NWN2 progress
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deject
- Berk

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NWN2 progress
How far is everyone? I'm a few hours into Chapter 2,
Spoiler text:
I've about halfway fixed up Crossroad Keep, and I got the first special ability from that stone tree thing.
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Also, I'm a level 14 monk and I think I'll start getting Shadowdancer levels after I get to 16.
Spoiler text:
I've about halfway fixed up Crossroad Keep, and I got the first special ability from that stone tree thing.
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Also, I'm a level 14 monk and I think I'll start getting Shadowdancer levels after I get to 16.
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FatherJack
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Re: NWN2 progress
It fucked up in Neverwinter and doesn't play the cutscene with Brelania after you return the wagon and say you solved the docks problem and won't let me into the warehouse, so I started again and will do the evil quests instead.deject wrote:How far is everyone? I'm a few hours into Chapter 2,
Tiefling Fighter, just met Neeshka.
Annoying, and no help from the forums.
I've just reached the docks in the first bit having done the dungeon and fort thing. Had a bit of a bug with rescuing the boss of the fort from the graveyard - he wouldn't follow so I couldn't complete that one
Lawful Evil Half Elf Cleric (hehe, loving the oxymoron). It's great that this game actually lets you play evil properly and the party characters are developed enough that I actually want to abuse that damn tiefling tart and then rip her soul into shreds - damn she annoys me.
Lawful Evil Half Elf Cleric (hehe, loving the oxymoron). It's great that this game actually lets you play evil properly and the party characters are developed enough that I actually want to abuse that damn tiefling tart and then rip her soul into shreds - damn she annoys me.
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Sheriff Fatman
- Optimus Prime

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I was loving it but have had to stop playing anything recently due to loads of Uni work raping my Druidic ass. I fully intend on catching up significantly during the Christmas break. But then I get my Wii with TLoZ: Twilight Princess so fuck knows where the time will come for me to embark on an epic NWN quest. I fucking will though. Between real world work and gaming, Christmas should be pretty OK.
narf I've never been a die hard beardy follow all the rules person so I have no idea whether my Sword of Assrape +1 1D8 Crit 19-20/2 is better than a Fucknugget 1D6 Crit x3 etc. If it looks cool and kills the bad guy, it's good enough for me usually. What's nice is that so far the game appears to cater well for my bizarre character alignment, schizophrenic nature and moral struggle between abiding by the law of the land whilst slitting all the childrens' throats. By chapter 3 I will no doubt have no legs, have breathing difficulties, wearing some cool looking black armour and a cloak, and shouting Noooooo alot. In short, pick pretty much anything at startup - for once they've put enough thought into the game to make it fun to play something other than a Lawful Good Dwarven Fighter.Sheriff Fatman wrote:I have just bought this (yes, with real money 'n everything). Any quick tips, pit-falls to avoid early on?
I am one of those people who will forsake hours of play and start again if I make any silly mistakes.
/beard mode activatefriznit wrote: What's nice is that so far the game appears to cater well for my bizarre character alignment
Lawful evil isn't a contradiction in terms in this context. The alignment system in AD&D uses two parts - lawful/neutral/chaotic and good/neutral/evil. The easiest way to explain it is by example: A lawful good character will be your archetypical Ned Flanders-esque paladin. Chaotic good would be more like a hippy. Chaotic evil would be a violent anarchist and lawful evil would be, say, a tyrannical businessman or a personal injury lawyer.
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Sheriff Fatman
- Optimus Prime

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Joose
- Turret

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on the whole, thisfriznit wrote: narf I've never been a die hard beardy follow all the rules person so I have no idea whether my Sword of Assrape +1 1D8 Crit 19-20/2 is better than a Fucknugget 1D6 Crit x3 etc. If it looks cool and kills the bad guy, it's good enough for me usually. What's nice is that so far the game appears to cater well for my bizarre character alignment, schizophrenic nature and moral struggle between abiding by the law of the land whilst slitting all the childrens' throats. By chapter 3 I will no doubt have no legs, have breathing difficulties, wearing some cool looking black armour and a cloak, and shouting Noooooo alot. In short, pick pretty much anything at startup - for once they've put enough thought into the game to make it fun to play something other than a Lawful Good Dwarven Fighter.
however, there are some classes that some people should avoid:
If you like simple "hit goblin in face" type stuff, go for fighter, paladin or barbarian.
If you like massive boomy asploasions and stuff, but dont want to have to worry whether you have the right spells memorized for the right occasion, pick Sorceror. Warlocks are even simpler, as they are essentially just ranged magic blasters, but their spells are kinda generic.
other than that, pick what you like, none of them are gimped, exactly. Although anyone choosing Bard will have me pointing at them, laughing, and calling them a ponce.
The only other thing I should point out: multiclassing. Yes, you can multiclass almost any class with any other class. But a lot of the time its a bad plan unless you *really* know what your doing. In some cases, there are class combos that are just never going to work. Monk, for example, shouldnt be multiclassed with *anything*.
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Roman Totale
- Robotic Bumlord

