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 Templars overwhelming power

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Clive Forumposter



Posts: 97
Join date: 2008-09-11
Age: 33
Location: UK

PostSubject: Re: Templars overwhelming power   Fri Feb 13 2009, 02:49

Seriously, these posts are the mosts sensible ones on here. I am not saying it for the good of my health. This is my opinion on the matter and everyone is entitled to my opinion. Or should people only post on your thread if they agree with you?
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Ivan the Terrible



Posts: 21
Join date: 2008-11-30

PostSubject: Re: Templars overwhelming power   Fri Feb 13 2009, 11:35

Can we end this post. Enough already.
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Sarah the DM



Posts: 456
Join date: 2008-09-04

PostSubject: Re: Templars overwhelming power   Mon Aug 31 2009, 22:12

The Templar Amulet is returning to the module this week. Unlike the old guilds, there will be no requirement to go after evil, no XP-based transport to D16, and no guild hall However, the amulet will be an incentive for lawful good paladins.

I know the question is coming, so I'll answer it: no, fighters, dwarven defenders, and champions of Torm without paladin levels won't be able to use the amulet. However, anyone with lawful good alignment and paladin levels will be able to equip the item.

Yes, the amulet will include the Knight's Grasp unique power.
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pugz



Posts: 94
Join date: 2008-09-12
Age: 24
Location: MICHIGAN

PostSubject: Re: Templars overwhelming power   Tue Sep 01 2009, 02:11

why??? dont u think there uber enuf as it is? i do
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Sarah the DM



Posts: 456
Join date: 2008-09-04

PostSubject: Re: Templars overwhelming power   Tue Sep 01 2009, 09:13

Because they happen to be one of my favorite classes plus the module is named after the Templars. Don't worry, the power will be suitably adjusted. What makes you think paladins are over powered now? What in particular do they have other than the paladin set which is terribly difficult to obtain? The Rusty Set is comparable.
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pugz



Posts: 94
Join date: 2008-09-12
Age: 24
Location: MICHIGAN

PostSubject: Re: Templars overwhelming power   Tue Sep 01 2009, 16:14

well i can say this ive ran through hell with the pally i made for grandma in a full pally set didnt have to use one heal til the bridge of no return. ive ran through hell with a very simulair build (fighter lvls instead of the pally lvls) in the full rusty set and struggled my ass off. is there gunna be sum big quest for them to compleate to obtain it? or is it just gunna be handed to em like b4? will the grasp still lower the victims ac by 20 or just hold them there? is that hand gunna be like the spell casters hand that there is a save vs and dispellable or no save at all? im really not complaining just trying to understand.
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Sarah the DM



Posts: 456
Join date: 2008-09-04

PostSubject: Re: Templars overwhelming power   Tue Sep 01 2009, 20:36

You still aren't specific on exactly what makes the paladin so overpowered. What powers or items did you use (be very specific) to enable you to run through D16 without needing to heal?
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pugz



Posts: 94
Join date: 2008-09-12
Age: 24
Location: MICHIGAN

PostSubject: Re: Templars overwhelming power   Tue Sep 01 2009, 20:50

i think wat makes them so powerful is they get to use the whole pally set along with 3 peices from the rusty set. are u putting crit immunity back on the ammy too?
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DarkSky



Posts: 151
Join date: 2008-09-06

PostSubject: Re: Templars overwhelming power   Wed Sep 02 2009, 00:51

I only use 1 piece from the rusty set on my pally NOT 3. Shocked
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Sarah the DM



Posts: 456
Join date: 2008-09-04

PostSubject: Re: Templars overwhelming power   Wed Sep 02 2009, 09:47

All items will soon lose immunities. No critical immunity, no sneak attack immunity, etc. The change will be automatic whenever you equip an item that has an immunity. All newly found items already have the immunity properties removed. Immunities are replaced by saving throw or skill bonuses. I know this is likely to cause some grief initially, but I'm going back to the original KT concept. The monsters are also in the process of losing a lot of their immunities, too. Only undead will keep the full array of "undead" immunities. Most other creatures will only be immune to obvious properties, like fire immunity for red dragons.

SO, the new Templar amulet will not have critical hit immunity. Nor will it give the paladin the right to get to D16 via a shortcut. It will have the famous (infamous) Knight's Grasp. That will also be altered so that it isn't as overwhelmingly powerful (against players) as it once was.

The loss of immunity effects will restore (partially) the value of fighter critical hit feats as well as rogue sneak attacks. I say partially, because the KT weapon system already puts a lot of the damage in an on-hit effect that does not increase on a critical hit. Only base damage is enhanced (which is pretty good in itself).
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Sarah the DM



Posts: 456
Join date: 2008-09-04

PostSubject: Re: Templars overwhelming power   Wed Sep 02 2009, 09:50

BTW, the saving throw system in KT is heavily customized and pretty easy to meet. My only concern is knockdown, which is discipline based. Casters are going to have a lot of problems there, but shoot, they have so many other advantages they can afford a weakness in one area. Most monsters aren't going to be knockdown experts.

BTW, does anyone know if spells are recovered on relogging? They shouldn't be, but I may have forgotten to set it up that way.
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DarkSky



Posts: 151
Join date: 2008-09-06

PostSubject: Re: Templars overwhelming power   Wed Sep 02 2009, 15:36

We casters do ?. . . I don't know about the spells being recovered on relogging but will see if I play her again.
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