A few questions for the experienced NWN players :)
#26
Posté 26 janvier 2014 - 07:52
You do not persuade me, I know the numbers but despite them I consider 4base aprs (when possible to attain them) more beneficial than the extra attack from divine power.
But I would really like to see what you gonna find out on Arkhalia. Its not my server (I wass DM/WB for three years there but didnt created it - not even in that position right now) and its not in english but there is only like 50 NPCs with some conversation, most with basic store, some are selling town portals basically 1-1-1 does the trick. But I know its not very friendly for a english speakers. But given you are powergamer you could love it there. Most players should be able to speak english and the whole server is about knowhow anyway.
But problem is how do you prove your point. Clerics with 15bab are playable, the RDD cleric is one of the best builds ever, PM cleric was at one point also very popular but after few years most players replaced him with zen cleric with 16bab as soon they gathered enough equip to attain high AC like PM had. Sometimes you can even see a 16cleric 23wizard 1monk which is build I created as a replacement for a PM cleric with twohand weapon as a low budget char. Also15bab. Well.. anyway, if you like to try and perhaps teach players on Arkhalia that 15bab is better for cleric send me PM and I can explain you how to play there and perhaps even give some items.
#27
Posté 26 janvier 2014 - 10:19
No, I didn't assume that -- all of the math in my previous post is assuming NO Divine Power. The one before THAT had Divine Power but the latest one did not.ShaDoOoW wrote...
low-magic: You didnt understood, you are assuming that a players fights with divine power all the time, they dont not in high magic, not at all in low magic.
At level 20 an Extended Divine Power lasts 4 minutes and it is quite easy to have at least 4-5 of them. Which means even if you can only rest every 40 minutes you still have 50%ish uptime of Divine Power precisely when it matters most. Ditto for Battletide. And sub-20 you're not going to have 16 BAB anyway.ShaDoOoW wrote...
In low magic, what you often see is that they use only the longterm buffs like aid, bless and they does the easier part of their routine without power, favor, battletide sparing all these buffs for a challenging area or boss. Its very simplyfied but should match generic lowmagic world quite well.
Not to mention to get 16 BAB you have to give up a full 4 levels of cleric.
If you're playing on a world where enemy AC is insanely low or insanely high and clerics get dispelled constantly that might be true. That's not a typical environment, though.ShaDoOoW wrote...
You do not persuade me, I know the numbers but despite them I consider 4base aprs (when possible to attain them) more beneficial than the extra attack from divine power.
What's the IP? Any special downloads? I tried to find the website for the server which I thought was http://www.arkhalia.cz/ but that site won't load.ShaDoOoW wrote...
But I would really like to see what you gonna find out on Arkhalia. Its not my server (I wass DM/WB for three years there but didnt created it - not even in that position right now) and its not in english but there is only like 50 NPCs with some conversation, most with basic store, some are selling town portals basically 1-1-1 does the trick. But I know its not very friendly for a english speakers. But given you are powergamer you could love it there. Most players should be able to speak english and the whole server is about knowhow anyway.
Hey now, your earlier claim wasShaDoOoW wrote...
But problem is how do you prove your point. Clerics with 15bab are playable, the RDD cleric is one of the best builds ever, PM cleric was at one point also very popular but after few years most players replaced him with zen cleric with 16bab as soon they gathered enough equip to attain high AC like PM had.
"And except a cleric builds which gets the fourth attack via divine power, never ever was a character with just three base attack well rated. Few builds like that was build (PM/AA, monk/RDD) but trashed because they didnt stand a chance against anything else. And the main reason was the missing attack."
So all I need to do is create a character with 15 BAB or less that does well in melee, no? Including possibly a cleric that doesn't use Divine Power.
Modifié par MagicalMaster, 26 janvier 2014 - 10:19 .
#28
Posté 27 janvier 2014 - 07:59
Is there any difference in melee weapon attack bonus and damage bonus if i have 15 Strength instead of 14 Strength (still the same STR ability modifier on character panel)?
