Visit the Ironworks Gaming Website Email the Webmaster Graphics Library Rules and Regulations Help Support Ironworks Forum with a Donation to Keep us Online - We rely totally on Donations from members Donation goal Meter

Ironworks Gaming Radio

Ironworks Gaming Forum

Go Back   Ironworks Gaming Forum > Ironworks Gaming Classics > Icewind Dale | Heart of Winter | Icewind Dale II Forum
FAQ Calendar Arcade Today's Posts Search

Reply
 
Thread Tools Search this Thread
Old 11-24-2011, 03:32 PM   #1
falcon
Elite Waterdeep Guard
 

Join Date: November 8, 2006
Location: england
Age: 58
Posts: 45
Question Mark ID 2 - New Venture Help Plse!

Hi,

Did ID 2/3 years back and although did it okay there was still a few things i didn't get. Now going to start ID2 and play in Heart of Fury mode so would like a better understanding.

Just a few questions so any help would be great but firstly my likely party (probably predictable) may be

Human - Monk (leader)
Deep Gnome - Ill Sp Wizard
Wild Elf - Sorcerer
Half Orc - Barbarian
Human - Cleric
S/heart Halfling - Rogue

Just want a bit of a fun and an interesting party so any comments are welcome.

My questions:

1. What is most important for Wizards and Socerers to be most effective ie. intelligence and/or wisdom etc.

2. are there restrictions on certain classes multiclassing ie. was thinking about the following as want another fighter to use a crossbow
ie. rogue > rogue/ fighter
sorcerer > sorcerer / fighter
cleric > cleric / wizard

3. also if a sorcerer m/classes into a fighter can he start wearing armour (would that affect any spells being cast) and use an axe, sword, crossbow etc.

I just don't quite understand the whole multiclassing thing. I definitely want to have a crack at it but it seems like cheating a bit as you get 2 for 1.

Any help would be great. Thanks
falcon is offline   Reply With Quote
Old 11-25-2011, 07:55 PM   #2
Shadow Stranger
Avatar
 

Join Date: December 9, 2007
Posts: 594
Default Re: ID 2 - New Venture Help Plse!

"1. What is most important for Wizards and Socerers to be most effective ie. intelligence and/or wisdom etc."
For Wizards it is Intelligence, for Sorcerors it is Charisma, it is quite one-variable.
"2. are there restrictions on certain classes multiclassing ie. was thinking about the following as want another fighter to use a crossbow"
Apart from alignment and armor considerations, no. Certain classes have alignment restrictions. Rogues get penalties to their skills for wearing heavy armor.
"3. also if a sorcerer m/classes into a fighter can he start wearing armour (would that affect any spells being cast) and use an axe, sword, crossbow etc."
Unlike Second Edition, this is a matter of feats not classes per se. Magic users can choose armor-use feats but they would do well to choose spell-boosting feats like sub-vocal casting.
"I just don't quite understand the whole multiclassing thing. I definitely want to have a crack at it but it seems like cheating a bit as you get 2 for 1."
Unlike 2E there are no freebies. You don't get 2 for 1, you get a lower level in your Rogue class if you take a level of Fighter. Though it would be still a good idea. I have a Rogue/Ranger who alternates between taking a Rogue level and taking a Ranger level. Generally for spellcasters, until you hit level 20 you only want to take one level outside of your spellcasting class.

Read the IWD2 manual, that will give you an idea as to basic aspects of the Third Edition.
Shadow Stranger is offline   Reply With Quote
Old 11-26-2011, 01:49 AM   #3
falcon
Elite Waterdeep Guard
 

Join Date: November 8, 2006
Location: england
Age: 58
Posts: 45
Happy Re: ID 2 - New Venture Help Plse!

Thanks S S.

I have read the manual but still didn't get it but your reply has helped.

I also found the old forum going back to 2007 and read some of the threads so that also helped.

I was wondering that being an older game that people may have forgotten about it.

Anyway i'm sorted now so thank you once again.
falcon is offline   Reply With Quote
Old 11-26-2011, 05:28 AM   #4
Shadow Stranger
Avatar
 

Join Date: December 9, 2007
Posts: 594
Default Re: ID 2 - New Venture Help Plse!

One other thing, all serious spellcasters (Cleric, Druid, Sorceror and Wizard) must start with at least a 15 score in their spellcasting ability (Wisdom, Wisdom, Charisma and Intelligence) otherwise they won't achieve maximum spell level of 9 for their class when they reach the relevant class level. Further, if they start with exactly 15 they must devote all ability increases to their spellcasting ability.
A new spell level is gained every 2 levels but ability score only increases every 4 levels.
Shadow Stranger is offline   Reply With Quote
Old 11-26-2011, 08:42 AM   #5
falcon
Elite Waterdeep Guard
 

Join Date: November 8, 2006
Location: england
Age: 58
Posts: 45
Default Re: ID 2 - New Venture Help Plse!

That is a very good point. I remember i got caught out last time with a 'too low' score and wondered why i couldn't cast certain spells. I'll use 16 as i would do for say strength for a warrior, as this gives scope for any magical items or modifiers.

Looking forward to getting stuck in.

Thanks
falcon is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:34 PM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved