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Lifetime 09-15-2002 01:37 PM

Can anyone at all versed in 3rd Ed please give me some pointers on Character Creation? I always tend to powergame my way through the first game, and then try out various kinds of RP-ing once I'm more familiar with the system.
I've created some characters with relative ease, but I'm still not too clear on things like skills and feats and stats and all that. For example I realise now that a high dexterity doesnt count for anything if you're wearing heavy armor, and a mage is restricted to a certain level of spells he can cast by his intelligence but..
What I really need is the most efficient ways to create a character. Want to know what to do, what I shouldnt do, how to make a character really good at what I want them to do (like creating an unstoppable tank or the sneakiest assassin.. stuff I could do with ease in previous games)
I'm generally pretty new at this 3rd Ed stuff so I dont really understand its workings yet. I'm not asking for a full guide or anything since I want to experiment for myself, but some hints and points in the right direction would be good..

Zoltan 09-15-2002 07:28 PM

You need 2 fighter, 1 healer, 1 wizard and 1 rogue. There's lots of party combos you can try. My party is Aasmir Paladin of Helm (if you want to be a paladin, choose the race of Aasmir) which I'll multi-class for 4 levels of fighter. A dwarf fighter, after 4 levels again I'll multi-class him to barbarian. A human cleric. A wizard. A fighter/rogue and a bard. That's my party. For melee fighters keep STR and CON high.

Feat selection is critical so take a look to favourite feats section.

Good luck [img]smile.gif[/img]

Lifetime 09-16-2002 06:06 AM

I'm aware of the character creation basics. I know what the stats do, for the most part, since they've been changed from the other Infinity Engine games. What I dont know yet is decent skill and feat selections and any other stat effects that have changed since the 2nd Ed.

DraconisRex 09-16-2002 06:26 AM

He's saying read the manual. For fighters, go with feats that enhance H-T-H, for magic-users, things that enhance magic casting in combat. For hybrids (Bards & Clerics) split the difference.

Zoltan 09-16-2002 08:31 AM

yep manual tells lot, but for feat advice take a look to the post "your favourite feats" will be helpful

Alaric 09-17-2002 09:35 PM

One change to be aware of is that Charisma is the ability that Sorcerers and Bards use to cast spells. Another change is that it takes a 10 plus the level of the spell in your spell casting ability (Paladins/Rangers/Druids/Clerics - Wisdom, Wizards - Intelligence & Bards/Sorcerers - Charisma) to cast the spells. For example, in order for a Wizard to cast a 4th level spell, they would need to have an intelligence of 14 or higher.

Nightowl2 09-17-2002 10:26 PM

First feat to take for all spellcasters is Subvocal Casting. Never fear silence
spells again (works really well).

Cleave is good for fighters, but Great Cleave is a waste.

Rapid shot is good if you plan to use a lot of bow work. Keep in mind this feat
must be explicitly turned on or it won't function. Also note that this feat
DOES NOT work with xbows.

<center>Nightowl2</center>


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