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#26
WebShaman

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Lowlander wrote...

WebShaman wrote...

I mean, imagine if there was unlimited multi-classing in NWN. Imagine that you could take as many different classes as you wished, up to the level limit (40 different classes, etc). It would result (or could, depending on the optimization and skill of the player) in a one man army, not needing any other classes to support it. Loaded up with just about every skill and ability that one can get, what could possibly hope to provide a challenge for this mega-multi-character?
.


Actually there are diminishing returns. You could likely build a more powerful character if you could go 4 classes, but the 5th likely wouldn't add much and  some time after that it would probably start degrading.

if you had 40 first level classes you would most likely suck at everything. A bunch of low level  spell casting levels are quite ineffective spell selection/scaling and DC. If you mix a bunch of non fighter base classes in pre-epic, your BAB would get wrecked.  Even a whole bunch of low level  fighter classes, you would miss fighter WS/EWS, Ranger Bane, DwD DR, etc...

But three classes seems a reasonable choice that allows a lot of fun customization.

Everyone likes to pick on SD and HIPS, but really it was a PnP design where this wouldn't be nearly as abusable with a DM moderating everything.  In NWN true seeing totally disables the SD class if that is all you get out of it. I have played SD, but probably wont' again, it isn't worth the adition hit to BAB/additional borking of Will saves in my Fighter/Rogue builds to be able to stealth near combat.


We can leave spellcasting out for obvious reasons - being that spellcasting is balanced with the level progression.  1 level in a spellcasting class does not give one access to all the spells, obviously.

That leaves mostly combat and stealth builds here.  Being that BaB classes add to one another, our 40th level character with 40 classes will have a high BaB (we take a lot of high BaB classes, suck in the benefits, and then go to the next...).

Of course, there are those class features that we will miss, but then, there sure are a lot of things we will get.  One would have to add something like the PRC to get enough additional classes, of course.  For example, all the additional classes and material from D&D (before 4ed).

In NWN, True Seeing does not necessarily disable the SD class.  One can modify True Seeing to avoid this.  In Vanilla, however, it does.

#27
MrZork

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I am a fan of the NWN multiclassing system, for the most part. I agree with some earlier comments that some of the classes lend themselves to cheesing in a way that leaves me a little uncomfortable. Obviously, those are just design decisions and aren't right or wrong in some universal sense.

But, IMO, there would be less cheese if most of the really good feats for a class shouldn't come at first level and those that are reasonable to have at first level should scale with class level. E.g., I probably would have left HiPS for at least level 2 of shadowdancer (give darkvision instead at level 1), preferably level 4; monk AC should be +WIS bonus up to monk level, and evasion delayed at least until level 2; access to UMD not available at first level for any class; paladin divine grace is +CHA bonus to saves up to paladin level; etc. Those are the sorts of restrictions that discourage using those classes for cheese without really having much impact on characters who choose those classes as primary classes.

Of course, the downside is that people may shy away from PWs that they decide make it too hard to play the class combos that they like. I know when I see a "minumin five pre-epic levels for any class" or similar restriction on a PW's FAQ, the tendency is to keep looking elsewhere. (Same for PWs that have a long list of nerfed spells...)

I agree with Webshaman that some prestige classes are pretty uber. But, many are designed pretty reasonably. E.g. RDD and PM are slow to power up (to the point that some consider them gimped). And, it really seems like Bioware designed many of the prestige classes and feats for enviroments that were much lower in magic than the ones they gave us in any of the main campaigns. I mean, Blinding Speed? An epic feat and 25+ DEX to get ten rounds of haste once per day? Really? Similarly for the various class feats that allow one to summon really wimpy help (by the time the character gets the feat), etc.

I disagree that some classes are "special" in that they require such dedication that that class can only be single-classed. It seems pretty arbitrary to decide (for instance) that a monk requires more exclusive dedication than a wizard does. If it's the role-play issue that seems "off" somehow, I can see that to an extent, but it's not really any less realistic than a chaotic neutral Rogue/Champion of Torm. I think what happens is that people associate a particular archetype with a class and forget that other people might not be thinking only in terms of that archetype. For instance, many people see monks as the class for characters who are any sort of martial artist characters, and to them it might make perfect sense that their ninja character learns some sorcery or that their combative druid merged his martial skills with those of other creatures (e.g. shifted forms).

