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The Crotch posted:Man, I feel like such an rear end in a top hat for stealing the glowstone from the goblins. There's no way to explain the situation to them, is there?
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# ¿ May 13, 2013 21:33 |
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# ¿ Apr 25, 2024 15:34 |
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The Crotch posted:B-but the forest!
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# ¿ May 13, 2013 23:49 |
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Regarding the druid I think you can bluff her into giving you the evidence if your PC has a high bluff rating. (The fact that you can't have the party rogue bluff for you is pretty annoying. Despite its flaws, the fact you can use every party member's skills in conversations was one of the things I liked quite a bit about SoZ.)TerminusEst13 posted:And then they're gonna learn it changes nothing.
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# ¿ May 15, 2013 17:16 |
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Brave New World posted:Ditto. I absolutely love the first chapter of NWN1, even though I'll agree that the rest of the OC is pretty terrible and repetitive. Overall I have to say I enjoyed much more the NWN2 OC than the NWN1, though the former did have a pretty bad ending.
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# ¿ Jul 2, 2013 15:40 |
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I was thinking about trying to go through the official campaigns using a lightly-armored, Dex-based, dual-wielding warrior with spellcasting capability (mainly for self-buffing). I wanted to see whether people think that this build I came up with viable and if so whether there are ways of improving it. I went with Swashbuckler for the Dex-based fighter, Wizard for the Int synergy with Swashbuckler and Eldritch Knight for the good BAB and spell progression. Race: Human Initial Stats (at level 1): Str: 10, Dex: 16, Con: 14, Int: 16, Wis: 10, Cha: 10 Final Stats (at level 30): Str: 10, Dex: 26, Con: 14, Int: 18, Wis: 10, Cha: 10 Skills to focus on: Bluff, Concentration, Diplomacy, Lore, Spellcraft, Tumble, Use Magic Device. Weapons: Rapier in main hand, dagger in off-hand. Armor: None Levels (10 Swashbuckler/10 Wizard/10 Eldritch Knight): 01 Swashbuckler (Spellcasting Prodigy, Able Learner) 02 Wizard (generalist) 03 Wizard (Two Weapon Fighting) 04 Wizard (+1 Dex) 05 Wizard 06 Wizard (Spell Penetration) 07 Eldritch Knight 08 Eldritch Knight (+1 Dex) 09 Eldritch Knight (Weapon Focus (Rapier)) 10 Eldritch Knight 11 Eldritch Knight 12 Eldritch Knight (Two Weapon Defense) (+1 Dex) 13 Eldritch Knight 14 Eldritch Knight 15 Eldritch Knight (Improved Two Weapon Fighting) 16 Eldritch Knight (+1 Dex) 17 Swashbuckler 18 Swashbuckler (Greater Two Weapon Fighting) 19 Swashbuckler 20 Swashbuckler (+1 Dex) 21 Swashbuckler (Great Dexterity) 22 Wizard 23 Wizard (Great Intelligence) 24 Wizard (+1 Dex) 25 Wizard (Great Dexterity, Great Intelligence) 26 Wizard 27 Swashbuckler (Perfect Two Weapon Fighting) 28 Swashbuckler (+1 Dex) 29 Swashbuckler (Great Dexterity) 30 Swashbuckler
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# ¿ Jan 6, 2015 22:38 |
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CaptainPsyko posted:The main way you fall behind is skills, which is annoying, but manageable. Race: Yuan Ti Pureblood Initial Stats (at level 1): Str: 10, Dex: 18, Con: 14, Int: 18, Wis: 12, Cha: 10 Final Stats (at level 30): Str: 10, Dex: 26, Con: 14, Int: 20, Wis: 12, Cha: 10 Skills to focus on: Bluff, Concentration, Diplomacy, Lore, Spellcraft, Tumble, Use Magic Device. Levels: 01 Swashbuckler (Spellcasting Prodigy) 02 Wizard (generalist) 03 Swashbuckler (Able Learner) 04 Wizard (+1 Dex) 05 Swashbuckler 06 Wizard (Two Weapon Fighting) 07 Swashbuckler 08 Wizard (+1 Dex) 09 Wizard (Spell Penetration, Improved Two Weapon Fighting) 10 Eldritch Knight 11 Eldritch Knight 12 Eldritch Knight (Iron Will) (+1 Dex) 13 Eldritch Knight 14 Eldritch Knight 15 Eldritch Knight (Greater Two Weapon Fighting) 16 Eldritch Knight (+1 Dex) 17 Eldritch Knight 18 Eldritch Knight (Combat Expertise) 19 Eldritch Knight 20 Swashbuckler (+1 Dex) 21 Wizard (Epic Prowess) 22 Swashbuckler 23 Wizard (Combat Insight) 24 Swashbuckler (+1 Dex) 25 Wizard (Great Dexterity) 26 Swashbuckler 27 Wizard (Perfect Two Weapon Fighting) 28 Swashbuckler (+1 Dex) 29 Wizard (Great Intelligence, Great Intelligence) 30 Swashbuckler
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# ¿ Jan 7, 2015 00:10 |
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Poil posted:While I don't know much about good character builds I doubt you're going to reach level 30 with LA+2.
