ERYFKRAD
Barbarian
- Joined
- Sep 25, 2012
- Messages
- 30,152
This one's okay, have played it.
This one's okay, have played it.
Any cool classic module pnp conversions that you would recommend? I played a couple, but they were so so.
Only one I really liked was The Accursed Tower, set on Icewind Dale.
Some of the better PnP conversions:
C2 - The Ghost Tower of Inverness and S4 - The Lost Caverns of Tsojcanth, by SirOtus
N1 - Against the Cult of The Reptile God by Rich Barker
Uk2 - The Sentinel by heresiologist
S1 - Tomb of Horrors by Ghool
If you liked Accursed Tower, you could always try some of Udasu's other conversions.
It's possible to completely avoid what little potential combat exists in S1 Tomb of Horrors, and this module has no plot, no quests, and no "expression". What the Tomb of Horrors does offer is excellent exploration, and it is one of the greatest RPG adventure modules of all time.Any cool classic module pnp conversions that you would recommend? I played a couple, but they were so so.
Only one I really liked was The Accursed Tower, set on Icewind Dale.
Some of the better PnP conversions:
C2 - The Ghost Tower of Inverness and S4 - The Lost Caverns of Tsojcanth, by SirOtus
N1 - Against the Cult of The Reptile God by Rich Barker
Uk2 - The Sentinel by heresiologist
S1 - Tomb of Horrors by Ghool
If you liked Accursed Tower, you could always try some of Udasu's other conversions.
Are these all hack&slash, or is there enough of a plot, quests, and expression/roleplay in them?
Are these all hack&slash, or is there enough of a plot, quests, and expression/roleplay in them?
Good module for a Paladin/Cleric?
I've played the official campaigns a long time ago and even enjoyed the main one which everyone seems to hate. I've been feeling nostalgic lately though. Are there any good undead focused modules I should play? Maybe something with vampires?
It most certainly is boring, but I've kept at it since I sort of remember the trial part being interesting. I've just managed to push through Act I and all that paint-by-numbers combat so I guess I'll soon see how much nostalgia is at play. My plan was to play some of the OC and then move onto MotB well immunised against this marvellous interface the game keeps throwing at me.You can make the camera really good, it just takes some screwing around. I though the original campaign was pretty boring though. Mask of the Betrayer expansion is decent though.
Anything you can tell us about the availability (and potency) of different weapons in Swordflight? Just so we could have an idea of a weapon to take WF/IC/WS/EWF/EWS in.
Earlier you wrote something about weaker base weapons having significant magical bonuses in Swordflight; does that mean that, let's say, daggers or clubs in Swordflight are on par with scimitars and rapiers? Thank you.
How does it work if you don't specialize in any weapons at all?. 3 you will eventually obtain a powerful weapon whose type is determined by your feats
How does it work if you don't specialize in any weapons at all?
Ah, I never spend feats on weapon proficiencies. I generally prefer to keep the barbarian able to handle any weapon.if you have taken weapon specific feats for multiple weapons types, you might not get the type you most want
How does it work if you don't specialize in any weapons at all?
If you have no weapon specific feats, then the relevant script will just check what weapon proficiencies one has (and all classes in the game start with some sort of proficiency feat) and provide a weapon appropriate to those, with some randomness. For example, if you have Martial Weapon Proficiency (and do not have Exotic), you would be randomly given either a Battleaxe or a Warhammer (unless you also have the Weapon Finesse feat or are a halfling or gnome, in which case you would get a shortsword for that proficiency).
Since we are getting into the nitty-gritty details, perhaps I might also mention that the script runs through a list of weapon types and produces the first type where one has a matching feat, so if you have taken weapon specific feats for multiple weapons types, you might not get the type you most want.
Man, why? Just making a map takes ages.How does it work if you don't specialize in any weapons at all?
If you have no weapon specific feats, then the relevant script will just check what weapon proficiencies one has (and all classes in the game start with some sort of proficiency feat) and provide a weapon appropriate to those, with some randomness. For example, if you have Martial Weapon Proficiency (and do not have Exotic), you would be randomly given either a Battleaxe or a Warhammer (unless you also have the Weapon Finesse feat or are a halfling or gnome, in which case you would get a shortsword for that proficiency).
Since we are getting into the nitty-gritty details, perhaps I might also mention that the script runs through a list of weapon types and produces the first type where one has a matching feat, so if you have taken weapon specific feats for multiple weapons types, you might not get the type you most want.
Still awaiting you to build a party based campaign in NVWN 2
Man, why? Just making a map takes ages.How does it work if you don't specialize in any weapons at all?
If you have no weapon specific feats, then the relevant script will just check what weapon proficiencies one has (and all classes in the game start with some sort of proficiency feat) and provide a weapon appropriate to those, with some randomness. For example, if you have Martial Weapon Proficiency (and do not have Exotic), you would be randomly given either a Battleaxe or a Warhammer (unless you also have the Weapon Finesse feat or are a halfling or gnome, in which case you would get a shortsword for that proficiency).
Since we are getting into the nitty-gritty details, perhaps I might also mention that the script runs through a list of weapon types and produces the first type where one has a matching feat, so if you have taken weapon specific feats for multiple weapons types, you might not get the type you most want.
Still awaiting you to build a party based campaign in NVWN 2
Swordflight is a very good module, unfortunately, I prefer party-based games over single PC games with the exception of maybe Underrail. I just wish he will make a wonderful party based module for NVWN 2
On an unrelated note: what are some core building staples in 3rd ED/NwN that you like to uphold?
- the rule of four (crucial for BAB progression)
- Str-based favors a low magic setting, Dex-based is better in high magic, lvl 20+ worlds
- Choose smite-proof alignment if you can
- Uncanny dodge is a must for melee fighters (for flat-footed)
- Best buffs: Imp. Invisibility / Stoneskin / Keen
- Low saving throws are VERY bad!! Generally keep an eye on your saves/AC/AB (if a fighting class)
- When multiclassing start with the class that has the most skill points (usually Rogue or Bard)
- Spellcraft gives a hidden bonus to SR
On an unrelated note: what are some core building staples in 3rd ED/NwN that you like to uphold?
- Max out the Tumble skill for a big AC boost, ideally by multi-classing to a class that has it as a class skill (assuming your primary class does not), but as a cross-class skill if necessary.
- On a related note, Skill dump. Unlike some other implementations of 3E, NWN allows you to save any and all skill points gained on level up to spend on a later level-up, so multi-class characters should save up skill points until taking a level in a class that has crucial skills as class skills. E.g., a Rogue/Fighter/Wizard could take no new skills on Fighter levels, Concentration and Spellcraft only on Wizard levels, and spend all the additional saved skill points when taking Rogue levels.
- Crit bonuses are usually by far the most important weapon stat
- Multi-classes are almost always better than single classes, but dedicated casters usually need a high number of levels in their core class to be effective, so keep multi-classing to a minimum with them (generally only a rare off-level for skill-dumping purposes or a special feat).
- Uncanny dodge is a must for melee fighters (for flat-footed)
Always a good feat to have, but I would not say it is essential unless a significant chunk of your AC comes from Dexterity. Evasion is also a nice feat to pick up if you can, protecting against spells, traps and possibly other effects.
- Low saving throws are VERY bad!! ....
This depends on the environment. In many high magic modules you can get items making you immune to just about anything you would save against, making boosts to saving throws redundant. Also, with Auto-fail on 1, boosts to saves will eventually reach a point of diminishing returns. Though obviously having good saves never hurts.