Kyakikino wrote...
I think I'm ready to keep trying to play this game, but the resting issue is still a problem. I've been in situations where I'm in a house with only one room, and I defeat everyone in said room, but it tells me I cannot rest when enemies are nearby. In fact, I rarely can rest unless I go out of my way to find a place to do so.
Actually, this has been a pet peeve of mine since the beginning. In many occasions, there could be several closed doors between you and any potential attackers but you still get the no-rest warning even if they are on the other side of a wall without door.
But this is the way the engine works so we just adapt to enjoy.
Not to throw a monkey wrench into your current NWN experience, but the OC is probably the most lenient when it comes to resting opportunities and you seldom have to move very far to find a suitable place. Other modules can really test your ability to manage your spell repertoire (and even a fighter's ability to self-heal via rest) under stressful situations and limited/prohibited rest areas.
The solution is simple. The more you play, the easier it becomes to maintain control of your environment. Once the higher level spells become available, I believe you will agree that spellcasters, unchecked by a restrictive rest policy, are unstoppable dynamos.
One basic tip for your wizard (if you haven't figured it out yet, that is), the higher your INT ability modifier, the more open slots will available for each spell level and the less need for resting. For sorcs/bards, it's CHA ability and for clerics/druids it is WIS.
As for the comparisons to Warcraft, Starcraft, Age of Empires and any other RTS game... NWN uses D&D rules (or NWN's version of it) to resolve not only combat situations but just about every interaction your PC will encounter in the game. D&D is admittedly more complex than what RTS games utilize but has much more depth... hence the RPG tag.
Modifié par HipMaestro, 04 août 2010 - 01:52 .