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# ¿ Jan 7, 2015 00:26 |
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Vermain posted:Roll a straight Dex Bard. It covers every single base you've requested and it consistently much better than any kind of cross-class build.
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# ¿ Jan 18, 2015 00:45 |
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CaptainPsyko posted:You'll get more epic feats faster, as well as increases to caster level which are important for offensive casting if you stick with Sorc after 20. That said, you'd get more out of, for example, 10 levels of Arcane Scholar of Candleleep, for super-metamagic with no caster level loss. PS: I played around with my Swashbuckler/Wizard/Eldritch Knight PC and it's quite impressive what you can get if you exploit crafting to its full capacity in MotB. A Greater Amulet of Health, the Dread Wraps robe, the Heart of Rashamen and Mourningring rings, the Bracers of the Inner Planes, Dragon Slippers (enchanted to provide +8 Dex), Ceremonial Uthgard Belt (enchanted to provide +8 Str, and +9 to Fort saves), the Shroud of the Elder Doom (enchanted to provide +8 deflection AC bonus) and a custom headband (enchanted to provide +8 Int, +8 Con, +8 Cha and +9 to Will saves) resulted in my character having a 48 AC and 350 HP, +39 Fort, +29 Ref, +33 Will saves, as well as immunity to sneak attacks, paralysis, knockdown, fear, disease, level/ability drain, poison, death magic and also have freedom of movement, haste and improved evasion. And all that is before applying any wizard buffs.
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# ¿ Jan 18, 2015 20:39 |
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Praetorian Mage posted:That's the thing, though. I did take 30 levels of Sorcerer, and my spells were still underpowered. Everything was saving against everything and the damage output was very low. If a higher caster level is supposed to make spells do more damage and be harder to save against, I haven't seen it. As far as Evocation spells go, Isaac's missile storms don't have saves and do magic damage, so these might be a good option if you all your enemies keep making saves or if they're resistant to elemental damage. Bigby's hand spells also don't have saves and are a good way to immobilize an enemy. Do enemies automatically fail their saves when attacked by spells under a Time Stop? I can't remember anymore how that spell worked in NWN.
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# ¿ Jan 18, 2015 21:32 |
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Praetorian Mage posted:Is a spell cast from a scroll as good as one of your own spells, or does it have a lower DC for some reason? It seemed like spells I cast from scrolls or items got blocked more often than the ones I cast from my own spell reserves. Maybe the creators of the modules were worried about caster supremacy and deliberately beefed up monsters against spells. Of course managing balance is pretty tricky so it sounds like they overdid it.
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# ¿ Jan 18, 2015 22:20 |
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Praetorian Mage posted:Well that just sounds absolutely terrible. Did 3e only become the "caster edition" because every game was running a fuckton of house rules or something? Regarding caster supremacy as a whole, much of the stuff I've seen involves abusing questionable spells and abilities from supplements such as the Book of Vile Darkness. Spellcasters can be very powerful and do things that a straight fighter cannot do, but much of the extreme cheese you saw involved things no sane GM would allow. And while casters can use spells to replicate the abilities of other classes, spells are limited in number so a caster couldn't really replace them all. In the end I also think it depends on the players. I'd that a good caster PC should buff and help his allies rather than try to hog all the spotlight, just as a rogue PC shouldn't constantly run off to try and loot houses or pickpocket important NPCs.
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# ¿ Jan 19, 2015 09:02 |
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prometheusbound2 posted:For instance, in Baldur's Gate 2(not 3rd edition) combat scenarios basically boil down to wizards throwing up really powerful defenses and other wizards countering them. Hypocrisy posted:No it applies to wizards too because Wizards get all the spells and spells in D&D start doing silly things from...level 1 upwards. Clerics/Druids just get to cast in full armor or cast when as a giant bear. That's cool and all but it doesn't match up to the Wizard spell list. bewilderment posted:Caster supremacy is pretty much there in the 3.x core, no special rules fiddliness requires. And some of the suggestions I've seen elsewhere, such as that Diplomacy or Bluff is useless because the Wizard can just cast Charm Person make no sense to me. A Wizard who goes around casting enchantment spells on NPCs will certainly get caught (ether because someone will make his save, which results in the person realizing that an attempt was made to control his mind, or that he'll be seen doing it by someone with Spellcraft) and the fact he tried to mind-control people will probably not make him very popular with them. Fly is good, but melee characters can benefit from it as well, especially if they can do ranged attacks. As for Rope Trick, enemies can still detect the extradimensional portal and the spell is limited by the fact you can't take bags of holding or similar items in it, which most higher level parties will use for storage. In my experience playing tabletop D&D, Wizards can do some very impressive things but are fairly poor at actually damaging and killing enemies. And I guess that a high level caster might be able to replicate a Skill monkey class like a Rogue in an emergency with say Moment of Prescience, but that is a high level spell that works for one check, so it would be much more effective to leave that sort of thing to those classes instead. And many of the more effective spells a wizard can cast in 3E actually make other characters more effective (hasting the party is much better for dealing damage than throwing a fireball unless you have a large group of enemies all bunched up together), so an effective wizard will actually work by enabling other characters to cool things instead of hogging the limelight himself. I agree that warrior types getting more varied special abilites is a good thing, something that to be fair 3E did try to do with feats, but if one tries to limit casters too much then the party as a whole loses the option to come up with creative solutions to the challenges presented to them. E.g I remember one game I was in where the party's solution for dealing with an extremely powerful enemy was to have the Rogue trick him with Bluff into picking up the trigger object that the Wizard had cast Trap The Soul on. Trying to restrict casters too much would render that sort of thing impossible.
