD and NWN2, into the game. ![]() Forgotten Armament aims to bring many low to mid-tier magical weapons, armors, and items into the games of Baldur's Gate: Enhanced Edition, Baldur's Gate II: Enhanced Edition, and the Enhanced Edition Trilogy (EET).
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