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It's been a while but here's the update from the IWD2 forums:Josh SawyerInventory slots
In IWD2, you will have 24 inventory slots per character, as opposed to the 16 per character that you previously had.
16 x 6 = 96
24 x 6 = 144
Weight will be more of a limiting factor than it was before, especially since melee characters can hold their own in combat with lower strength scores.
Let me take this moment to laugh a little laugh at the fate of the mercenary kit.
Ha, ha, ha.
Don't worry, though. There is a feat in IWD2 called Strong Back (sound familiar?) that increases the character's carry weight.
Development Status
The programmers have finished most of the multi-classing goofiness, including weird interface issues and file format malarkey (?).
Right now, they are implementing skillz and feats. The designers are tightening up area design and/or redesigning portions of their areas for greater consistency.
I would like to repeat my previous declaration that Rob Holloway is out of his mind. Rob is responsible for the Western Pass and Dragon's Eye in IWD2. Some of his puzzles are so nuts that even the die-hard Durlag's Tower enthusiast may be bewildered by them. I have a feeling that the final level of Dragon's Eye will be one of the most well-remembered areas in IWD2.
Talking skills
As Dave mentioned in the DD (though you may not have been beaten over the head with it), Bluff, Diplomacy, and Intimidate are going into the game as skills. All of the designers are going through their areas to make sure that each skill is used for tangible rewards at least once per area. The player should get the feeling that using their fancy talking skills has clearly given them an advantage in the situation.
E.g. (SPOILERS FOLLOW):
In Targos, you meet a group of jerky adventurers (mercenaries) lounging around in a tavern. A dude asks you to go get them to help with a given task. No matter what you say to them, they respond with jerkiness. Later on, a Targos "official guy" asks you to go get them so they can, you know, actually help defend the town. When you talk to them, you can use Intimidation and Bluff to convince them that not helping defend the town will be bad, bad news for them. Of course, you can always insult them and splatter their corpses all over the tavern, but scaring them into actually doing something helps you with a later battle (in which most of them die, thus allowing you to take their loot anyway).
Oh, I almost forgot: when you get options based off of race, class, subrace, alignment, ability scores, or skills, you see the listed attribute in parentheses after the reply string.
E.g.: A response requires that you are not a paladin and have a bluff skill of 5 (ranks + Cha mod). If you qualified, it would show the following:
1. Besbus Durth? I heard that guy has some big problem with the job you're doing. I heard he was going to rip your head off if you didn't report to him soon. (Not Paladin, Bluff)
As I posted, you will be able to use Intimidate to worthwhile effect at least once (if not more) in every area in the game -- the same applies for Bluff and Diplomacy. I think this puts them on par with skills like Find/Remove Traps, which are used less than frequently, but are still very worthwhile when used.
Elemental Feats
The elementalist-y feats will have spellcasting prerequisites.
E.g.: Aegis of Rime will require the character to know three of the following spells: Frost Fingers, Ice Blade, Cone of Cold, Chill Touch, Conjure Air Elemental, Conjure Lesser Air Elemental, Fireshield Blue, Ice Knife, Ice Storm, Otiluke's Freezing Sphere, etc., etc.
Cleric Domain Feats
Well, it looks like we are probably going to implement some "deity feats" that require you to select a deity for your cleric characters. The deity feats would give two minor special abilities and access to two domain spells per level that are more or less appropriate given the deity's area of influence.
Don't flip out in joy or outrage; we still have a long way to go, and unfortunately, they are going to take a while to put in. Don't suggest deities; we already have a list with powers and domain spells:
Ilmater, Lathander, Selune, Helm, Oghma, Tempus, Bane, Mask, and Talos.
As currently designed, a cleric of Talos has more offensive might in domain spells than any other cleric, but that's okay; he's the god of destruction.
Weapons and armor
Q: Is there a maximum number of attacks per round (i.e. does the IE limitation of 5 attacks still apply or not)?
A: You will max out at four attacks per round with a single weapon. Adding an off-hand weapon can add an additional attack. Using Rapid Shot with a bow will add an additional attack. The use of haste and other spells to increase attacks beyond five per round will not do so.
Q: Can ANY class use ANY weapon, armor, or shield, albeit with penalties if they are not proficient with it, or are there limitations?
A: Yes, any class can use any weapon, armor, or shield. However, if you don't take the proper proficiencies, you'll regret it.
Attacks per round
You will have a maximum of five attacks per round in IWD2.
Five attacks should be more than enough. Even though you won't be getting additional attacks, your five attacks per round will still be increasing in attack value.
