View Full Version : Now that Pete has Neverwinter Nights...

The Mad Monk
30-12-2002, 21:22:49
What hints should I give him, to maximize the entertainment value?

For me, that is.

30-12-2002, 21:47:54
"Fraghaus Krynn".

31-12-2002, 14:22:36
The best hint: Download the latest patch.

The Mad Monk
31-12-2002, 15:14:05
Did that the first night, when the sound was dropping out every othe quarter second. Yeeesh.

"Fraghaus Krynn"?

31-12-2002, 15:52:31
Some sort of Kender wisdom?

01-01-2003, 07:38:02
Tell him to play solo through it with a Halfling Ranger/Bard. Because they're the best class:).

01-01-2003, 11:51:34
Fraghouse Krynn is one of the oldest and best persistant HCR servers out there. If he starts playing he just might bump into me over a weekend, and I'll happily waste his newbie ass and take his loot.

Or give him some much needed coin to start with. If he's humble enough.

03-01-2003, 04:28:02
I'm just being extra dense tonight...

What the hell is HCR? Homeworld CRedits? How Cats Reek?

03-01-2003, 04:42:23
Hard Core Rules.

03-01-2003, 06:39:54
Ah. Thanks! :D

03-01-2003, 09:00:59
Originally posted by Shining1
Tell him to play solo through it with a Halfling Ranger/Bard. Because they're the best class:).


you are a sick man

03-01-2003, 09:05:53
take a ranger warrior, go dual weapons and finesse (rapiers) all the way, get the shadow armor and you're pretty much a two hand killing machine dressed in black :smoke:

you've got to take tommy undergalows to open the way, though, can't play solo

04-01-2003, 08:21:33
I've got a 10/5/5 Ranger/Wizard/thief that handles things pretty well. Still I normally bring that Half-Orc Barbarian along with me just to keep the rif0raf down.

04-01-2003, 10:56:21
I think dual weapons are a pointless waste of time, myself. I like my bard/cleric the best, but the most brutally effective character I have is an 15/3/2 Fighter/Rouge/Paladin with Greatsword and Longsword specs - an utter slaughter machine with excellent spelling ability unimpared by any stupid rules about heavy armour. I'd march this guy up against any dual wielder anytime.

05-01-2003, 01:57:26
Maroule: That was not intended to be a geniune class recommendation:D. It was intended to maximise the fun for Madmonk, probably along the lines of Pete getting stuck against that really tough encounter with the two half-orcs outside the prison:D.

Sir Penguin
05-01-2003, 02:07:28
moomin: You'd rather have a 1d10 +3 greatsword than 1d8 + 1d6 +6 longsword/shortsword + the option for off-hand parry + a feat slot not used for an exotic weapon?


05-01-2003, 16:43:04
In my view the advantage of Dual wielding is that you get two attacks at nearly your highest attack bonus, and two more at your next highest. Against a well armored opponent, that's kinda like getting 4 attacks instead of 2 or 3, since the later attacks you recieve as a fighter have such a low base attack bonus.

Two handed weapons are great for sheer damage, though. Personally, after a lot of experience in a lot of games, I am NOT giving up my shield for any fucking thing, however.

05-01-2003, 16:45:00
SP: What can I say? I *like* that +13 AC red dragon armour too much to give it up for double-wielding. Combined with the +8 AC shield and the boots of speed you ultimately looking at a 46 AC here... need a monk to do better. And this is combined with BABs that *will* get through your black legion armour. And your choice of gemsword (2d6 +3 +1d6 electrical damage) or +2 astral blade (1d10 +2 + 1d6 sonic damage). Add boots of speed, belt of fire giant strentgth for a combined +28 STR and your dual-wielder had better *pray* he won't show up on my radar.

I find pure level 20 wizard/sorceres (with that damned Time Stop) or level 20 monks (w/totally unbelievable AC) to be the most difficult. Dual wielders, sadly, are the roadkill of NWN. I don't use parry - I think it's quite useless. Certainly if you have more attacks per round than your opponent.

You play servers, SP? We could go a round and find out who's right.

