Nice to see mod like this. Our long going pen and paper PF camps have used ABP, with some little tweaks. it works nicely for physical damage dealers at least. for mages it might be seen as a little nerf, in normal PnP game. hard to say how it will effect WotR. Anyway, gonna give this mod a try if I ever get back to playing this game
IMO it's usually the opposite. The only thing mages care about is the Mental Prowess buff, which comes earlier than the Physical Prowesses. ABP hands out weapon/armor bonuses a lot slower than regular progression, especially for TWFers (only having +1 weapons until level 14 is f*#@ing bruuuutal).
Can get you stuck in the Legendary enhancement menu with an empty screen and no way to leave other than Alt-F4ing out of the game, which is honestly just really bad and makes this practically unusable.
I notice that when i examine enemies they have mental prowess and physical prowess(at least the Derakni does). Is this mod giving those bonuses to enemies based on their HD and then actually applying them? If it is it should probably be fixed so that the buffs do not actually apply. These are player only rules functionally as the stat assumptions for player equipment should already be baked in to enemy stats.
I'm a bit confused about how legendary weapon works. Could use some help to better understand it.
My lvl 15 character spent 2 legendary gift points (from mythic level) in legendary weapon. I was hoping to get something like a +4 holy weapon. Or +5 flaming.
Using a masterwork weapon without enhancement as base, when I opened the attunement menu my weapon is already at +5 enhancement. But all the options are disabled with red color.
This sounds like a bug. Try following the instructions here to gather your log files and share them: https://github.com/cabarius/ToyBox/wiki/Diagnosing-Loading-Problems#wrath-instructions. It's also helpful to share a save file & list of mods you use. Make sure to enable detailed logs.
I check Nexus pretty infrequently so preferably report it on GitHub.
This seems interesting, but also raises some questions regarding balance (since WotR is not entirely consistent about when it gives out powerful items, certain areas will potentially be significantly easier or harder with these changes.) Of course, it gives me a good reason to start another new playthrough regardless, since this sounds like it would guarantee certain builds coming online at certain times and would make things feel fresh.
I do have one question that I'd need answered before I'd try this - how does this work with legendary path characters? Does it just cap at 20 for benefits? Does it matter that taking legend will be a much bigger power jump than it was meant to be, or have you accounted for this by making it curve for 40 levels instead? I'm just curious what to expect.
"If you are on the Legend path, you receive an additional Legendary Gift at level 22 and every two levels after."
There is a link in the description to the github page with the documentation.
The implementation is not 1-to-1 with the tabletop chart. A mythic character at the end will have 28 Legendary Gifts, 20 class levels, and 10 mythic levels. A legend at level 40 will have 18 Legendary Gifts, and 40 class levels.
Also, I think it's about time for me to nuke my current playthrough and start with some new rules.
Legend Path Legendary Gift is currently broken, but I'll have a fix this weekend. It's giving... a LOT of gifts.
In general I haven't had a chance to play with this yet (still working on a bit before next run), but my guess is:
1. Early levels are a little harder, since you don't get enhancement bonuses until level 4+ 2. Mid levels are similar, though you'll still miss out on some powerful items that give boosts at some levels 3. Late levels are easier. In particular I suspect the Legendary Weapons / Legendary Armor gifts are a power increase overall. At this point your stats are going to be effectively the same as w/o, but now you have more special effects from magic items as well as some inherent stat bonuses.
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I'm a bit confused about how legendary weapon works. Could use some help to better understand it.
My lvl 15 character spent 2 legendary gift points (from mythic level) in legendary weapon.
I was hoping to get something like a +4 holy weapon. Or +5 flaming.
Using a masterwork weapon without enhancement as base, when I opened the attunement menu my weapon is already at +5 enhancement. But all the options are disabled with red color.
Not sure what am I doing wrong here?
I check Nexus pretty infrequently so preferably report it on GitHub.
I do have one question that I'd need answered before I'd try this - how does this work with legendary path characters? Does it just cap at 20 for benefits? Does it matter that taking legend will be a much bigger power jump than it was meant to be, or have you accounted for this by making it curve for 40 levels instead? I'm just curious what to expect.
There is a link in the description to the github page with the documentation.
The implementation is not 1-to-1 with the tabletop chart. A mythic character at the end will have 28 Legendary Gifts, 20 class levels, and 10 mythic levels. A legend at level 40 will have 18 Legendary Gifts, and 40 class levels.
Also, I think it's about time for me to nuke my current playthrough and start with some new rules.
In general I haven't had a chance to play with this yet (still working on a bit before next run), but my guess is:
1. Early levels are a little harder, since you don't get enhancement bonuses until level 4+
2. Mid levels are similar, though you'll still miss out on some powerful items that give boosts at some levels
3. Late levels are easier. In particular I suspect the Legendary Weapons / Legendary Armor gifts are a power increase overall. At this point your stats are going to be effectively the same as w/o, but now you have more special effects from magic items as well as some inherent stat bonuses.