To the best of my knowledge, it IS an engine limitation. I have seen no evidence that, in the IWD2 engine, a character can gain more than 5 attacks in a single round. However, I have seen plenty of evidence that the engine cuts off the maximum number of attacks at 5. The exact "hows" and "whys" of this are unknown to me.
And about asking Bioware:
No. We don't have much commerce with BioWare these days. Also, I honestly don't understand why this is such a concern. I like the fact that there is currently a limit of five attacks per round. Only exceptionally high (Heart of Furyish) characters would even enter into this realm of insanity. I don't know if it's worth wrenching around in the engine just to unleash hideous numbers of attacks for ultra-high level characters.
Feats that grant 20% to fire and such will be a killer.
I worked out the math on it, and it's really not that bad. A character with Weapon Specialization will probably get more bang for his feat.
If you cast a Fireball at 10th level, you can do 10-60 points of damage, 35 average. With Spirit of Flame, that rises to 12-72. That's nice and all, but unless you're casting fire spells every round, it's not an overwhelming advantage.
Spell List
BTW, bards, paladins, and rangers now have their own spell lists. HOWEVER, note that in 3E, these lists are pretty small and kind of restrictive. We've tried to give them good access to a variety of cool spells per level. Bards have the most significant changes; most outright offensive spells have been removed from their list. In 3E fashion, they do have access to the various Cure X Wounds spells, which makes an awesome difference.
Spell casting
Clerics, wizards, druids, paladins, and rangers still must memorize spells. Sorcerers and bards can choose from their known spells at the time of casting.
Compared to a wizard or a cleric, the sorcerer casts more spells per day, and has more flexibility in casting.
Compared to a paldin or a ranger, the bard casts more spells earlier, and has more flexibility in casting.
Compared to a cleric, a wizard comes up short unless he or she gets free casting feats. That's what I was trying to explain before; we are working on adding spellcasting feats that will allow wizards to have more customization and "edge" for their chosen specializations at a lower level.
Cleric domains are quite nice, but they are limited. Even a cleric of Talos only has access to two domain spells per level. A wizard will always be able to learn all wizard spells and a sorcerer will always be able to cast more spells per day with better flexibility.
Clerics
1) Clerics, fully implemented, are arguably the most powerful character class in 3E.
2) Domains are the single most powerful element of their class features. Not only do many domains replicate feats (thus giving a cleric free two feats), but it gives them bonus spells and, quite often, access to spells that they normally wouldn't be able to cast.
3) Meta-magic feats (the ones in the PHB that alter spells in exchange for increased spell level) are insanely difficult to implement in the Infinity Engine due to the way spells are structured and the way that the game remembers what spells are memorized at what level. Not kind of hard, but really, really, exceptionally difficult to implement.
4) We are trying to implement a set of magic-oriented feats which, while not meta-magic feats, would still be quite useful. Wizards would get bonus feats from this list every five levels.
Good and neutral clerics will never have to memorize any spell with "cure" in the title (Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds). Evil clerics will never have to memorize spells with "inflict" in the title. You would still have to memorize Heal and Harm.
I honestly don't think that the problem is that the cleric class is more powerful than wizards and sorcerers. The problem is that the cleric class is, in many circumstances, more powerful than all other 3E classes. What's scary about the domains I posted is that some of those powers are toned down.
Wizards get free feats. However, the list of cool magic-y feats in the game that would make people go "WOWIE ZOWIE, WIZARDS ARE RADICAL! IT SURE IS BOSS THAT WE GET FREE FEATS SO WE CAN TAKE ALL OF THESE!" is short.
Character Portrait Descriptions
Here are some of the descriptions that Josh made for Justin Sweet.
Male Human Paladin
Much more sombre and melancholy than most of the other characters, this man is a devout religious knight living in a world of heathens and heretics. An ascetic, he dresses simply and frowns on vanity. His warm brown eyes are dark-ringed and sunken with sorrow. His long brown hair, parted in the middle, is tangled and somewhat matted, pulled back simply to keep it out of his face. His beard and mustache are long but clean; it is obvious that he does not groom them meticulously. His plate armor is clean but not gleaming. In fact, it looks somewhat run down. Lacking engraving or pretty enamel, the plate armor is simply serviceable. A simple broadsword sits at his side. In his armored hands, he reverently holds a book similar in size and style to a bible. The paladin's humble gaze is directed down and to the side, as he is deep in thought.
