Author Topic: A few questions for the experienced NWN players :)  (Read 15304 times)

Legacy_Westan Willows

  • Sr. Member
  • ****
  • Posts: 269
  • Karma: +0/-0
A few questions for the experienced NWN players :)
« Reply #30 on: January 27, 2014, 05:18:02 pm »


               BTW: I forgot to say some feats required STR and/or DEX or an ability in order to have it. for example I have a fighter who can't have dodge because he doesn't have 13 DEX.
               
               

               
            

Legacy_MagicalMaster

  • Hero Member
  • *****
  • Posts: 2712
  • Karma: +0/-0
A few questions for the experienced NWN players :)
« Reply #31 on: January 27, 2014, 10:41:59 pm »


               

Bogdanov89 wrote...

Is there any difference in melee weapon attack bonus and damage bonus if i have 15 Strength instead of 14 Strength (still the same STR ability modifier on character panel)?

No.  Only modifier matters for AB and damage.

Bogdanov89 wrote...

Does any Ability, like STR/DEX/CON/INT/CHAR/WIS, actually provide a benefit by itself - or does ONLY the modifier matter?
In other words, i am trying to find out does it matter at all if i have (example) 15 STR instead of 14 STR - since both 14 and 15 STR have the same modifiers?

Some feats require certain scores -- Ambidexterity requires 15 Dex, Cleave requires 13 Str, etc.  Some scripted checks may also use raw scores rather than modifiers (like you need 17+ Str to move a boulder).

Bogdanov89 wrote...

About Constitution - it seems that the more Constitution i invest, i get less increase in health per point of Constitution. Is it true that Constitution loses it's value the more points you put into it?
Also, do i get health from EVERY point in Constitution - or only from CON's ability modifier?

You get 1 HP per level per Constitution modifier.  Which is a constant increase and thus means going from 0 to 1 modifier if you have 10 HP per level is a 10% increase in overall health while going from 10 to 11 modifier is only a 5% increase in overall health.  But it's effectively a 10% increase of your ORIGINAL health per modifier point.

Generally speaking, Constitution matters most on worlds which have percentage based heals -- otherwise having more HP winds up not helping as much (if you're chugging potions that always heal 150 HP having 900 HP versus 800 HP doesn't really matter).
               
               

               


                     Modifié par MagicalMaster, 27 janvier 2014 - 11:09 .
                     
                  


            

Legacy_MagicalMaster

  • Hero Member
  • *****
  • Posts: 2712
  • Karma: +0/-0
A few questions for the experienced NWN players :)
« Reply #32 on: January 27, 2014, 11:42:15 pm »


               

ShaDoOoW wrote...

This is absolutely true and one more point for 16bab since in this environment you hit without it (in this environment a melee mage is usually playable so cleric wont have any problem to hit monsters without the short term buffs.

I'd say the reverse -- because if **** DOES hit the proverbial fan and you DO need to buff and go to town, you're better off.  In other words, you're better off WHEN IT MATTERS MOST and weaker when it doesn't matter anyway.

ShaDoOoW wrote...

you are correct but it was down yesterday, it works now - try to use google translator on this page http://arkhalia.cz/howto.html

Looking at it.  Seems like there are very few immunities (like no Knockdown immunity, for example)?

ShaDoOoW wrote...

But provinf the initial argument that characters with 3base aprs arent worse than those with 4 (given same ab) will be perfect for proving your or my point. ':police:'

Ideally I could make like a weapon master or something and use a script to remove the fourth attack but that won't really work on your world.
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
A few questions for the experienced NWN players :)
« Reply #33 on: January 28, 2014, 12:24:21 am »


               

MagicalMaster wrote...

ShaDoOoW wrote...

you are correct but it was down yesterday, it works now - try to use google translator on this page http://arkhalia.cz/howto.html

Looking at it.  Seems like there are very few immunities (like no Knockdown immunity, for example)?

ShaDoOoW wrote...

But provinf the initial argument that characters with 3base aprs arent worse than those with 4 (given same ab) will be perfect for proving your or my point. ':police:'

Ideally I could make like a weapon master or something and use a script to remove the fourth attack but that won't really work on your world.

yes there were absolutely no immunities in past but in time of my DMing I added few basic immunities as poison/disease/sleep/bonus feat woodland stride. Other immunities are not present on items as itemproperty but it is easy to get unlimited ammmount of potions with lesser mind blank for almost no price. Death immunity is present in expensive and limited potion, or from scrolls (either from store - very expensive or players).