#28
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WebShaman wrote...
In NWN, True Seeing does not necessarily disable the SD class.  One can modify True Seeing to avoid this.  In Vanilla, however, it does.


Obviously you can nerf true seeing, and you can also nerf HIPS, or customize in many ways that eliminate the complaints at SD/HIPS,  but the Vanilla game setup is what people were complaining about, so the True Seeing caveat applies.

The point is the main class everyone gets their panties in bunch over, is the SD with HIPS and 1st level.  HIPS is hugely overrated and completely nulified with true seeing. Also you need to consider the character as a whole one small piece of things. You may get HIPs with the first level of SD, but so what, you have to be at minimum a level 8 character for that.

I also don't get why people think all classes should deliver benefits on the exact same kind of progression. I find it funny people lump Paladins into classes that splash a few levels for max benefit, when they have a a great many class level based abilities as well spell casting that benefit for more and more levels. Why not complain about fighters. All you need is 4 fighter levels to get the fighters main benefit EWS?

NWN character building is clearly about Multi-classing there is no intent to make all classes best only if played to high levels, heck look at the Harper Scout. It only has 5 levels available.


MrZork wrote...

 E.g., I probably would have left HiPS for
at least level 2 of shadowdancer (give darkvision instead at level 1),
preferably level 4;


Level 2 is really no difference, make it 10 if you really want to be annoying. But really HIPS is really overrated and little to get bent out of shape over.

All the classes should be used to gain any advantage they provide, that is why they exist. If you don't like a combination, don't use it.   This IMO is just skill point saving. Don't like it, don't do it, but it hardly seems like something to complain about other people doing. It is part of the rules of the game.

Modifié par Lowlander, 19 juillet 2011 - 01:32 .


#29
Kail Pendragon

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I agree with Webshaman that some prestige classes are pretty uber. But, many are designed pretty reasonably. E.g. RDD and PM are slow to power up (to the point that some consider them gimped).

You gotta be kidding me. RDD in 10 levels grants the equivalent of 16 epic feats (8 Gr STR, 2 Gr CON, 2 Gr INT, 2 Gr CHA, 2 AS) plus immunities (fire, paralysis, sleep). Aye, that looks so slow to power up and, oh man, so ungraciously gimped. Wow :whistle:

#30
MrZork

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Kail Pendragon wrote...


I agree with Webshaman that some prestige classes are pretty uber. But, many are designed pretty reasonably. E.g. RDD and PM are slow to power up (to the point that some consider them gimped).

You gotta be kidding me. RDD in 10 levels grants the equivalent of 16 epic feats (8 Gr STR, 2 Gr CON, 2 Gr INT, 2 Gr CHA, 2 AS) plus immunities (fire, paralysis, sleep). Aye, that looks so slow to power up and, oh man, so ungraciously gimped. Wow :whistle:


Yeah, after I posted that, I realized I had rewritten the paragraph that originally said the classes power up gradually (as opposed to the classes that get much of their best stuff at level one) and mangled it. Personally, I agree that RDD is a pretty good PrC, though the requirements (needing levels of bard or sorc) can steer many away from it.

#31
Shadooow

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MrZork wrote...

I disagree that some classes are "special" in that they require such dedication that that class can only be single-classed. It seems pretty arbitrary to decide (for instance) that a monk requires more exclusive dedication than a wizard does. If it's the role-play issue that seems "off" somehow, I can see that to an extent, but it's not really any less realistic than a chaotic neutral Rogue/Champion of Torm. I think what happens is that people associate a particular archetype with a class and forget that other people might not be thinking only in terms of that archetype. For instance, many people see monks as the class for characters who are any sort of martial artist characters, and to them it might make perfect sense that their ninja character learns some sorcery or that their combative druid merged his martial skills with those of other creatures (e.g. shifted forms).

Well both classes have some multiclassing restriction by dnd rules (though monk doesnt in 3.0, its in 3.5). However, these rules do not forbidden to take other class but if they do it they cant progress in monk again. Paladin (even in 3.0) too, though if he commit an evil act then he also loses some of his abilities (with some exception is if he takes Blackguard later). BUUUT since WotC want to earn money, they made a special addon books that brings new prestige classes that strictly says, if monk takes this class then he can still progress in his class without any restrictions. So in the end its not so hot and personally its really unfriendly feature and I wouldnt set it up.