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I'm currently a Tiefling, Chaotic Neutral, Rogue(6)/Sorcerer(3). I've multiclassed with the aim of becoming an Arcane Trickster (in fact I have the prerequisites to become one next level now).
I'm currently at the bit where: you have to kill the Orc warlord near Old Owl Well
I'm really getting into this now, the only things that bug me are 1) as Friz mentioned, I have no idea what crit 19-20 etc means, and I find some of the item descriptions quite puzzling; 2) the conversation options with npc team mates are quite limited.
It still keeps crashing which is fucking me right off.
I'm currently at the bit where: you have to kill the Orc warlord near Old Owl Well
I'm really getting into this now, the only things that bug me are 1) as Friz mentioned, I have no idea what crit 19-20 etc means, and I find some of the item descriptions quite puzzling; 2) the conversation options with npc team mates are quite limited.
It still keeps crashing which is fucking me right off.
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Nickface
- Ninja Pirate

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From my limited DnD knowledge (I never play, so I don't know exactly what everything means), here's what I've been assuming some of the numbers mean:
for damage:
xdy
you will do x times 1 - y damage. Basically, if you have a 1d8 weapon, it would be the same as rolling damage from an 8 sided die. So basically, 1d8 is 1-8 damage. Something like 2d6 would be 2 times whaver you roll with a six sided die, i.e. 2 - 12.
A critical is where you deal double damage, and if it says something like crit 19 - 20, it means that when you roll to determine a hit, if your 20 sided die lands on a 19 or 20, you deal a critical hit.
as for the +2 and all that jazz, I beleve those are added to attack bonuses rather than damage, but I really haven't got that part all figured out yet.
for damage:
xdy
you will do x times 1 - y damage. Basically, if you have a 1d8 weapon, it would be the same as rolling damage from an 8 sided die. So basically, 1d8 is 1-8 damage. Something like 2d6 would be 2 times whaver you roll with a six sided die, i.e. 2 - 12.
A critical is where you deal double damage, and if it says something like crit 19 - 20, it means that when you roll to determine a hit, if your 20 sided die lands on a 19 or 20, you deal a critical hit.
as for the +2 and all that jazz, I beleve those are added to attack bonuses rather than damage, but I really haven't got that part all figured out yet.
All correct. The +2 applies both to hit and for damage in AD&D (at least it did last time I played it), but only a naturally rolled 19 or 20 would cause a critical in this case.Nickface wrote:From my limited DnD knowledge (I never play, so I don't know exactly what everything means), here's what I've been assuming some of the numbers mean:
for damage:
xdy
you will do x times 1 - y damage. Basically, if you have a 1d8 weapon, it would be the same as rolling damage from an 8 sided die. So basically, 1d8 is 1-8 damage. Something like 2d6 would be 2 times whaver you roll with a six sided die, i.e. 2 - 12.
A critical is where you deal double damage, and if it says something like crit 19 - 20, it means that when you roll to determine a hit, if your 20 sided die lands on a 19 or 20, you deal a critical hit.
as for the +2 and all that jazz, I beleve those are added to attack bonuses rather than damage, but I really haven't got that part all figured out yet.
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FatherJack
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May help some, will report findings:
Beta patch 1.03 for English version only.
Reverter to 1.02 if it all goes bad.
Edit: Probably not worth it, as I found my problem was too many summoned animals - the patch crashed the game on trying to load another slot, so I'm removing it for now.
Beta patch 1.03 for English version only.
Reverter to 1.02 if it all goes bad.
Edit: Probably not worth it, as I found my problem was too many summoned animals - the patch crashed the game on trying to load another slot, so I'm removing it for now.
Last edited by FatherJack on November 23rd, 2006, 23:16, edited 1 time in total.
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Sheriff Fatman
- Optimus Prime

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Casting my fragile mind back to desktop AD&D, I think a turn is a standard across all mobs and PC's. Try to think of it as a 'I do this, then he does that, then I do this, etc' situation. Where each action as a whole (both the mobs and you) count as a 'turn'. It's where the GM rolls the dice for the mobs and you roll your dice for your character, and vice-versa.Joose wrote:yup, all of the above is correct.
One thing that does bother me, and ive not worked out yet:
Spells with a duration are often described as lasting for x turns. As everything is done kinda in real-time, how long does a turn last?
You can only perform so many actions in a round (I think it is around 3.5 seconds). If something lasts X many rounds, then it will be active for X many rounds before it wears off.
I doubt this makes much sense, however my beard days are long gone and I don't really get it any more.
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FatherJack
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In old (2nd ed) AD&D a "round" is about a minute and a "turn" is 10 rounds. Obviously the time is compressed somewhat in the games, to make them a bit more exciting.
Typical round-length actions, attacking once, drinking a potion take a few seconds in this game. This would make effects like (say) a 5-turn poisoning last for 20-40 seconds - which is quite a while given most battle are over before then.
Typical round-length actions, attacking once, drinking a potion take a few seconds in this game. This would make effects like (say) a 5-turn poisoning last for 20-40 seconds - which is quite a while given most battle are over before then.


