luj1
You're all shills
Yup I put 5 classes now... fun
Starting build? You only get 15 levels to start with in HotU. Frankly, Paladin or Fighter seems unnecessary. IIRC, you're trading massive XP requirements for not that much of a benefit.Just made an invincible starting build in HotU lol
6 Monk, 9 Cleric, 2 Shadowdancer, 2 Paladin
Just made an invincible starting build in HotU lol
6 Monk, 9 Cleric, 2 Shadowdancer, 2 Paladin ...
... Do you guys know of any modules with a high starting level? Like 30+ or so. Something where I can play this build. Thank you
EE tried to implement a more pnp-ish version of uncanny dodge; to quote the wiki: "As of Enhanced Edition patch 1.74, uncanny dodge II grants immunity to sneak attacks from a flanking attacker unless the attacker has at least four more combined class levels of rogue, assassin, barbarian, and shadowdancer than the defender. (blackguard levels are not counted.)"
Something I've been wondering - is there a NWN mod that adds ranged magic weapon types? Like a staff that attacks with a cantrip? ...
I just meant in general. This build could probably do without the 2nd lvl of SD but I'm not sure what his plan is on armor but as others have pointed out, I don't think it matters much.For a DEX-based build, sure, but I wouldn't consider a starting DEX score of 13 to be a "DEX-based build".
What about extending baseitem.2da? I saw there are two old mods that makes rods and wands equipable, one uses them as blunt weapons. I'm thinking copy the Magic Staff (or the Wand or the Rod) entry to a new one, keep the model, swap it over to a range attack and create items with theSomething I've been wondering - is there a NWN mod that adds ranged magic weapon types? Like a staff that attacks with a cantrip? ...
A builder can create in the unmodded toolset a weapon that more or less does that: make a custom weapon and add the "No Combat Damage" property as well as an "On-hit Cast Spell" property for whatever spell you want. It would not work at range, though, so maybe not what you want.
This "more than 3 classes" thing really confuses me in the context of NWN1, lol.
Yeah, I know, I'm just saying it still confuses me because I've been playing this game for like 15 years and it has always been 3. As for the xp penalty, you have 3 base classes, human only prevents the xp penalty for 1 class.
Since recently it's a setting you can change in NWN:EE, I put 4
Is it possible you were denied your AC bonus to dexterity at the time of the attack?
Tested this with Neesha against some Gargoyles. She had 28 AC buffed, with Uncanny Dodge and Dodge.Is it possible you were denied your AC bonus to dexterity at the time of the attack?
99% this. You need Uncanny Dodge or this will happen the vast majority of the time
Steadfast Determination allows you to stat-dump Wisdom. Pretty good value, but it does require Toughness. Effectively you gain +1 Fort and Wis per Con point, which is a no-brainer for anything that doesn't use WIS for spellcasting.I found a really good way to get some crazy saves at level 1
Monk Human
Take Luck of Heroes + Strong Soul at first level
or Fighter Elf
Same + you get +2 vs. mind-affecting racial too
oh im playing NwN 1Tested this with Neesha against some Gargoyles. She had 28 AC buffed, with Uncanny Dodge and Dodge.Is it possible you were denied your AC bonus to dexterity at the time of the attack?
99% this. You need Uncanny Dodge or this will happen the vast majority of the time
Hits were only scored with 28 or above, but indeed, 28 were hits.
A couple of things about this. Neeshka also has 26 points in Tumble, which should afford her another +2 AC, yet it doesn't seem to do shit.
Weird, since when I got 10 points of Tumble on my MC, he went +1 AC on the stat sheet.
Both dodge and Tumble AC appear to not be working. Note, NWN2builder has both of the AC bonuses show up on your stat sheet in summary screen. Tumble description also is worded in such a way to suggest that it should be added to the character sheet, since it's not described as a dodge or dexterity AC bonus and shouldn't be affected by flat-footed (or it's just a shitty tooltip).
Weirdly enough, though, I also had a few misses scored at hit rolls of 28 (including when they were sole targets attacking each other in sequence), which doesn't make any motherfucking sense at awl. Attacks below 28 were definitely misses, so it wasn't an issue with flat foot registering improperly or Uncanny Dodge not working as intended.
Steadfast Determination allows you to stat-dump Wisdom. Pretty good value, but it does require Toughness. Effectively you gain +1 Fort and Wis per Con point, which is a no-brainer for anything that doesn't use WIS for spellcasting.I found a really good way to get some crazy saves at level 1
Monk Human
Take Luck of Heroes + Strong Soul at first level
or Fighter Elf
Same + you get +2 vs. mind-affecting racial too
Some time ago Nwn EE received updated that lets you see how aoe spells will hit by highlighting ground.Alright, fuck, I finally finished the NWN2 OC.
That was rough, it's scary to think that this many bugs persist in this game after two expansion packs. Encountered a few gamebreaking bugs, luckily I saved frequently.
There's decent quality overall, but the core game mechanics fight you at literally every step of the way. There are so many encounters that would have been cool as fuck, with great multilayered terrain, ambushes, interesting mechanics, but they were spoiled by the fact that the entire party descends into a confused blob by the introduction of a corner or a corridor. Casting AoE spells is an absolute mess in at least half of the encounters, no wonder friendly fire is turned off by default on "normal" mode. I was really looking forward to chewing through MotB and SOZ, now not so much. But I will carry on through.
Does every one of these games need a keep management minigame/gold sink?
Since NWN2 is built on the same engine, it's kind of a shame that both of these games received such strong community support and that they're both based on a solid version of D&D. Is NWN1 as buggy as this shitpile? I honestly don't remember the combat in PS:T being anywhere near this bad, and that has a really bad reputation for some reason.
I don't remember much in the way of gamebreaking bugs. Except for maybe the Trial sequence, I think that could jam up badly but I never encountered it myself.Encountered a few gamebreaking bugs, luckily I saved frequently.
A shame "that" or "because?" 'Cause "that" makes it sound like you're upset about two of the games' selling points. Just move on to MotB and you should have a better time, should've followed the standard advice to drop the OC if it was getting frustrated.Since NWN2 is built on the same engine, it's kind of a shame that both of these games received such strong community support and that they're both based on a solid version of D&D.
No, Obsidian's work on NWN2 was notoriously rough and brittle, whereas BioWare's first NWN was generally very fit for its purpose. That purpose, however, didn't really include single-player party-based combat, unfortunately. You have limited control over AI companions and they ain't the brightest, go in expecting more of a "solo plus benefits" experience.Is NWN1 as buggy as this shitpile?
He's talking about NWN2, which already had AoE indicators.Some time ago Nwn EE received updated that lets you see how aoe spells will hit by highlighting ground.