Does any Ability, like STR/DEX/CON/INT/CHAR/WIS, actually provide a benefit by itself - or does ONLY the modifier matter?
In other words, i am trying to find out does it matter at all if i have (example) 15 STR instead of 14 STR - since both 14 and 15 STR have the same modifiers?
As far as specific spells that rely on Charisma Modifier go, are you penalized if you have a negative Charisma Modifier?
Example:
Divine strength - The effect lasts for 5 rounds + the cleric's charisma modifier.
Battle Mastery - The effect will last for 5 rounds + charisma modifier.
If i have -2 Charisma modifier, will those spells actually last shorter?
About Constitution - it seems that the more Constitution i invest, i get less increase in health per point of Constitution. Is it true that Constitution loses it's value the more points you put into it?
Also, do i get health from EVERY point in Constitution - or only from CON's ability modifier?
Thank you for reading and helping.
Modifié par Bogdanov89, 27 janvier 2014 - 08:01 .
#29
Posté 27 janvier 2014 - 09:10
I see noticed just now, okay correct. But you wrote "And the worlds with low magic and limited resting are never tuned thatMagicalMaster wrote...
No, I didn't assume that -- all of the math in my previous post is assuming NO Divine Power. The one before THAT had Divine Power but the latest one did not.
tightly anyway, which makes this whole thing even less important." This is absolutely true and one more point for 16bab since in this environment you hit without it (in this environment a melee mage is usually playable so cleric wont have any problem to hit monsters without the short term buffs.
agree but I said that already - if its SP/OC which ends soon after 20 there is no sense to multiclass in order to get 16BAB, being that 30lvl PW however that sense would surely be there.At level 20 an Extended Divine Power lasts 4 minutes and it is quite easy to have at least 4-5 of them. Which means even if you can only rest every 40 minutes you still have 50%ish uptime of Divine Power precisely when it matters most. Ditto for Battletide. And sub-20 you're not going to have 16 BAB anyway.
Not to mention to get 16 BAB you have to give up a full 4 levels of cleric.
you are correct but it was down yesterday, it works now - try to use google translator on this page http://arkhalia.cz/howto.htmlWhat's the IP? Any special downloads? I tried to find the website for the server which I thought was http://www.arkhalia.cz/ but that site won't load.
Yes that would work. I thought you would start with RDD Cleric which wouldnt prove the point since that was brought up into discussion later and some of the cleric builds cannot be made with 16bab anyway. So the second argument was about those cleric builds that can be made with 16bab only. But provinf the initial argument that characters with 3base aprs arent worse than those with 4 (given same ab) will be perfect for proving your or my point.Hey now, your earlier claim wasShaDoOoW wrote...
But problem is how do you prove your point. Clerics with 15bab are playable, the RDD cleric is one of the best builds ever, PM cleric was at one point also very popular but after few years most players replaced him with zen cleric with 16bab as soon they gathered enough equip to attain high AC like PM had.
"And except a cleric builds which gets the fourth attack via divine power, never ever was a character with just three base attack well rated. Few builds like that was build (PM/AA, monk/RDD) but trashed because they didnt stand a chance against anything else. And the main reason was the missing attack."
So all I need to do is create a character with 15 BAB or less that does well in melee, no? Including possibly a cleric that doesn't use Divine Power.
Modifié par ShaDoOoW, 27 janvier 2014 - 10:03 .
#30
Posté 27 janvier 2014 - 04:58
Bogdanov89 wrote...
I got a few questions about Ability and ability modifiers in patch 1.71 RC3:
Is there any difference in melee weapon attack bonus and damage bonus if i have 15 Strength instead of 14 Strength (still the same STR ability modifier on character panel)?
Does any Ability, like STR/DEX/CON/INT/CHAR/WIS, actually provide a benefit by itself - or does ONLY the modifier matter?
In other words, i am trying to find out does it matter at all if i have (example) 15 STR instead of 14 STR - since both 14 and 15 STR have the same modifiers?
As far as specific spells that rely on Charisma Modifier go, are you penalized if you have a negative Charisma Modifier?