Lowlander wrote...

HIPS is hugely overrated and
completely nulified with true seeing. Also you need to consider the
character as a whole one small piece of things. You may get HIPs with
the first level of SD, but so what, you have to be at minimum a level 8
character for that.

And you forget that you can take only 3 classes so taking just one lvl of SD may be kind of unadvantaging, cos he doesnt have UMD, neither he can see traps of DC 36 and more.


Really, i often find peoples arguing about overpowered abilities/classes lacking the main building understanding. The same goes for HCRP admins whose disabling these abilities. They dont want powergamer on their server, but instead they are making their module only more and more restricted for everyone else. Powergamers actually like restricted modules.

Modifié par ShaDoOoW, 19 juillet 2011 - 02:43 .


#32
Elhanan

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Pls try and remember that for a large part, Bioware was told what to implement. As I recall, this is the reason that Heal and Harm went into the game with many knowing they were overpowered as offensive choices. Without my books handy, I venture a guess this is why some feats like Blinding Speed made it into the game as is.

Where Bioware became my heroes is they elevated the 3E Ranger to a decent class. They granted the class a stable FE bonus, healing spells at lower lvls, Cat's Grace, higher caster DC, and possibly more. The 3E version was the busted one. And the NWN1 Ranger does not appear to be front-loaded.

#33
WebShaman

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I personally am a Ranger fan. However, unfortunately Bioware did "gimp" it a bit.

I would have vastly preferred the ability to possess the Animal Companion much like a Mage can its Familiar, for example. Also, there is the Archery thing...and they didn't implement all the spells of the Ranger spell list as it should have been done (we will not even go into Blackguard and Assassin here...bleh).

And it is a bit "front loaded", what with the dual-wielding thing.  However, it does tend to be somewhat balanced in comparison to other classes.

It is MHO that classes (and PrCs) should grant abilities and bonuses in direct relation with the amount of levels placed in them (like WM, Wizards, Sorcerers, Clerics, Druids, etc).

As such, HiPS should have been a x/Day ability wherein x is based on levels taken, up to level 10, where it then becomes unlimited times a day.  This, IMHO, would then be incentive to keep taking levels in SD.

True Seeing should not totally make HiPS useless, IMHO.

Modifié par WebShaman, 19 juillet 2011 - 12:54 .


#34
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ShaDoOoW wrote...
 And you forget that you can take only 3 classes so taking just one lvl of SD may be kind of unadvantaging, cos he doesnt have UMD, neither he can see traps of DC 36 and more.


I also mentioned previously that one level of SD also gives you Zero BAB, Zero Will save as well, and yes it eats up a class as well. There is significant loss for one lack luster/over-rated ability. I really wonder why so many get unraveled by SD/HIPS. Something to complain about when bored I guess.

The only builds that seem cheesy to me,  are the ones that change alignment to include two classes that were never meant to be together. Say Monk/Barbarian for example....

But skill saves, one level of SD for HIPS are just what goes into normal character building in NWN. Certainly a lot less cheesy than popping up the debug console and giving your character unlimited funds and some magic items. :innocent:

Modifié par Lowlander, 19 juillet 2011 - 02:22 .


#35
Shadooow

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Lowlander wrote...

Certainly a lot less cheesy than popping up the debug console and giving your character unlimited funds and some magic items. :innocent:

:D Lets flamewar begin! :whistle:

#36
Xardex

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Fight in PvP against whatever / SD 1, and you'll see that its about as cheesy as it can get. Not even true seeing helps you against HIPS, they just keep hitting you and you can do much about it.

True seeing actually makes all stealth useless except the hips spam.

Hips, true seeing, skill dumbing, active feat spam... the stupidest things that exist in nwn. Luckily nowadays servers could fix these, even add timers for stuff like knockdown and stealth, but do they?

No, they just put up a few guidelines and when someone does something wrong they go around swinging their banhammer blindly, often hitting those that broke no rules aswell as those that did.

Modifié par Xardex, 19 juillet 2011 - 03:13 .


#37
Elhanan

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WebShaman wrote...

I personally am a Ranger fan. However, unfortunately Bioware did "gimp" it a bit.

