Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
#604126 26/05/17 04:59 AM
Joined: May 2017
W
stranger
OP Offline
stranger
W
Joined: May 2017
As stated in the title this topic is just some random shotgun spattering of ideas. I forfeit all rights to these ideas. though I know many are common or do not matter. that said lets get to the ideas.







WEAPON CLASS SUGGETIONS



CANNONS/rifles (early gunpowder)
info: fast to fire, slow to "reload" cannons are able to deal a large around of physical damage accurately at range. their main down side is their function while they only take 1 AP to fire, it take 4 to "reload". making them a burst damage weapon.

mechanics
shot and reload: after an attack action one must preform a reload action on the weapon unlike bows and crossbows that automaticly do this.
uses ammo: unlike other weapon classes you must craft/find ammo for imp cannons. these have many types from the common lead round (AP high physical damage) to the rarer explosive elemental rounds.

WEAPON EXAMPLES

makeshift arquebus
image: link
info: A stick with a metal tube on the end. is lit with a small fuse.
damage: 10-15 (base at one)
AP fire: 1
AP reload: 4
AP swap: 2 (yes you can swap between two in battle to lower time reloading)
range: 1.5x that of a bow/crossbow


thunder mug
image: link
info: it looks like a mug, but instead of drinking this is for making a hole lot of noise. (not a weapon per say but more of a loadable equip like the grenades)
effect: upon use produces a loud noise and a cloud of smoke around the user. any hostile in X range will be disoriented by the sound for 1 or 2 turns. produces a ring of smoke around the user great for use on escapes.

note: thunder mugs are a real thing, though in RL they where primarily used in forts and harbors as a sort of siren.



imp liquid projector
looks: search greek fire, the devises we think where used for that would be about this. large and bulky but epic to use.
info: made by some crazy imp these rare weapons take barrels of fuel be it water, oil, or poison and spray it upon a target area. generally used in combo with spells to disorient and destroy the field of battle.
damage: 1-3 impact + paints surface
AP use: 1
AP reload: 6
uses before reload: 20 (a single barrel is used in reload)
are painted with element similar to wands.


AMMOS

lead shot (common)
info: a tube with a metal round and black powder.
effect: standard load no effect

elemental shot (common)
info: a glowing round with a red powder behind it
effect: +20% damage elemental (so 10 damage gets 2 elemental damage of type)
type limit: poison, fire, electric.

smoke shot (uncommon)
info: a standard lead shot with a large amount of powder
effect: -10% damage puts of a wall of smoke in front of user.

chipper shot (craft)
info: a load of wood chips, nails and powder.
effect: hits EVERYTHING in front of user between them and half max range, -~10% damage per target hit. (closest takes full anything after takes 10% less based on other targets hit)

explosive shot (rare)
info: explodes on impact
effect: +200% damage and knocks down hit target.





LONG BOWS
info: requires a higher AP to use then standard bows, long bows have the main advantage of longer ranges from height with them gaining 2x the range bonus of any other weapon. along with that users are imparted an ARROW VOLLEY ability where they aim at a ground point and fire 6 arrows at once.

mechanics
height bonus increased: 2x bonus range from height and a 75% increase to crit chance against lower elevation targets.

ARROW VOLLEY skill: a 4 round cool down skill where you aim at the ground firing a "shotgun" burst of 6 arrows, great for bunched up groups.


example of weapon

makeshift longbow
craft: long stick, bow string
damage: 8-9 base
AP fire: 4 (can't move and fire same turn with out glass cannon)
ability: arrow volley


idea base: melee weapons unlock abilities, shields unlock abilities why not have a bow that has its own one. sure bows can use arrow heads but for elemental effects a wand or staff is generally better then most arrow heads.


bucklers(shields)
info: smaller more mobile shields designed for the fleet of foot. while they do not provide shields up like standard shields they do have a opportunity block ability which when activates "blocks" all attacks of opportunity on the turn used.


mechanics
opportunity block: for one turn immune to attacks of opportunity, 5 turn cool down.


example of weapon

makeshift buckler
shield: 5 physical, 1 magical (not a good shield)
fineness required: 12
ability: opportunity block

note: weakest idea of all "Weapon ideas" posted here.



QUEST/EVENT CONCEPTS


Undead in a crate:
info: player comes across a locked metal crate in the middle of nowhere. from it they can hear muffled screaming. turns out it is an undead dwarf that was locked in their cause well he was an undead dwarf and some one wanted to see if they could.
note: upon release the dwarf complains about the light thanks you drops a coin purse that he had apparently stolen from his attackers and walks off. can be found actually dead by something later. (not a fighter)


LOST,two legs slightly used.
insperation: http://steamcommunity.com/sharedfiles/filedetails/?id=932307817

base: player runs into a soldier who is missing their lower torso, apparently the lost it in an attack but a mage managed to save their life. much to their hatred. they task you with finding their legs which is no easy task. as well one was eaten by the beast that took their lower half and the other was turned into an oil lamp by an imp, cause reasons.

quest bits: find the legs. kill a creature to get a half digested leg, and kill an imp to get a burned leg candle. return them to soldier.

upon getting their legs back the soldier will actually insult you for bringing them back in such poor condition stating they are of no use to him now. forcing you to have to persuade the soldier to get a reward for doing the job. failing results in an insult in 10 gold, succeeding resuilts in getting the burned one as a melee weapon. (poison and fire damage)

Joined: May 2017
W
stranger
OP Offline
stranger
W
Joined: May 2017
TRAIT IDEAS FOR UNDEAD



these ideas would require a player to have an undead character. the first one actually turns the player to an undead but is a waste of a trait.



Cursed to live
trait info: upon first death come back as an undead after 1 turn.


POISONED BLOOD
trait requires: undead
level requirement: 5
info: instead of bleeding blood you bleed poison. this has an advantage of a poison imunity but be warned your poisoned blood makes healing potions and spells nearly useless.
does:
+poison immunity and light heal from poison.
+ melee attackers have a chance to be poisoned upon successful hit.
-healing items do -50% heal amount.
-healing spells do -90% heal amount.
~death and crits cause pools of poison instead of blood.

note: idea is rework of zombie, instead of making them require poison to heal, just have an imunity and light regeneration from it.



corpse fiend
trait requires: undead, necromancer
level requirement: NA
info: undeath is a curse to most but for you it is a blessing, you revel in the darkness and the magical nature of your undeath brings many points to light.
DOES
+upon death regenerate after 2 turns can not truly die.
+goulish intimidation options added these have a higher chance to seceed then normal persuasion options but hurt relations with ALL PARTY Members, that are not undead.
+heal by eating raw meat and corpses
~CAN ONLY HEAL BY EATING FLESH, or though necromancer skills.
-can not be revived with scrolls
-blessed surfaces do not effect you.




Moderated by  gbnf 

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5