Example:
Divine strength - The effect lasts for 5 rounds + the cleric's charisma modifier.
Battle Mastery - The effect will last for 5 rounds + charisma modifier.
If i have -2 Charisma modifier, will those spells actually last shorter?
About Constitution - it seems that the more Constitution i invest, i get less increase in health per point of Constitution. Is it true that Constitution loses it's value the more points you put into it?
Also, do i get health from EVERY point in Constitution - or only from CON's ability modifier?
Thank you for reading and helping.
15 STR As far as BAB and Melee no. you will get the same results a15 STR will alow you to carry more weighrt.
-2 CHA 5 rounds + -2= 3rounds. (at lease it did when I went to school)
I am not shure about CON.
#31
Posté 27 janvier 2014 - 05:18
#32
Posté 27 janvier 2014 - 10:41
No. Only modifier matters for AB and damage.Bogdanov89 wrote...
Is there any difference in melee weapon attack bonus and damage bonus if i have 15 Strength instead of 14 Strength (still the same STR ability modifier on character panel)?
Some feats require certain scores -- Ambidexterity requires 15 Dex, Cleave requires 13 Str, etc. Some scripted checks may also use raw scores rather than modifiers (like you need 17+ Str to move a boulder).Bogdanov89 wrote...
Does any Ability, like STR/DEX/CON/INT/CHAR/WIS, actually provide a benefit by itself - or does ONLY the modifier matter?
In other words, i am trying to find out does it matter at all if i have (example) 15 STR instead of 14 STR - since both 14 and 15 STR have the same modifiers?
You get 1 HP per level per Constitution modifier. Which is a constant increase and thus means going from 0 to 1 modifier if you have 10 HP per level is a 10% increase in overall health while going from 10 to 11 modifier is only a 5% increase in overall health. But it's effectively a 10% increase of your ORIGINAL health per modifier point.Bogdanov89 wrote...
About Constitution - it seems that the more Constitution i invest, i get less increase in health per point of Constitution. Is it true that Constitution loses it's value the more points you put into it?
Also, do i get health from EVERY point in Constitution - or only from CON's ability modifier?
Generally speaking, Constitution matters most on worlds which have percentage based heals -- otherwise having more HP winds up not helping as much (if you're chugging potions that always heal 150 HP having 900 HP versus 800 HP doesn't really matter).
Modifié par MagicalMaster, 27 janvier 2014 - 11:09 .
#33
Posté 27 janvier 2014 - 11:42
I'd say the reverse -- because if **** DOES hit the proverbial fan and you DO need to buff and go to town, you're better off. In other words, you're better off WHEN IT MATTERS MOST and weaker when it doesn't matter anyway.ShaDoOoW wrote...
This is absolutely true and one more point for 16bab since in this environment you hit without it (in this environment a melee mage is usually playable so cleric wont have any problem to hit monsters without the short term buffs.
Looking at it. Seems like there are very few immunities (like no Knockdown immunity, for example)?ShaDoOoW wrote...
you are correct but it was down yesterday, it works now - try to use google translator on this page http://arkhalia.cz/howto.html
Ideally I could make like a weapon master or something and use a script to remove the fourth attack but that won't really work on your world.ShaDoOoW wrote...
But provinf the initial argument that characters with 3base aprs arent worse than those with 4 (given same ab) will be perfect for proving your or my point.
#34
Posté 28 janvier 2014 - 12:24
yes there were absolutely no immunities in past but in time of my DMing I added few basic immunities as poison/disease/sleep/bonus feat woodland stride. Other immunities are not present on items as itemproperty but it is easy to get unlimited ammmount of potions with lesser mind blank for almost no price. Death immunity is present in expensive and limited potion, or from scrolls (either from store - very expensive or players).MagicalMaster wrote...
Looking at it. Seems like there are very few immunities (like no Knockdown immunity, for example)?ShaDoOoW wrote...
you are correct but it was down yesterday, it works now - try to use google translator on this page http://arkhalia.cz/howto.htmlIdeally I could make like a weapon master or something and use a script to remove the fourth attack but that won't really work on your world.ShaDoOoW wrote...
