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Useless things and Missing content in NWN.....
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RPGDot Forums > Neverwinter Nights - General

Author Thread
Guybrush Threepwood
High Emperor
High Emperor




Joined: 19 Jun 2002
Posts: 500
Location: Oklahoma
Useless things and Missing content in NWN.....
   

Mind affecting spells were completely useless. Most critters could save against mind affecting spells. I never kept Boddyknock around or Sharwyn around because of them focusing on mental spells. What was the point of raise dead and ressurrection if everyone was teleported to the temple? The only henchmen worth keeping were Daelen Linu and Tomi. The rest were garbage. Domains were mostly useless....except for Knowledge and Sun. The ability to turn outsiders and elementals was not really needed since most outsiders are weak and elementals tended to be few. Plant and animal was good for roleplaying so you could make a shaman. I was sorta annoyed that they didn't let us have sub races in NWN. Tieflings are fnu. Prestige classes were a nice touch except for the race and alignment restrictions on two of them. Arcane archers because only those with elven blood could do it....and pale masters because only evil or neutral people could do that. Come on! Just because you raise the dead doesn't make you evil. What you do with your powers makes you evil or good.
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"What are you gonna do? Release the dogs?! Or the bees?! Or dogs with bees in their mouth so that when they bark they shoot bees at you?" - Homer Simpson
Post Mon Mar 14, 2005 5:49 am
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EverythingXen
Arch-villain
Arch-villain




Joined: 01 Feb 2002
Posts: 4342
   

Will saves are the lowest for a lot of classes so mind affecting spells weren't totally useless. However several creature types are immune so like all things D&D it's situational.

Most prestige classes in NWN are garbage. This is reasonable as most prestige classes in D&D are garbage. It's just how it is.

Animating the dead is an evil act in D&D because you draw a portion of the person's soul back to their dead corpse and bind it into eternal servitude and torment. It's not the nicest thing to do.

Raise dead is good for multiplayer in modules that don't have an unlimited teleport to base function. They had to put it in ... but in the single player game you are correct: It serves no purpose.

Most Henchmen are garbage. Again, most henchmen in D&D are garbage so that's nothing new as well.
_________________
Estuans interius, Ira vehementi

"The old world dies and with it the old ways. We will rebuild it as it should be, MUST be... Immortal!"

=Member of the Nonflamers Guild=
=Worshipper of the Written Word=
Post Mon Mar 14, 2005 3:24 pm
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Guybrush Threepwood
High Emperor
High Emperor




Joined: 19 Jun 2002
Posts: 500
Location: Oklahoma
   

Hmm....well they changed poison so assassin isn't so useful. Used to be poison did damage over time and sometimes real quick like. I didn't realize they animated the dead with a part of the previous person's soul in D&D. In other games it was they used a minor spirit to raise the dead. Guess not. The weird thing is that they don't give you alignment hits for using that spell.
_________________
"What are you gonna do? Release the dogs?! Or the bees?! Or dogs with bees in their mouth so that when they bark they shoot bees at you?" - Homer Simpson
Post Tue Mar 15, 2005 12:48 am
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EverythingXen
Arch-villain
Arch-villain




Joined: 01 Feb 2002
Posts: 4342
   

In 3.5 they give you hits on your alignment for using animate dead now. Until 3.5 it was kind of grey... I mean who really cared that you animated a bunch of gnolls? They were evil and deserve to suffer.

Now skeletons and zombies get (evil) after their alignment.
_________________
Estuans interius, Ira vehementi

"The old world dies and with it the old ways. We will rebuild it as it should be, MUST be... Immortal!"

=Member of the Nonflamers Guild=
=Worshipper of the Written Word=
Post Fri Mar 18, 2005 4:09 pm
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