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I do agree build uniformity is the saddest part about this game. I'd humbly suggest you tone down the requirement to Scoundrel 2/3 if nothing else, so people can take it on other characters if they really want, but it's of course entirely up to you.
Either way, thank you for the mod, and good luck!
Well, that depends on what kind of fun do you want. Sure the Pawn makes life more convenient, but what ruins the fun for me, is that most of the experienced players I've played with are tending to use the same builds. Especially in the talents section. That's why I've introduced this small mod.
Anyway, you don't have to agree with me about that. If you want, you can adjust it yourself. It just one parameter in the text file.
This is exactly the reason why this is one of the best talents for all melee characters.
>>whereas rogues are actually the melee class that needs it least: most rogue players I've seen open with Backlash anyway
To open - yes. But then during the fight, they have to move behind their enemy each turn.
>>You've also made it an almost rogue-exclusive talent
Yeah, this is another issue - rouges are a little bit underpowered in vanilla IMO. By making one of the most powerful talents in the game rogue exclusive, I'm trying to make rogue a little bit more attractive choice for multiclassing.
From my experience, most of the players spend 1 skill into Rogue, take Pawn, take a sleeping grenade and 1 AP jump skills, and doesn't see any point in investing anything more into Rogue. This is what I've tried to fix.
I just like it a lot because it's really frustrating to have to spend 1AP and cut down your options just because the guy is a little further away from you. By raising The Pawn to such a high level of scoundrel, you've cut down on a chunk of fun in the game, in my opinion.
You've also made it an almost rogue-exclusive talent, whereas rogues are actually the melee class that needs it least: most rogue players I've seen open with Backlash anyway, although sometimes the Pawn helps with that.
I believe Executioner may work better if you play with two Long Wolfs or on the easy-normal difficulties, but I haven't considered them.
About the Pawn, it's the first time I hear that the Executioner is better. It gives you 2 AP, but only when you finish the enemy, which will work maximum one per several turns. In the first, the most difficult rounds, you don't get any benefit from it at all. Also, other characters will steal kills for sure, so in practice, it will work even more rarely than I've mentioned.
And the Pawn always gives you 1 AP each turn. This means your melee fighters will be able to keep 4 AP for two attacks at most cases, rogues will be able to do two backstabs, ranged characters will be able to approach to a shot range or retreat from an enemy melee fighter each turn. There no archetypes in the game that won't benefit from this additional 1 AP.
Still, this is a great mod idea and I like the changes otherwise. Thank you for posting!