I would have vastly preferred the ability to possess the Animal Companion much like a Mage can its Familiar, for example. Also, there is the Archery thing...and they didn't implement all the spells of the Ranger spell list as it should have been done (we will not even go into Blackguard and Assassin here...bleh).

And it is a bit "front loaded", what with the dual-wielding thing.  However, it does tend to be somewhat balanced in comparison to other classes.

It is MHO that classes (and PrCs) should grant abilities and bonuses in direct relation with the amount of levels placed in them (like WM, Wizards, Sorcerers, Clerics, Druids, etc).

As such, HiPS should have been a x/Day ability wherein x is based on levels taken, up to level 10, where it then becomes unlimited times a day.  This, IMHO, would then be incentive to keep taking levels in SD.

True Seeing should not totally make HiPS useless, IMHO.


The possession of the Companion is not a bad notion, but one I would prefer was given to the Druid. And the NWN1 Ranger makes a terrific archer with the FE choices; even better when m/c with Rog, Ftr, etc.

I do not have access to my 3E books currently, but seem to recall Bioware improving the choices; not gimping them. The 3E Ranger had healing spells at higher Spell lvls which made them weakened, did not have Cat's Grace at all, and made caster strength at 1/2 Rgr lvl (same for Paladin too, I believe). If there is a list of omitted spells, I am not opposed to seeing them again.

And while some may salivate at the DW implentation, it is lost when wearing medium or heavy armors. Plus, I seem to remember that DW is the weakest of the attack forms (ie; S&S, 2H); pls correct me if I am wrong.

Of the flaws that may be in NWN1, a great many of them can be attributed to the powers behind 3E; not Bioware.

Modifié par Elhanan, 19 juillet 2011 - 04:10 .


#38
Elhanan

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Lowlander wrote...

I also mentioned previously that one level of SD also gives you Zero BAB, Zero Will save as well, and yes it eats up a class as well. There is significant loss for one lack luster/over-rated ability. I really wonder why so many get unraveled by SD/HIPS. Something to complain about when bored I guess.


Most of which is bypassed when taking SD in Epic lvls. But as one must wait until then, the penalties you mentioned are seemingly the price of impatience.

The only builds that seem cheesy to me,  are the ones that change alignment to include two classes that were never meant to be together. Say Monk/Barbarian for example....


Alignments are the problem; not m/c restricted classes, IMO. On the old TV show Kung Fu, there was a great example of such a design on one episode; a loner known for his strength and rage. While my short term memory may be taking a hit with time, the older things stick well.

Personally, I avoid Dev Crit like an allergen; think it should offer another Crit multiplier like the WM ability. I much rather see foes fall from high dmg than from failed ST and broken rule design; again, not a Bioware flaw, I believe.

The thing is that only the server rules should set the standard for CC; not our own opinions. And if we do not care for them, avoid those builds, or go elsewhere.

But skill saves, one level of SD for HIPS are just what goes into normal character building in NWN. Certainly a lot less cheesy than popping up the debug console and giving your character unlimited funds and some magic items. :innocent:


Which is not done on PW's; just Solo play. Maybe it is not my short term memory loss after all.... Posted Image

#39
WebShaman

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Elhanan wrote...

WebShaman wrote...

I personally am a Ranger fan. However, unfortunately Bioware did "gimp" it a bit.

I would have vastly preferred the ability to possess the Animal Companion much like a Mage can its Familiar, for example. Also, there is the Archery thing...and they didn't implement all the spells of the Ranger spell list as it should have been done (we will not even go into Blackguard and Assassin here...bleh).

And it is a bit "front loaded", what with the dual-wielding thing.  However, it does tend to be somewhat balanced in comparison to other classes.

It is MHO that classes (and PrCs) should grant abilities and bonuses in direct relation with the amount of levels placed in them (like WM, Wizards, Sorcerers, Clerics, Druids, etc).

As such, HiPS should have been a x/Day ability wherein x is based on levels taken, up to level 10, where it then becomes unlimited times a day.  This, IMHO, would then be incentive to keep taking levels in SD.

True Seeing should not totally make HiPS useless, IMHO.


The possession of the Companion is not a bad notion, but one I would prefer was given to the Druid. And the NWN1 Ranger makes a terrific archer with the FE choices; even better when m/c with Rog, Ftr, etc.