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# ¿ Jan 20, 2015 13:36 |
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Really Pants posted:So he trapped the bad guy's soul with a spell that was made for trapping souls. That is creative as gently caress. Agnosticnixie posted:One thing that disappoints me a lot about NWN2 (both OC and MotB) is how much it seems that the silver sword of Gith is made into such a centerpiece that it's just not possible to consider anything but a longsword melee focused build for combat; even my purest caster ended up being turned into an Eldritch Knight to avoid getting pasted by Akachi after the king of shadows woke me up.
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# ¿ Jan 20, 2015 14:34 |
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bewilderment posted:Well, a wizard will never have the feats of a fighter, no, but they don't really need it when they've got summon monster and similar spells as well. Summon cool dudes to help when you feel like it. Clerics and druids get it too, of course, because in the core they're the ubermensch. Druids don't get to summon things that are as cool, but they get to turn into a bear and get superstats while also still being able to cast via natural spell so that's something. I think that for wizards to be really broken, they need foreknowledge of what they are facing, prep time to buff up and the willingness to go all out (which will result in them being of limited use the rest of the day). I imagine that they wouldn't get those most of the time and the final point means that they need to conserve spells since they can't know whether something more dangerous isn't lurking around the corner. bewilderment posted:Even if we accept your conclusion that a wizard won't be as good at the niches of other classes - other classes don't even get to be in the niche of a wizard or cleric or druid without magic items. The casters get to be in their own club where they can to some degree duplicate each other's abilities (although only divine casting gets healing for no real reason in 3e) but the fighter or rogue don't get to chuck out big fireballs, or fly, or even get dispel magic or magic resistance for themselves. Hell, to get a magic item of any kind, you literally need a caster to make it for you rules as written. Praetorian Mage posted:See, this is my big problem. I want to be a spellcaster who is good at killing stuff with magic. Praetorian Mage posted:I don't see how a wizard being able to kill stuff on his own would be "hogging the limelight". If that's not what you mean, I apologize. Praetorian Mage posted:Wow, all that stuff sounds monumentally unfun. So all 3e did was remove fun-killing downsides from spellcasting.
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# ¿ Jan 21, 2015 01:20 |
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bewilderment posted:As for the second and third questions - have you read or played fourth edition DnD? Your opinion of it will probably answer those questions. Or probably any video game that involves class balance - World of Warcraft? Dragon Age Inquisition (ignoring the more broken specialisations)? Agnosticnixie posted:I have never seen or heard of anyone who actually used racial level caps, ever, and most 2e and a lot of 1e setting books ignored them completely as well. (Which is something I found interesting in 2e vs. 3e edition wars; defenders of 2e would always defend their own house-ruled version of the game they had been playing for years and with was suited exactly to their tastes rather than the default game. I think it's natural that one would prefer the version of the game that they had developed for themselves, so that seemed like a pretty unfair comparison.)
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# ¿ Jan 21, 2015 01:55 |
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Agnosticnixie posted:And the 1e standard was 3d6 in order; the 2e standard was 4d6 drop low assign to taste. Agnosticnixie posted:Also that Gygax article is weird in a lot of ways since Unearthed Arcana was literally Gygax publishing his own house rules and outside of convention modules he apparently didn't care how the players rolled their stats so long as there was no blatant cheating (and IME, the most hardcore supporters of 3d6 in orders tend to cheat). 2E is chock full of optional rules all over the place as well which ultimately made it impossible for a game to not be house ruled if only to say which optional rules applied or not (including at least 3 optional rules to handle racial level caps in a softer way).
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# ¿ Jan 21, 2015 02:22 |
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Poil posted:Ehum, sorry about that but I feel very strongly against it after my own experiences of rolling up stats for pnp. To make a comparison to ancient Greece, it's really not fun when you roll up a powerful Spartan when everyone else rolls up Heracles. But as 2e might have put it, having a gimped character would give you a unique roleplaying opportunity to play as someone useless; something you wouldn't do if you had control over generating your own character. Agnosticnixie posted:I'm pretty sure both Ravenloft and Darksun encouraged it above all else but you're probably right on the core, GH/FR stuff being 3d6 drop low still.
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# ¿ Jan 21, 2015 02:39 |
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Fuzz posted:D&D is such a poo poo system.
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# ¿ Jan 21, 2015 08:30 |
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# ¿ Apr 25, 2024 15:34 |
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ToxicSlurpee posted:Part of the reason 4d6 style rolling became the standard in a lot of places is because D&D generally seems to lead to people wanting to be the heroes of the story so they want to, you know, be heroic.
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# ¿ Jan 21, 2015 22:53 |