If I still were DM I would manage it for you but Im not anymore (sometimes the only thing you can do is to leave) so no that wont work. The best choice would be rdd bard probably 30/10 would be maybe the perfect build for your point since 30lvl song is boosted here with additional +1attack. If you still are eager to prove your point in the very hard way hehe. (But levelling to 40 is matter of 24hours if you know how/where and have a good character or support from someone else - almost every meta/powergaming allowed (except using secondary login to beat any dungeon "solo" playing for both of them at once) so many players uses cleric booster on second acc to level up faster and easier)
               
               

               
            

Legacy_Bogdanov89

  • Full Member
  • ***
  • Posts: 155
  • Karma: +0/-0
A few questions for the experienced NWN players :)
« Reply #34 on: January 28, 2014, 03:25:32 am »


               Thank you for replying.

I wanted to ask you fellas about DnD 3.5 rules mod in NWN - is there such a mod?
Are there perhaps multiple different versions/makers - and if so which one would you suggest?

EDIT:
I made a mistake about the Find Trap spell, it got changed in the Community Patch and i did not know.
Forget i asked about it '<img'>
               
               

               


                     Modifié par Bogdanov89, 28 janvier 2014 - 05:35 .
                     
                  


            

Legacy_Westan Willows

  • Sr. Member
  • ****
  • Posts: 269
  • Karma: +0/-0
A few questions for the experienced NWN players :)
« Reply #35 on: January 28, 2014, 03:35:38 am »


               How are you casting Find Trap? I find that its works best if I use the quick slot. It should find and disarm traps.
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
A few questions for the experienced NWN players :)
« Reply #36 on: January 28, 2014, 03:50:51 am »


               

Bogdanov89 wrote...

Thank you for replying.

I wanted to ask you fellas about DnD 3.5 rules mod in NWN - is there such a mod?
Are there perhaps multiple different versions/makers - and if so which one would you suggest?

http://nwvault.ign.c....detail&id=5646

its a bit outdated and it will revert some CPP changes/fixes/features but it will work


the find traps not disarming is a CPP change as I already replied in another thread
               
               

               


                     Modifié par ShaDoOoW, 28 janvier 2014 - 03:51 .
                     
                  


            

Legacy_Westan Willows

  • Sr. Member
  • ****
  • Posts: 269
  • Karma: +0/-0
A few questions for the experienced NWN players :)
« Reply #37 on: January 28, 2014, 04:05:35 am »


               @ ShaDoOoW what thread?
               
               

               
            

Legacy_Bogdanov89

  • Full Member
  • ***
  • Posts: 155
  • Karma: +0/-0
A few questions for the experienced NWN players :)
« Reply #38 on: January 28, 2014, 05:36:16 am »


               

ShaDoOoW wrote...

Bogdanov89 wrote...

Thank you for replying.

I wanted to ask you fellas about DnD 3.5 rules mod in NWN - is there such a mod?
Are there perhaps multiple different versions/makers - and if so which one would you suggest?

http://nwvault.ign.c....detail&id=5646
its a bit outdated and it will revert some CPP changes/fixes/features but it will work

the find traps not disarming is a CPP change as I already replied in another thread


Yea i corrected my post, was very very late when i wrote and then i forgot that i already asked the question xD
Thank you for explaining it .
               
               

               
            

Legacy_Bogdanov89

  • Full Member
  • ***
  • Posts: 155
  • Karma: +0/-0
A few questions for the experienced NWN players :)
« Reply #39 on: January 28, 2014, 05:57:07 am »


               I forgot to ask about Hit Dice, and damaging/killing spells that are based on Hit Dice.
I read the wikia page about Hit Dice and i am still rather confused by it...

Can someone explain, for example, how does the spell Cloudkill work (http://nwn.wikia.com/wiki/Cloudkill)?

How do i know how much Hit Dice a certain creature has?
How do i actually know what is the level of a hostile creature?
               
               

               
            

Legacy_MagicalMaster

  • Hero Member
  • *****
  • Posts: 2712
  • Karma: +0/-0
A few questions for the experienced NWN players :)
« Reply #40 on: January 28, 2014, 06:29:32 am »


               There's something called the Enhanced Magic System which tries to make a lot of spells more 3.5 like but it definitely does a few "non-standard" tweaks -- and some of its changes are kind of broken (some specific spells).  It's used in the Aielund Saga (starts here: http://nwvault.ign.c....detail&id=3920) if you want to try it.