But provinf the initial argument that characters with 3base aprs arent worse than those with 4 (given same ab) will be perfect for proving your or my point.
If I still were DM I would manage it for you but Im not anymore (sometimes the only thing you can do is to leave) so no that wont work. The best choice would be rdd bard probably 30/10 would be maybe the perfect build for your point since 30lvl song is boosted here with additional +1attack. If you still are eager to prove your point in the very hard way hehe. (But levelling to 40 is matter of 24hours if you know how/where and have a good character or support from someone else - almost every meta/powergaming allowed (except using secondary login to beat any dungeon "solo" playing for both of them at once) so many players uses cleric booster on second acc to level up faster and easier)
#35
Posté 28 janvier 2014 - 03:25
I wanted to ask you fellas about DnD 3.5 rules mod in NWN - is there such a mod?
Are there perhaps multiple different versions/makers - and if so which one would you suggest?
EDIT:
I made a mistake about the Find Trap spell, it got changed in the Community Patch and i did not know.
Forget i asked about it
Modifié par Bogdanov89, 28 janvier 2014 - 05:35 .
#36
Posté 28 janvier 2014 - 03:35
#37
Posté 28 janvier 2014 - 03:50
http://nwvault.ign.c....detail&id=5646Bogdanov89 wrote...
Thank you for replying.
I wanted to ask you fellas about DnD 3.5 rules mod in NWN - is there such a mod?
Are there perhaps multiple different versions/makers - and if so which one would you suggest?
its a bit outdated and it will revert some CPP changes/fixes/features but it will work
the find traps not disarming is a CPP change as I already replied in another thread
Modifié par ShaDoOoW, 28 janvier 2014 - 03:51 .
#38
Posté 28 janvier 2014 - 04:05
#39
Posté 28 janvier 2014 - 05:36
ShaDoOoW wrote...
http://nwvault.ign.c....detail&id=5646Bogdanov89 wrote...
Thank you for replying.
I wanted to ask you fellas about DnD 3.5 rules mod in NWN - is there such a mod?
Are there perhaps multiple different versions/makers - and if so which one would you suggest?
its a bit outdated and it will revert some CPP changes/fixes/features but it will work
the find traps not disarming is a CPP change as I already replied in another thread
Yea i corrected my post, was very very late when i wrote and then i forgot that i already asked the question xD
Thank you for explaining it .
#40
Posté 28 janvier 2014 - 05:57
I read the wikia page about Hit Dice and i am still rather confused by it...
Can someone explain, for example, how does the spell Cloudkill work (http://nwn.wikia.com/wiki/Cloudkill)?
How do i know how much Hit Dice a certain creature has?
How do i actually know what is the level of a hostile creature?
#41
Posté 28 janvier 2014 - 06:29
Regarding Hit Dice, it's simply the total level of a creature. A level 15 fighter has 15 hit dice. A level 5 fighter/5 barbarian/5 rogue also has 15 hit dice. Level = hit dice.
There's no good standard way to judge hit dice, but THEORETICALLY (especially pre-epic) a creature's CR is their HD in most cases. Thus if you're a level 13 mage and you see an Effortless opponent, it's ususually safe to assume its less than level 9.
Modifié par MagicalMaster, 28 janvier 2014 - 06:30 .
#42
Posté 28 janvier 2014 - 09:47
Am i missing something?
About Illusion spells Phantasmal Killer and Weird - i noticed they need both a Will and a Fortitude check to perform the kill.
Is there any actual benefit to the spells for requiring 2 saving throws?
Or is it just a big weakness of those spells to require 2 saving throws?
#43
Posté 28 janvier 2014 - 04:35
PhanKil/Weird -- there's no benefit, no, it's a big weakness. If someone has a 50% chance of failing one save then they only have a 25% chance of failing two, for example -- and it means the target has to have both low Fort AND Will saves.