I do not have access to my 3E books currently, but seem to recall Bioware improving the choices; not gimping them. The 3E Ranger had healing spells at higher Spell lvls which made them weakened, did not have Cat's Grace at all, and made caster strength at 1/2 Rgr lvl (same for Paladin too, I believe). If there is a list of omitted spells, I am not opposed to seeing them again.

And while some may salivate at the DW implentation, it is lost when wearing medium or heavy armors. Plus, I seem to remember that DW is the weakest of the attack forms (ie; S&S, 2H); pls correct me if I am wrong.

Of the flaws that may be in NWN1, a great many of them can be attributed to the powers behind 3E; not Bioware.


I wish the possession of Familiars was given to every type of Summons, Companions, etc.  That would have been great.

As for the Ranger Spell List (3.0), here it is :

1ST-LEVEL RANGER SPELLS

Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius circle.
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Magic Fang: One natural weapon of subject creature gets +1 on
attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from
specified energy type.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls animal to fight for you.

2ND-LEVEL RANGER SPELLS

Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Energy: Absorb 12 points/level of damage from
one kind of energy.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Nature’s Ally II: Calls animal to fight for you.
Wind Wall: Deflects arrows, smaller creatures, and gases.

3RD-LEVEL RANGER SPELLS

Command Plants: Sway the actions of one or more plant creatures.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkvision: See 60 ft. in total darkness.
Diminish Plants: Reduces size or blights growth of normal plants.
Magic Fang, Greater: One natural weapon of subject creature gets
+1/three caster levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies
venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally III: Calls animal to fight for you.
Tree Shape: You look exactly like a tree for 1 hour/level.
Water Walk: Subject treads on water as if solid.

4TH-LEVEL RANGER SPELLS

Animal Growth: One animal/two levels doubles in size.
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Freedom of Movement: Subject moves normally despite impediments.
Nondetection M: Hides subject from divination, scrying.
Summon Nature’s Ally IV: Calls animal to fight for you.
Tree Stride: Step from one tree to another far away.


As one can PLAINLY see, Cat's Grace is a normal spell in the Ranger Spell List.  What isn't is Blood Thirst (which, in it's vanilla form, is pretty useless).

DW from the Ranger is a great way to do a Dual-Wielding MMM (Multiclassed Melee Mage). 

#40
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Elhanan wrote...
Most of which is bypassed when taking SD in Epic lvls. But as one must wait until then, the penalties you mentioned are seemingly the price of impatience.


Which, makes whining about getting HIPS so "early"  even more  silly, if you are waiting for level 21+. You have to think about the character as a whole not one ability in isolation. Either there are significant tradeoffs for taking it early (level 8) or less tradeoffs and a much longer wait (21+). My point is as always. You are not getting HIPS at level 1, you character as a whole is either getting at level 8 at the earliest and there will be penalties, or waiting a very long time (21+) for less penalties (you are still burning a class).

Alignments are the problem; not m/c restricted classes, IMO.


I really think it makes sense that some classes are mutually exclusive, like being an Ascetic monk and a Hedonistic Bard, or a Paladin that is all about code of Honor and an Assassin who is all about dishonorable murder. Alignment may be a blunt instrument, but I think it is both obvious and reasonable what they are trying to achieve.


Personally, I avoid Dev Crit like an allergen; think it should offer another Crit multiplier like the WM ability. I much rather see foes fall from high dmg than from failed ST and broken rule design; again, not a Bioware flaw, I believe.


Same here, It thought the exact same thing. DevCrit is a big let down, I want more damage, not a saving throw vs death. I am not sure but it also looks like DevCrit doesn't trigger a cleave.  I also thought another multiplier was the way to go, but I expect that might be a bit unbalanced for Scythe WMs with x6 crits...

The thing is that only the server rules should set the standard for CC; not our own opinions. And if we do not care for them, avoid those builds, or go elsewhere.


Obvious. Or you can try to influence management...

#41
Elhanan

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WebShaman wrote...


I wish the possession of Familiars was given to every type of Summons, Companions, etc.  That would have been great.

As for the Ranger Spell List (3.0), here it is :

1ST-LEVEL RANGER SPELLS

Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius circle.
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Magic Fang: One natural weapon of subject creature gets +1 on
attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from
specified energy type.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls animal to fight for you.

