Totally awesome change for dualwield PCs, as it is a dual weapon that won't require Exotic prof. Unfortunately it breaks the staff for everyone else as they are forced to dualwield. I've always liked having a quarterstaff as a lightweight anti-Riser weapon, or a wizard melee weapon, as it's the only 2 handed one. Not to mention it's a favoured weapon of enough deities there's a good reason for plenty of Clerics to use it.
Would it be possible to introduce the following change for staves?
QuoteUnique Power, unlimited use/day:
Destroys the staff and replaces it with an identical one that acts as a 2 handed weapon. Use it again and it replaces the 2 handed one with a dualwield one.
That would function like the d20 rules on quarterstaves, in that you can choose to swap between using it as a 2 handed or dual weapon.
If I recall right, you can't tweak weapons like that because you'd need seperate blueprints. NWN is a bitch when it comes to adding something new. We tried it with making spears one-handed/two-handed according to preference on my previous server, and we had HAKs, but it didn't work.
You could instead give Spear an additional Bludgeoning damage type. But that makes it pretty powerful.
This was considered before the change in -- the decision was to basically retcon all previous quarterstaves because all of 2 characters even carried them in their inventory. This is the new-and-improved, now-and-forever quarterstaff, unless it gets reverted.
Yeah... I can't honestly recall the last time I saw a serious melee wizard who used a staff. They all go for spear(if sorc based) or martial weapon proficiency and take a nice big two hander.
And yes, this change is Either/Or. There is no inbetween, sadly, without the need of a required download.
At least Franco, Talon and Finnegan all ended before this change. :P
Ah well, stick-based badassery ahoy!
Could the Puzzler's Staff maybe be changed to a nondescript-looking Wizard Staff, along with ones in Sugriam's store? If you use design 7 for the top, there are no glowing bits unless you also choose the matching middle section, which has the glow effect. You can use that to create plain Wizard Staves that resemble quarterstaves. It's for the RP value of having a mage staff for wizards, clerics of Azuth/Velsharoon etc without having to devalue flashy animated staves.
It would also be a good idea to add a script that gives +1 Attack and +2 damage to mage staves with characters with the weapon focus/weapon specialisation on the quarterstaff too, respectively.
Quote from: FleetingHeart;174283Yeah... I can't honestly recall the last time I saw a serious melee wizard who used a staff.
I don't really understand how having quartstaves as double weapons excludes wizards from toting them around as stat sticks as they've always done.
The club basically serves every function the old quarterstaff did statwise. I honestly think that the new incarnation of the quarterstaff is still more useful to wizards as an all around weapon, since their AB is so terrible they can't hit anything anyhow. The extra attack a round should give them a better chance of hitting those twenties.
When did the staff become dual wield?
I thought it was always two-handed.
ayumsewkonfuzed
Yes, junketeer. It was always a two handed weapon. Now it is a double weapon (like the double sword, dire mace, double axe).
Sigh. So now my pure fighter who uses a staff as his main weapon now needs to take some feats, or pick up a Ranger level, or will face AB penalties. Or choose a different weapon of course.
Dammit people, this is an awesome change!
Stop griping, pick up a staff and start clubbing strangers, cyricists or baby seals! What is wrong with you!
Uhh, Junketeer-
You don't have one?
I have been using a staff!
Just found out I can't hit anything with it, that's all.
I don't have a ranger level to get dual wield.
I did not choose the two feats that reduce the AB penalites.
SO until I do so, I cannot hit the side of a wall.
yeah so today I used a sword instead, just not my character's style, but at least I could hit things with it.
I have a staff. It is my main weapon.
I don't have any Ranger levels for dual wield.
I don't have the two feats to reduce the penalties.
SO until I get the feats or get a ranger level, I can't hit the side of a wall with my cool staff!
http://nwn.wikia.com/wiki/Magic_staff
Might solve some problems. You can build these without the sparkling things or vortex of doom on top and no real properties to provide wizards (or others) the means to use a staff without dual wielding it. Unlike the prior quarterstaff they are a one-hander though, but that's not too terrible of a loss for the odd person that used a staff anyway.
I think the top piece option number 7 is mundane looking and you can color it to not even be there as well :O
I don't see the problem, folks. The change is awesome, and of course it hits old char-builds. I remember times though, where people were complaining that it wasn't a dual-wield weapon.
Just go with it and have fun.
It's not a problem. I was just pointing out that there is another weapon with similar stats that can also be used in place of the old quarterstaff.
Quote from: AntoninD'Erlon;174536http://nwn.wikia.com/wiki/Magic_staff
Might solve some problems. You can build these without the sparkling things or vortex of doom on top and no real properties to provide wizards (or others) the means to use a staff without dual wielding it. Unlike the prior quarterstaff they are a one-hander though, but that's not too terrible of a loss for the odd person that used a staff anyway.
I think the top piece option number 7 is mundane looking and you can color it to not even be there as well :O
good solution! Afaik the magic staff can be suited to looks like normal qstaff.
The change to the staffs are cool and all, but I don't think anyones going to be jumping to use them anymore than before, the offhand attack has d3 damage and 1/2 of the strength mod.
I intend to continue to use the staff for my fighter as soon as he can be modified at the next level up. Its not always a choice of the strongest bestest weapon. I just wish I had known before I leveled up the other day.
@Junketeer: I hope you have 15 DEX, you need that for Ambidexterity. I'd suggest a new weapon or a rebuild.
I'd agree with Relinquish that 1d3 is really low for a dual weapon offhand. Maybe 1d4? 1d6 would be silly as with the improved critrange it'd be up there with the diremace (1d6/1d6, 19-20 crit vs 1d8/1d8 20 crit).
Diremace does 1d8 damage, though.
15Dex for Ambidexterity?
Oh yeah, hadn't thought of that.
...
I am not sure a Ranger level fits my character, ...
Gin Finagle will not give up his staff willingly!!!