Wood Elf Female Ranger/Druid
A thin but muscular, feral woman, this scout and warrior is alert and poised for ambush. Her exotic olive skin strongly contrasts her long, copper red hair. Practical about her duties, she keeps the front side strands of her hair pulled back into a tail. Her light green eyes are narrowed in suspicion. The woman's dress is practical for her humid home climate. She wears cured layers of deerskin over her torso, with a short, split side skirt affording her minimal protection but maximum mobility. She carries a leather satchel strapped across her body, resting near her hip. In her hands, she lightly holds a primitive but effective spear. The only other distinctive markings on her body are henna brown tribal tattoos on her forearms and shoulders.
Deep Gnome Male Fighter
Standing a little over three and a half feet tall, this bald, grey-skinned man has a serious expression as he gazes at a smooth lump of rock in his calloused hands. His eyes are a warm, very dark brown, like burned parchment. His face is drawn and dour. He is dressed in a chain shirt that ends at his mid-bicep and mid-thigh. His arms and legs are covered with a thick patchwork of leather from a variety of Underdark creatures. He wears sturdy boots meant for climbing over and up rock surfaces. A broad utility belt at his waist carries small picks, hammers, spikes, and a sheathed shortsword. His hands are cupped on the stone as though he is molding clay. A very slight, warm glow radiates out from where his hands touch the stone.
That's all I'll share for now. Oh, okay, one more:
Male Ghostwise Halfling Fighter/Thief
Standing calmly, with a placid gaze, this small man's blank expression is covered by grim facepaint. At a height of 3'2", he is dwarfed by the stumps and cattails that surround him. His leather armor is thick and well-padded. His long leather gloves are missing two fingers on his right hand, to allow easy use of the shortbow he holds in his left hand. Peeking over his right shoulder is a quiver full of arrows fletched with distinctive quail feathers. Over his left shoulder is a scabbarded long sword with a practical hilt, grip, and pommel. He wears a broad, detailed belt that supports three or four weathered pouches of different sizes. His dark brown hair is long, but most of it is pulled up into a topknot. Dark brown eyes innocently watch out from what would be a cherub-like expression, were it not for the pitch black and chalk white jawbone facepaint that covers his lower face.
Bard Spell List
1st Level:
Charm Person
Cure Light Wounds
Friends
Grease
Identify
Mage Armor
Protection From Evil
Sleep
Spook
Summon Monster I
2nd Level:
Blindness
Blur
Bull's Strength
Cat's Grace
Cure Moderate Wounds
Delay Poison
Hold Person
Invisibility
Luck
Mirror Image
Power Word Sleep
See Invisibility
Silence
Summon Monster II
Vocalize
3rd Level:
Blink
Confusion
Cure Serious Wounds
Dispel Magic
Emotion: Courage
Emotion: Fear
Emotion: Hope
Emotion: Hopelessness
Haste
Invisibility Sphere
Magic Circle Against Evil
Remove Curse
Remove Disease
Slow
Summon Monster III
4th level:
Cure Critical Wounds
Dimension Door
Dismissal
Dominate Person
Hold Monster
Improved Invisibility
Neutralize Poison
Shout
Spirit Armor
Summon Monster IV
5th Level:
Phantom Blade
Shadow Monsters
Summon Monster V
Summon Shadow
6th Level:
Greater Shadow Conjuration
Great Shout
Improved Haste
Summon Monster VI
Summon Monster VI
The Blink spell
3E Blink isn't the same as 2nd Ed. Blink. Here's how it works in our game:
Blink
(Transmutation)
Level: 3
Range: Caster
Duration: 1 round/level
Area of Effect: Caster
Saving Throw: None
Through this spell, the caster is able to enter a state where she is constantly phasing between the prime material and ethereal planes. While in this state attacks against the caster are 50% likely to outright fail, but the caster's attacks also suffer and are 20% likely to fail. In addition, spellcasting is 80% likely to fail when under the effects of this spell.
It's a great "final spell" before wading into melee -- right after Haste, of course
Free Wizard feats
This is premature, but then again, so is this whole thread:
Arcane Focus: Invocation
Arcane Focus: Enchantment
Arcane Focus: Necromancy
Arcane Focus: Transmutation
Aegis of Rime
Aqua Mortis
Scion of Storms
Spirit of Flame
Augment Summoning
Armored Arcana
Combat Casting
Discipline
Spell Penetration
Subvocal Casting
Tex Yang (Bloodlust)Banish and Dismissal
Yes, both dismissal and banishment are in the game.
The plan is to have dismissal and banishment unsummon creatures which were called through a summoning spell in general. There is no particular type of monster that the spell affects - if it appeared via a summoning spell, it gets to make a saving throw, and if the save is failed, it goes back to where it came from. Dismissal will be the 5th level spell that affects one target, and banishment will be the 7th level spell that affects all summoned monsters in a 15' radius.
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