05-01-2003, 16:59:33
(PvP Dungeons and Dragons is about the lamest thing ever, IMO)

Sir Penguin
05-01-2003, 20:35:04
That probably works in NWN, where all you have to do is approach bad guy and kill it before it kills you. I like my characters to be able to climb walls without having to take off its armour first, and to be able to put on its armour without help in less than 4 minutes after waking up. Monks kick ass. :) I don't play servers, but if I could be bothered to reinstall the game and find a CD key that isn't being used, I would be happy to put my level 18 ranger up against your fighter, with the stipulation that both characters wear mundane armour, have no external +AC modifiers, use mundane weapons of their choice, have a maximum of +4 external bonus to only one of their stats, and use no magical items, potions, or scrolls. You've obviously put a lot more time and effort into your character than I have in mine. :)


05-01-2003, 22:20:41
Well, unless you find yourself a ID - like on the cover of the manual, you know ;) - it ain't gonna happen, then. Actually, I don't think the guy I described above is the ultimate char - both balanced lev 20 sorcerers, 16/4 monk/fighters and 16/4 clerics can nail him.

The cleric really is the utterly ridiculously overpowered class in NWN. I don't care that Harm is apparently done according to the 3E rules - as far as I'm concerned anything that causes (TargetHP-1d4) damage to any target w/out any save possibility is broken. So a Harm + any direct damage spell (cone of ice, ligthning, ice storm, whatever) kills anything in NWN. Clerics are banned on many servers because of that.

Sir Penguin
06-01-2003, 02:50:13
Manual? :)

The 3E rules state that the Harm spell is negated by a fortitude save.


06-01-2003, 05:23:00
NWN's harm spell is totally broken Moo, because of Bioware not because of 3E.

06-01-2003, 09:31:23
Kinda like their rules for knockdown and discipline.

06-01-2003, 11:18:23
Originally posted by Sir Penguin
The 3E rules state that the Harm spell is negated by a fortitude save.

Only certain revisions. WOCs current stance is that Harm is right as is... there's been tons of threads on this subject over on the official boards. Not that it matters - with all other changes Bioware threw in, they could have fixed Harm too. There are balancing mods available on servers that allow clerics where Harm does Cleric_level*d10 damage instead, but even that's seriously overpowered without a save.

It's up there with monks carrying tower shields to knuckle fights, which is also apparently koscher.

06-01-2003, 14:12:44
I take the dual wielding weapon ability mainly because it LOOKS cool, not because they are optimised. Besides, having additional attacks is in my view better than having better defence (I still had 34 with a light armour and no shield, which is respectable) because IMO the higher level you go, the most important it becomes to dish out damages quickly (vs the ability to withstand it).

For the sake of looks, I also refused to wear any helmets (esp the one of protection against mind tricks), which was sometimes suicidal against spell casters.

07-01-2003, 02:18:48
It depends...

In table top, duel weilders make better surviving characters when at low levels. That's because the character may be able to take 2 hits, if you are lucky. The more times you roll to hit, the better, and duel wielding is the fastest way to roll more often.

Once you have the stamina to get a proper Rocky beating, the less important it is, and the more it becomes merely a character *styling*.

07-01-2003, 05:26:48
Suggesting that bioware could have helped balance the game when their main changes and additions only served to imbalance it even more is slightly funny.

Icewind Dale 2 feat list and general game balance is much better all round, but still far from perfect. I suspect it will take a whole new game to achieve anything good.

(Hint: lookup 'Lionheart' for one of this year's real possibilities.)

07-01-2003, 14:32:11
Pete should make a Sluggy based module. And watching him agonize over the scripts should please The Mad Monk. :)

07-01-2003, 15:01:12
lionheart has me wetting my pants in excitment
i love the background story

07-01-2003, 15:18:15
What's the point in mass carnage if you don't *look good* dishing it out? Dual wield. Forget the math.

08-01-2003, 08:00:15
That's the point, MDA. When the math is really important (low level), duel weilding is very nice. But when the math isn't important, it's just a matter of style. Do you want your character doing a twin blade spin, or slapping his sword against his shield as a taunt/drum line in a rock ballad? :D

08-01-2003, 08:59:28
slapping his sword?

08-01-2003, 09:13:07
You've never seen a sword slap on a shield? It's about as gay as a twin blade spin, just very butch gay.

08-01-2003, 13:55:18
I prefer the gay "Drizzt" twin-blade spin. He's an elf, he must be gay.

08-01-2003, 21:20:39
NWN, like any other PRG is for gay twats. Now that we've established that, lets just say double weilding is cool - but it's so overused online I get a kick out of not being a double wielder and kick their puny asses around.