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Icewind Dale II Forum Update

(PC: Single- & Multi-Player RPG) | Posted by Myrthos @ Monday - March 18, 2002 - 05:51 -
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More from the Icewind Dale II forums.

    Josh Sawyer

    About starting the game with several items
    Whoa, whoa, whoa... let's not start getting into the logic of a fantasy culture's economy. An adventurer walking into town with a sack full of magical devices for sale instantly annihilates any illusions of a realistic economy.


    About Druid restrictions
    1) Druids can be neutral good, lawful neutral, true neutral, chaotic neutral, or neutral evil.
    2) They start with proficiency in light armor, but they can take feats in heavier armor if they wish to do so. DO YOU, READER, NOT BELIEVE THAT DRUIDS SHOULD BE ABLE TO DO THIS? DO NOT TAKE HEAVIER ARMOR FEATS.
    3) They start with most simple weapon proficiencies. However, they do not start with SW: Crossbows and they do start with MW: Large Swords.
    4) Some of the druid kit abilities may become feats. They also may gain a few other little tidbits.


    Dual Wielding
    If you want to do a lot of damage in combat, dual-wielding is not the way to do it. Ultimately, it's a cool option, but it costs a lot of feats. You get more bang for your buck out of a two-handed sword with a high Strength and proper use of Power Attack.


    Saving Throws
    Q: What does the + 10 come from? I hope it is the caster level (I think that is how it works in 3e). It would be nice to see lower level spells still retain some of their usefulness. Pretty sure Caster Level has come effect in 3e rules.
    A: 10 is the base. Caster level is not figured into the equation in 3E.

    Q: Can you increase your main Attributes throughout IWD2 (like PoR2)?
    A: Yep.

    Q: Does Attribute "bonuses" affect spells in other ways (like increased damage...or was that a Feat? Can't recall)?
    A: No, just the saving throw. However, high ability scores grant bonus spells.

    Q: For Touch spells (both "melee" and ranged), is the spellcaster's Dex used as a modifier like in 3e?
    A: It is only used like that for rays and other ranged touch attacks. We are not using that formula for ranged touch attacks (they always hit). However, melee touch attacks ignore the armor portion of AC.

    Q: Mind spells use caster's Will as a modifier (like in 3e)?
    A: Yes, if I understand the question. Mind spells will use the Will saving throw category. Will is modified by the victim's Wisdom bonus.

    Q: Where does the players own saving throw come into it?
    A: The target must roll d20, then add his or her saving throw + ability score modifier.
    E.g.: Marfain Vaer casts Tasha's Hideous Laughter at Aganti Devasquel. The dark elf sorceress is casting a 2nd level spell and she has a 20 Charisma. Ergo, the Will DC to resist her spell is 10 + 2 + 5 = 17.
    Aganti the halfling rogue is 5th level and has a measly +1 Will save. However, he has a +1 to all saving throws due to his race. Unfortunately, he has a 9 Wisdom, so he has -1 on top of that. +1, +1, -1 = +1. Aganti must roll a 16 or better on his d20 roll to match (and thereby overcome) the spell.

    Q: Don't PCs have a base Will/Reflex/Fortitude save that increases as they level up? It'll start off at 0 then increase by 1 every level or something? Monsters generally had huge bonuses to add onto every roll...which is why they generally made their save.
    A: It increases as they level up, but not at a 1:1 ratio. Generally, each character class has one or two good saving throws and one or two "bad" saving throws. For example, rogue characters have good Reflex saving throws, but poor Fortitude and Will saving throws. At 5th level, a rogue has +4 to his or her Reflex saves, +1 to his or her Fortitude and Will saves. Fighters also have crappy Will saves, which is why in IWD2, fighters with low Wisdom scores can get killed very quickly in battles with clerics and wizards using Hold Person or Mental Domination.

    Q: Can a PC cast a spell getting a DC over 20? 10 + 9 (lvl 9 spell) + 3 (Charisma bonus) = 22 ??
    A: Characters can get pretty high ability score bonuses through the use of additional ability score points and spell enhancements. If Marfain Vaer were 8th level, she could have two additional points in Charisma, raising it to 22. If she cast a spell like Eagle's Splendor (which is not in IWD2 -- sorry), she could raise it to 26 or 27. That's a +8. So, yes, saving throw DCs can get pretty high.


    Feats and Perks
    Feats in D&D 3E operate in almost the exact same manner as Perks in Fallout. However, unlike the Perks in Fallout, you gain a Feat at 1st level. Like the Perks in Fallout, you gain an additional Feat every three levels.
    Would you like to see the D&D 3E experience table? Open your Fallout manual to page 19ish (I think).


    About releases of other games and IWD2
    I think it might be unrealistic to assume that IWD2 will blow any of those titles "out of the water". Especially Dungeon Siege and Morrowind.


    Bards
    Bards will start being proficient in all simple weapons, MW: Large Sword, and/or MW: Bow. They will also start with AP: Light Armor, AP: Medium Armor, and AP: Shields.
    The Riddlemaster's powers may become bard-only feats.
    Bards will gain bonus spells for high Charisma. Also, the save DCs for their spells will be derived from Charisma.


    Clerics
    Q: So, correct me if I'm wrong but......... Clerics don't need to memorise healing spells anymore??? So I memorise hold person or spiritual hammer or whatever. And if I need some haeling, I just need to convert one of those into a healing spell??? Not sure if I find this right.
    A: Yes. Unless the character is an evil cleric. In that case, he or she converts his or her spells into Inflict Wounds spells.

    Q: What about a neutral cleric can they choose between the two ?
    A: I think we're going to default to healing for neutral.

    Q: under these new rules, he can fill all his spell slots up with sanctuary. Then if necessary, he can just like that change one of these sanctuaries into CLW, with no penalty?
    A: Correct.

    Q: There is now no point memorizing CLW at all? or will there be some kind of disadvantage to this spontaneous healing conversion?
    A: If you play an evil cleric, you will have to memorize cure spells because they spontaneously convert to inflcit.

    A 6th or higher level spell that is spontaneously converted would transform into Cure Critical Wounds.
    It will not be able to transform into the Cure Disease/Cure Blindness type spells. Just healing

    Chad Nicholas (Briareus)

    Torn art used in IWD2?
    None of the portraits for TORN are being used in IwD2. However, I know there is at least one creature that was converted for use. I won't say what creature it is, but you might recognize it when you get to it.
 
 
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