HOWEVER, technically speaking, they have an advantage since being immune to Death Magic won't save you from those spells (you need Fear or Mind Spell Immunity to save you). But since Mind Immunity is far more common than Death Immunity this still generally winds up being a weakness.
#44
Posté 28 janvier 2014 - 05:30
MagicalMaster wrote...
Electric Loop has a VERY small AoE -- the enemies basically have to be hugging each other to hit more than one.
PhanKil/Weird -- there's no benefit, no, it's a big weakness. If someone has a 50% chance of failing one save then they only have a 25% chance of failing two, for example -- and it means the target has to have both low Fort AND Will saves.
HOWEVER, technically speaking, they have an advantage since being immune to Death Magic won't save you from those spells (you need Fear or Mind Spell Immunity to save you). But since Mind Immunity is far more common than Death Immunity this still generally winds up being a weakness.
Thank you for answering!
About Dwarven Defenders, how should one actually use this class without crippling damage output?
The defensive bonuses/feats it gives seem good, but having too many levels in Dwarven Defender seems to greatly lower your damage output when compared to a fighter of the same level.
Any tips on making DDefender work without losing so much damage output?
About Bards - they seem to be very fragile, due to no armor (arcane spell failure) and low health gain per level.
But they also have a decent attack bonus per level, same as cleric.
So how do i actually make my Bard efficient at combat?
Which weapons and feats can provide Bard with the needed damage output?
Sorcerers can only change their spells at level up, which to me seems like a MAJOR negative flaw.
What do sorcerers have to compensate for this immense draw back, when compared to Wizards?
#45
Posté 28 janvier 2014 - 06:24
Levels in Dwarven Defender don't reduce your damage output whatsoever -- why would you think they do?Bogdanov89 wrote...
About Dwarven Defenders, how should one actually use this class without crippling damage output?
The defensive bonuses/feats it gives seem good, but having too many levels in Dwarven Defender seems to greatly lower your damage output when compared to a fighter of the same level.
Any tips on making DDefender work without losing so much damage output?
Hell, something like a 14 Fighter/26 Dwarven Defender has the EXACT same offense (potentially slightly better when in Defensive Stance) compared to a 40 Fighter. The difference is the fighter probably has 48 more HP while the Dwarven Defender is immune to Sneak Attacks and ignores 18 damage per melee hit (which is far more valuable than 48 HP).
The simple answer? Go strength bard in full plate. Easiest if you take a fighter level or three but not necessary (just means you need to take Heavy Armor Proficiency manuall). A level 20 strength Bard will beat a level 20 Fighter in a straight up fight if the Bard uses Bard Song and Curse Song. If the Bard is allowed to use Improved Invisibility, War Cry, and potentially some other spells then the Bard is even better off. You don't even really need new weapon feats -- just focus on the Morningstar which is a really good generic (and Simple) weapon. You may want Still Spell for this to be able to cast spells while in armor -- otherwise just take off your armor, buff up, and put it back on.Bogdanov89 wrote...
About Bards - they seem to be very fragile, due to no armor (arcane spell failure) and low health gain per level.
But they also have a decent attack bonus per level, same as cleric.
So how do i actually make my Bard efficient at combat?
Which weapons and feats can provide Bard with the needed damage output?
If you don't like the idea of a Bard with high strength in full plate, you could also go Bard with high Dexterity and pick up Weapon Finesse. Eventually you'll wind up with more AC and possibly an extra AB or two but his damage per hit will be much less.
They can freely choose what spells to cast.Bogdanov89 wrote...
Sorcerers can only change their spells at level up, which to me seems like a MAJOR negative flaw.
What do sorcerers have to compensate for this immense draw back, when compared to Wizards?
Let's say a Wizard knows Interposing Hand (enemy suffers AB penalty), Cone of Cold (cold damage), Energy Buffer (protects against elemental damage), Firebrand (fire damage), Mestil's Acid Sheath (defensive shield), Lesser Mind Blank (mind spell immunity), Lesser Spell Mantle (protects against spells), and Summon Creature V (summons a bear).