Regarding Hit Dice, it's simply the total level of a creature.  A level 15 fighter has 15 hit dice.  A level 5 fighter/5 barbarian/5 rogue also has 15 hit dice.  Level = hit dice.

There's no good standard way to judge hit dice, but THEORETICALLY (especially pre-epic) a creature's CR is their HD in most cases.  Thus if you're a level 13 mage and you see an Effortless opponent, it's ususually safe to assume its less than level 9.
               
               

               


                     Modifié par MagicalMaster, 28 janvier 2014 - 06:30 .
                     
                  


            

Legacy_Bogdanov89

  • Full Member
  • ***
  • Posts: 155
  • Karma: +0/-0
A few questions for the experienced NWN players :)
« Reply #41 on: January 28, 2014, 09:47:02 am »


               About the "Gedlee's electric loop" spell - i have never managed to make this spell do AoE damage, it always only damages just 1 target '<img'>
Am i missing something?

About Illusion spells Phantasmal Killer and Weird - i noticed they need both a Will and a Fortitude check to perform the kill.
Is there any actual benefit to the spells for requiring 2 saving throws?
Or is it just a big weakness of those spells to require 2 saving throws?
               
               

               
            

Legacy_MagicalMaster

  • Hero Member
  • *****
  • Posts: 2712
  • Karma: +0/-0
A few questions for the experienced NWN players :)
« Reply #42 on: January 28, 2014, 04:35:28 pm »


               Electric Loop has a VERY small AoE -- the enemies basically have to be hugging each other to hit more than one.

PhanKil/Weird -- there's no benefit, no, it's a big weakness.  If someone has a 50% chance of failing one save then they only have a 25% chance of failing two, for example -- and it means the target has to have both low Fort AND Will saves.

HOWEVER, technically speaking, they have an advantage since being immune to Death Magic won't save you from those spells (you need Fear or Mind Spell Immunity to save you).  But since Mind Immunity is far more common than Death Immunity this still generally winds up being a weakness.
               
               

               
            

Legacy_Bogdanov89

  • Full Member
  • ***
  • Posts: 155
  • Karma: +0/-0
A few questions for the experienced NWN players :)
« Reply #43 on: January 28, 2014, 05:30:12 pm »


               

MagicalMaster wrote...
Electric Loop has a VERY small AoE -- the enemies basically have to be hugging each other to hit more than one.
PhanKil/Weird -- there's no benefit, no, it's a big weakness.  If someone has a 50% chance of failing one save then they only have a 25% chance of failing two, for example -- and it means the target has to have both low Fort AND Will saves.
HOWEVER, technically speaking, they have an advantage since being immune to Death Magic won't save you from those spells (you need Fear or Mind Spell Immunity to save you).  But since Mind Immunity is far more common than Death Immunity this still generally winds up being a weakness.


Thank you for answering!

About Dwarven Defenders, how should one actually use this class without crippling damage output?
The defensive bonuses/feats it gives seem good, but having too many levels in Dwarven Defender seems to greatly lower your damage output when compared to a fighter of the same level.
Any tips on making DDefender work without losing so much damage output?

About Bards - they seem to be very fragile, due to no armor (arcane spell failure) and low health gain per level.
But they also have a decent attack bonus per level, same as cleric.
So how do i actually make my Bard efficient at combat?
Which weapons and feats can provide Bard with the needed damage output?

Sorcerers can only change their spells at level up, which to me seems like a MAJOR negative flaw.
What do sorcerers have to compensate for this immense draw back, when compared to Wizards?
               
               

               
            

Legacy_MagicalMaster

  • Hero Member
  • *****
  • Posts: 2712
  • Karma: +0/-0
A few questions for the experienced NWN players :)
« Reply #44 on: January 28, 2014, 06:24:37 pm »


               

Bogdanov89 wrote...

About Dwarven Defenders, how should one actually use this class without crippling damage output?
The defensive bonuses/feats it gives seem good, but having too many levels in Dwarven Defender seems to greatly lower your damage output when compared to a fighter of the same level.
Any tips on making DDefender work without losing so much damage output?

Levels in Dwarven Defender don't reduce your damage output whatsoever -- why would you think they do?

