Hello, this is my second reply on this forum, hope now i'm in right section. Anyway, i want to ask if there is a mod\\unofficial patch which fixes enormous hit points on characters AND monsters. I mean at 10 level warrior with 10 constitution have 100 hp, but every D&D player know that at 10 lvl warrior will have 55 hp, ok maiby 50-60. Creators of this game thought to avoid unnesesary save\\load before level up. But it turned out that most playable class is sorserer with spellchoise from necromancy school. Evocation work half ass compared to necromancy, warriors NEED to use power attack all the time, great cleave works half ass, priest's instantly convertable healing spells are totally useless (he need to spend all high lvl spells to heal injured party and THEN sleep to replenish them). And also the "Toughness" feat that monsters take too, it is supposed to give 3 hp in original rules... but in NWN2 it's ultimate feat (even with double hp). Anyone know a patch or mod to fix this? Please help...
Double hit points in NWN2, any solution?
Débuté par
Sergei9753
, août 10 2011 12:01
#1
Posté 10 août 2011 - 12:01
#2
Posté 10 août 2011 - 01:52
A. Characters, no you can set them to be what you want however but it will never be random rolls, always max per level. ( you can edit classes.2da to have 6 hp per level for fighters if you wish ) There is no way to do "random" die rolls on level up, short of redoing the game, not to mention redoing all 3 released games for balance testing. The devs for all intents and purposes are no longer patching the game, so the only things we can do at this point are community level
B. Monsters are set by the developer of the module, so it can be anything the DM wants. No relationship to the rules in any way. ( can be anything from 1 hp to max hit points ). The rules you are using just don't apply to the mod makers, DM's and the like. Any module maker worth his salt will provide monsters which a wizard can kill ( lower hit points and with feats like 50% concealment to keep the fighter from wiping them out and making the casters needed to defeat them ).
C. Personal Impossibility Adjustment, Kaedrin's PrC Pack v1.41.3, NWN2 OC Makeover SoZ Edition, Spell Fixes and Improvements version 6.04 are some projects you should look at.
D. The game is not pure D&D 3.5, and frankly it never will be, it will always approximate. Many folks are trying to improve upon that, but it's slow work and after working on it for a long while you start appreciating how close the original dev's did get things to it. ( glass is half full, not half empty, focus on what is done right makes you enjoy it more ) There is a severe lack of games that support rule 0 ( NWN1, NWN2, and DA ), and only this that supports a dm client.
B. Monsters are set by the developer of the module, so it can be anything the DM wants. No relationship to the rules in any way. ( can be anything from 1 hp to max hit points ). The rules you are using just don't apply to the mod makers, DM's and the like. Any module maker worth his salt will provide monsters which a wizard can kill ( lower hit points and with feats like 50% concealment to keep the fighter from wiping them out and making the casters needed to defeat them ).
C. Personal Impossibility Adjustment, Kaedrin's PrC Pack v1.41.3, NWN2 OC Makeover SoZ Edition, Spell Fixes and Improvements version 6.04 are some projects you should look at.
D. The game is not pure D&D 3.5, and frankly it never will be, it will always approximate. Many folks are trying to improve upon that, but it's slow work and after working on it for a long while you start appreciating how close the original dev's did get things to it. ( glass is half full, not half empty, focus on what is done right makes you enjoy it more ) There is a severe lack of games that support rule 0 ( NWN1, NWN2, and DA ), and only this that supports a dm client.
Modifié par painofdungeoneternal, 10 août 2011 - 01:53 .
#3
Posté 12 août 2011 - 07:52
Thanks for the links, a lot of information to consider, a lot... thanks, i would have understood about 3/4 if english was my first language though.
#4
Posté 13 août 2011 - 12:43
Well I'm going to guess, with a handle including Sergei, that you might speak Russian. We do have Community members in most large countries and some not so large ones. If you do a search for NWN2 and your native tongue, I'm willing to bet you can either get something already translated, or hook up with someone who can translate on the fly in a chat or IRC.
dunniteowl
dunniteowl





Retour en haut