Our wizard gets to memorize 8 of these spells so he decides to memorize 1 Interposing Hand, 1 Cone of Cold, 2 Energy Buffers, 2 Firebrands, 1 Lesser Spell Mantle, and 1 Summon Creature V. Now he finds himself facing a really tough Fire Giant! What can he do?
Well, the enemy's AB is too high for Interposing Hand to do much, so that's kind of worthless. The Energy Buffers don't protect against the hits from the Fire Giant's sword. The giant is immune to Firebrands. The giant doesn't cast spells so Lesser Spell Mantle is worthless. So that leaves 1 Cone of Cold and 1 Summon Creature V.
The wizard tries summoning the bear and then hits the giant with a Cone of Cold. While the Cone of Cold does a lot of damage it takes more than just one to seriously hurt the giant and the bear quickly gets killed. Now we have an angry giant chasing the wizard who has 6 remaining spells which are all useless. Bad news!
Now let's consider a sorcerer! He's only allowed to know 4 spells, so he picks Cone of Cold, Firebrand, Mestil's Acid Sheath, and Summon Creature V. He also gets 9 casts per day (sorcerers get 1 more cast per day, 2 if wizards don't specialize). But he can cast any spell he wants while he still has spells remaining!
So he sees the Fire Giant and realizes Cone of Cold and Summon Creature V will be useful. He summons a bear. 8 spells remaining. He hits the giant with a Cone of Cold. 7 spells remaining. He decides to use another Cone of Cold. 6 spells remaining. Giant is nearly dead but kills the bear now. No problem, sorcerer summons another -- 5 spells remaining. Sorcerer uses one last Cone of Cold and the giant dies with 4 out of the 9 spells still left -- and the sorcerer still had 4 more Cone of Colds or bears total if he needed them!
That's the advantage of sorcerers -- you can adapt your spells on the fly and adjust spells to unexpected situations. A wizard would literally have to say "Okay, I will memorize 6 Cone of Colds and 3 bears EXACTLY" and then he'd be screwed if he met a Frost Giant instead of a Fire Giant -- while the sorcerer can easily handle both. And if the sorcerer winds up wanting a 4th bear, he can summon one -- while the wizard only memorized 3 and is limited to that number.
#46
Posté 28 janvier 2014 - 06:39
About the Dwarven Defenders, i thought that Fighter/DDefender's damage output with a shield+1h weapon would be much lower than a Fighter/Weapon Master with a Greatsword Focus/Spec/Overwhelming Crit?
Can the dwarven defender keep his defensive feats/bonuses even without a shield?
Can sorcerers learn unknown spells from those "spell scrolls/items" just like wizards?
How do i actually decide which spells to learn as a sorcerer upon leveling?
Seems impossible to predict, if you don't know what enemies are to be found in a dungeon/chapter - and i don't think you can know what when you are leveling up?
Do wizards get to choose more feats than sorcerers?
Compared to a Paladin, what is actually the point/benefit of a Champion of Torm?
What do the ChampoTorm gain that Paladins do not have?
Modifié par Bogdanov89, 28 janvier 2014 - 06:43 .
#47
Posté 28 janvier 2014 - 07:08
Shields have NOTHING to do with anything for a Dwarven Defender. Can easily do a 2H with a DD.Bogdanov89 wrote...
About the Dwarven Defenders, i thought that Fighter/DDefender's damage output with a shield+1h weapon would be much lower than a Fighter/Weapon Master with a Greatsword Focus/Spec/Overwhelming Crit?
Can the dwarven defender keep his defensive feats/bonuses even without a shield?
However, yes, a Fighter/DD will do less damage than a Fighter/WM (assuming both are sword and board, both are using a 2H, or both are dual-wielding) -- but that's due to the insane offense of the WM. Fighter in and of itself gives no special offensive bonus except for (Epic) Weapon Specialization which adds 2 damage per hit (and 6 extra damage total with the Epic version) -- but you can get both of these feats with as few as 4 fighter levels, technically, though 5-6 is more common.