2ND-LEVEL RANGER SPELLS

Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Energy: Absorb 12 points/level of damage from
one kind of energy.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Nature’s Ally II: Calls animal to fight for you.
Wind Wall: Deflects arrows, smaller creatures, and gases.

3RD-LEVEL RANGER SPELLS

Command Plants: Sway the actions of one or more plant creatures.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkvision: See 60 ft. in total darkness.
Diminish Plants: Reduces size or blights growth of normal plants.
Magic Fang, Greater: One natural weapon of subject creature gets
+1/three caster levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies
venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally III: Calls animal to fight for you.
Tree Shape: You look exactly like a tree for 1 hour/level.
Water Walk: Subject treads on water as if solid.

4TH-LEVEL RANGER SPELLS

Animal Growth: One animal/two levels doubles in size.
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Freedom of Movement: Subject moves normally despite impediments.
Nondetection M: Hides subject from divination, scrying.
Summon Nature’s Ally IV: Calls animal to fight for you.
Tree Stride: Step from one tree to another far away.


As one can PLAINLY see, Cat's Grace is a normal spell in the Ranger Spell List.  What isn't is Blood Thirst (which, in it's vanilla form, is pretty useless).

DW from the Ranger is a great way to do a Dual-Wielding MMM (Multiclassed Melee Mage). 


Not to argue, but are you certain these were the 3E spells; not 3.5? 3E Cat's Grace had 1d4+1 bonus, and this one lists +4 DEX.

My point was that the NWN1 Ranger was repaired before 3.5 hit the shelves.
 
And your MM seemed to create it's own chaos; m/c of any kind nonwithstanding. Posted Image

#42
Shadooow

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3.0 SRD - http://www.opengamin...on.org/srd.html shows that Ranger has much better spell selection in these rules
3.5 SRD - http://www.d20srd.org

in both rules the ranger has some of the unimplemented abilities and facts:
half caster lvl
ability to choose ranged/dual-wield style feats
much more spells which are however impractical in NWN as its not PnP
much better animal companios and larger list of them

As far as devast concerned, even official rules agrees its overpowered and offers two special rules for 1 rolls. One of them is to roll again and only if 1 is rolled again its devastating critical. But still it doesnt solve the fact that in game like NWN where can play not just fighters but mages too, if every monster has a fortitude to withstand rdd builds, then its useless to use a fort-based spells on it. In PnP this is covered all the time by the DM who can change the fortitude on the fly and disallow fighter to kill enemy with single blow and allow mage to kill enemy with single killing spell.

In the end I must agree with someone else who said that here, that its epic levels which unbalanced everything. Up to lvl 20 its much more balanced, but epic levels where BAB and saves are constant etc. etc...

Modifié par ShaDoOoW, 19 juillet 2011 - 07:09 .


#43
Terrorble

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I enjoy the possibilities skill dumping and abusing a few levels of a class can provide. I like the versatility it offers a character in our world. We have many builds that simply would not be feasible without skill dumping and exploiting a couple levels of a class. We have many more that would be less interesting to play if they didn't have a few extra abilities as well.

Despite that, I have tried to build in many benefits for investing more levels in a class; so that multi-classing is not an obvious given. Even at that, it's hard to compete with 2 feats and 1 level of SD, or 1 level of monk for WIS AC bonus, tumble and discipline dumps, or 1 level of ranger to add full discipline and all the trap skills for your level39 wizard (talk about infringing on base class territory and stealing their identity).

For me, NWN would not have had the longevity it has had if there were tighter restrictions on skill dumping, and requirements for how many levels of a class a player must have. Anyhow, it's good we can control as much of the game as we can via DMing or scripting.

#44
Guest_Lowlander_*

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WebShaman wrote...

As for the Ranger Spell List (3.0), here it is :

As one can PLAINLY see, Cat's Grace is a normal spell in the Ranger Spell List.  What isn't is Blood Thirst (which, in it's vanilla form, is pretty useless).


Sure they can see that, except that is NOT the official WOC DnD 3.0, Ranger spell list. That is the 3.5E list.