Hell, something like a 14 Fighter/26 Dwarven Defender has the EXACT same offense (potentially slightly better when in Defensive Stance) compared to a 40 Fighter.  The difference is the fighter probably has 48 more HP while the Dwarven Defender is immune to Sneak Attacks and ignores 18 damage per melee hit (which is far more valuable than 48 HP).

Bogdanov89 wrote...

About Bards - they seem to be very fragile, due to no armor (arcane spell failure) and low health gain per level.
But they also have a decent attack bonus per level, same as cleric.
So how do i actually make my Bard efficient at combat?
Which weapons and feats can provide Bard with the needed damage output?

The simple answer?  Go strength bard in full plate.  Easiest if you take a fighter level or three but not necessary (just means you need to take Heavy Armor Proficiency manuall).  A level 20 strength Bard will beat a level 20 Fighter in a straight up fight if the Bard uses Bard Song and Curse Song.  If the Bard is allowed to use Improved Invisibility, War Cry, and potentially some other spells then the Bard is even better off.  You don't even really need new weapon feats -- just focus on the Morningstar which is a really good generic (and Simple) weapon.  You may want Still Spell for this to be able to cast spells while in armor -- otherwise just take off your armor, buff up, and put it back on.

If you don't like the idea of a Bard with high strength in full plate, you could also go Bard with high Dexterity and pick up Weapon Finesse.  Eventually you'll wind up with more AC and possibly an extra AB or two but his damage per hit will be much less.

Bogdanov89 wrote...

Sorcerers can only change their spells at level up, which to me seems like a MAJOR negative flaw.
What do sorcerers have to compensate for this immense draw back, when compared to Wizards?

They can freely choose what spells to cast.

Let's say a Wizard knows Interposing Hand (enemy suffers AB penalty), Cone of Cold (cold damage), Energy Buffer (protects against elemental damage), Firebrand (fire damage), Mestil's Acid Sheath (defensive shield), Lesser Mind Blank (mind spell immunity),  Lesser Spell Mantle (protects against spells), and Summon Creature V (summons a bear).

Our wizard gets to memorize 8 of these spells so he decides to memorize 1 Interposing Hand, 1 Cone of Cold, 2 Energy Buffers, 2 Firebrands, 1 Lesser Spell Mantle, and 1 Summon Creature V.  Now he finds himself facing a really tough Fire Giant!  What can he do?

Well, the enemy's AB is too high for Interposing Hand to do much, so that's kind of worthless.  The Energy Buffers don't protect against the hits from the Fire Giant's sword.  The giant is immune to Firebrands.  The giant doesn't cast spells so Lesser Spell Mantle is worthless.  So that leaves 1 Cone of Cold and 1 Summon Creature V.

The wizard tries summoning the bear and then hits the giant with a Cone of Cold.  While the Cone of Cold does a lot of damage it takes more than just one to seriously hurt the giant and the bear quickly gets killed.  Now we have an angry giant chasing the wizard who has 6 remaining spells which are all useless.  Bad news!

Now let's consider a sorcerer!  He's only allowed to know 4 spells, so he picks Cone of Cold, Firebrand, Mestil's Acid Sheath, and Summon Creature V.  He also gets 9 casts per day (sorcerers get 1 more cast per day, 2 if wizards don't specialize).  But he can cast any spell he wants while he still has spells remaining!

So he sees the Fire Giant and realizes Cone of Cold and Summon Creature V will be useful.  He summons a bear.   8 spells remaining.  He hits the giant with a Cone of Cold.  7 spells remaining.  He decides to use another Cone of Cold.  6 spells remaining.  Giant is nearly dead but kills the bear now.  No problem, sorcerer summons another -- 5 spells remaining.  Sorcerer uses one last Cone of Cold and the giant dies with 4 out of the 9 spells still left -- and the sorcerer still had 4 more Cone of Colds or bears total if he needed them!

That's the advantage of sorcerers -- you can adapt your spells on the fly and adjust spells to unexpected situations.  A wizard would literally have to say "Okay, I will memorize 6 Cone of Colds and 3 bears EXACTLY" and then he'd be screwed if he met a Frost Giant instead of a Fire Giant -- while the sorcerer can easily handle both.  And if the sorcerer winds up wanting a 4th bear, he can summon one -- while the wizard only memorized 3 and is limited to that number.