A 2H Dwarven Defender that is a 14 Fighter/26 DD can pick up Great Strength VII, Epic Weapon Focus, Epic Weapon Specialization, Epic Prowess, Armor Skin, Overwhelming Critical, and Devastating Critical just fine.
No, sorcerers (and bards) can only learn on level up.Bogdanov89 wrote...
Can sorcerers learn unknown spells from those "spell scrolls/items" just like wizards?
How do i actually decide which spells to learn as a sorcerer upon leveling?
Seems impossible to predict, if you don't know what enemies are to be found in a dungeon/chapter - and i don't think you can know what when you are leveling up?
You generally go for a versatile arsenal and use metamagic to help. For example, a sorcerer isn't just able to cast Fireball. He can also cast Silenced Fireball, Empowered Fireball, and Maximized Fireball. Or those could all be Lightning Bolts. Or Acid Breaths. I can throw together my "standard" sorcerer build for you if you'd like which I find to be very useful in most campaigns, at least. Can be tweaked for specific rule changes or environments where things are...odd. If every enemy has Improved Evasion and high Reflex then you need spells which get around those abilities (like Ice Storm, Missile Storms, Horrid Wilting, and Death Magic).
The "big feats" you need are Maximize, Empower, and either Silent or Still spell. Spell Foci in Evocation or Necromancy are often helpful. Extend Spell can be useful in resting restricted environments. Toughness is nice for extra HP.
Yes, they get bonus feats at levels 5, 10, 15, and 20. Which means they can pick up more magical feats. They also use Intelligence as their casting stat which gives them more skill points (but they're less effective at social skills like Persuade which use Charisma).Bogdanov89 wrote...
Do wizards get to choose more feats than sorcerers?
Champions of Torm get three big features.Bogdanov89 wrote...
Compared to a Paladin, what is actually the point/benefit of a Champion of Torm?
What do the ChampoTorm gain that Paladins do not have?
Like fighters, they gain a combat feat every 2 levels until level 10 (at which point they get a new feat every 4 levels).
They gain +1 to all saving throws every 2 levels (though this bonus combined with Spellcraft bonus and bonus from items cannot exceed 20).
They also don't give an experience penalty -- an elf could go 30 Rogue/10 Champion of Torm with no XP penalty while they would get a penalty for 30 Rogue/10 Fighter or a 30 Rogue/10 Paladin. Sometimes this penalty can be avoided with certain races (especially Humans/Half-Elves) or with careful level distribution, but Champion can be useful for this reason.
#48
Posté 29 janvier 2014 - 03:47
I got the hang of classes now (kinda ^^) but the AI of the companions and (sometimes) enemies is driving me crazy.
So now i am looking for a NWN mod that will improve the AI of the companions (and enemies if possible).
Do you fellas know of such AI mods?
Do you have any specific one that you believe is the best?
Modifié par Bogdanov89, 29 janvier 2014 - 04:09 .
#49
Posté 29 janvier 2014 - 05:07
#50
Posté 29 janvier 2014 - 05:54
Sometimes they will charge ahead and attack without any command from me.
Sometimes they will not attack until i give the "Attack Nearest" command, even if I or they are being attacked by enemies.
Sometimes they will simply stand still and not do anything during combat (they are not stunned/dazed/paralyzed) - they will even ignore my Attack Nearest command, they will ignore all enemies attacking them or me...
Sometimes they refuse to follow and just stand in one place, regardless of the follow distance agreed to in the conversation.
Quite often the Cleric companion will actually "forget" to cast her healing spells when my health drops below the "agreed threshold" that i set up by talking to her.
Quite often the cleric/bard companions will cast buffs as soon as they see enemies, which usually means no one else is close enough to be affected by those buffs.
I tried ALL the options and distance settings available through the conversation with companions - but it just does not help at all.
Overall the companion AI is just horribly unreliable, and i am hoping to find a mod that can greatly improve the AI.
Modifié par Bogdanov89, 29 janvier 2014 - 06:02 .





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