Cat's grace is NOT part of the 3.0 Ranger spell list.
Actual 3.0 Ranger list (even more gimpy than NWN spell list):

1st Level:
Alarm.
Animal Friendship.
Delay Poison.
Detect Animals or Plants.
Detect Snares and Pits.
Entangle.
Magic Fang.
Pass without Trace.
Read Magic.
Resist Elements.
Speak with Animals.
Summon Nature’s Ally I. Calls animal to fight for you.

2nd Level:
Animal Messenger.
Cure Light Wounds.
Detect Chaos/Evil/Good/Law.
Hold Animal.
Protection from Elements.
Sleep.
Snare.
Speak with Plants.
Summon Nature’s Ally II.

3rd Level:
Control Plants.
Cure Moderate Wounds.
Diminish Plants.
Greater Magic Fang.
Neutralize Poison.
Plant Growth.
Remove Disease.
Summon Nature’s Ally III.
Tree Shape.
Water Walk.

4th Level:
Cure Serious Wounds.
Freedom of Movement.
Nondetection.
Polymorph Self.
Summon Nature’s Ally IV.
Tree Stride.
Wind Wall.



NWN1 Rangers are NOT gimped compared to 3.0E version it was based on, in fact it is better. Especially when you consider FE bonus damage doesn't apply to Crit Immunes in 3.0E, but does in NWN and if anything the NWN spell list is better than than the official 3.0E version and caster level is full Ranger level instead of half...

NWN Rangers are better than 3.0 Rangers. Nothing to complain about here.

Modifié par Lowlander, 19 juillet 2011 - 08:04 .


#45
Kail Pendragon

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The only builds that seem cheesy to me,  are the ones that change alignment to include two classes that were never meant to be together. Say Monk/Barbarian for example....

And who is to say they were not meant to be together? WotC approved NWN as is, so, given the feasibility of alignment change in the module, Monk/Barbarian is meant to be same as any other possible class combo unless you can prove otherwise.

#46
WebShaman

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I stand corrected...hmmm. Gotta recheck my books, looks like I have some 3.5 in my 3.0 pile *bleh*

3.0 Ranger implementation in NWN still misses the Archery aspect.

Modifié par WebShaman, 19 juillet 2011 - 09:01 .


#47
Shadooow

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Lowlander wrote...

Cat's grace is NOT part of the 3.0 Ranger spell list.

Except im pretty sure some additional comercial book for 3.0 added it.

#48
Elhanan

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WebShaman wrote...

I stand corrected...hmmm. Gotta recheck my books, looks like I have some 3.5 in my 3.0 pile *bleh*

3.0 Ranger implementation in NWN still misses the Archery aspect.


How so? The NWN1 Ranger has full BAB, and gets up to +5 dmg from FE bonus, plus STR if Mighty is used. Add even more FE bonuses and BoE during Epic, and the Ranger seems to doing fairly well in archery, as well as melee, IMO. It does require investment in the Ranger, but that can be a decent arguement in support of the class itself.

And to keep this on topic, as mentioned I enjoy mixing this one with Rog, and perhaps a pinch of Ftr for even more archer goodness. While this may never be as powerful as the AA builds, it is quite versatile and durable.

#49
Guest_Lowlander_*

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WebShaman wrote...

3.0 Ranger implementation in NWN still misses the Archery aspect.


What Achery aspect. I didn't see any special Archery ability for 3.0 Rangers missing from NWN, but I could have missed it.

Elhanan wrote...

How so? The NWN1 Ranger has full BAB, and
gets up to +5 dmg from FE bonus, plus STR if Mighty is used. Add even
more FE bonuses and BoE during Epic, and the Ranger seems to doing
fairly well in archery, as well as melee, IMO. It does require
investment in the Ranger, but that can be a decent arguement in support
of the class itself.


Agree. I used a Ranger in my recent replay of HotU.  Defense of  Lith My'athar from the gate towers was great fun with a Bow. FE cover most of HotU creatures, and I was getting +5 +2d6 damage from Ranger abilities. That is an average of 12 = 23 AA levels.  Not bad at all.  Rangers are Awesome...

But what he seemed to indicate is that 3.0 Ranger had some Archery specific benefits that were left out in NWN, but I don't know of any.  But 3.5E Ranger again has this...

Modifié par Lowlander, 19 juillet 2011 - 09:48 .


#50
Shadooow

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Yes correct, WebShaman (and me too in the archery statement) did confused 3.5 rulebook with 3.0.