01-22-2003, 11:11 AM | #11 |
Symbol of Cyric
Join Date: August 17, 2001
Location: Waterdeep
Age: 43
Posts: 1,222
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- Yep bards cannot cast magic missile but they got chromatic orb and lots of bluff spells plus healing spells. They're cool again [img]smile.gif[/img] They are more bardic right now [img]smile.gif[/img] I always find the idea of fireball casting bard very weird.
- Multi classing is different too. Now all classes gain level at same xp, so if you are a 15th level mage, you can be a 1 fighter/15 mage or level 16 mage. So it lets players to find powerful multiclass combos that's why I call 3rd ed lot of powerplay. You create a sorceror/paladin but not for roleplay just to get the most benefit. Well whatever after all it's a CRPG and nobody wants to have a weak party. If you're paladin or barbarian ALWAYS multiclass with fighter levels. At least 4! A fighter/barbarian is much better than a pure fighter. 4 level fighter let you get weapon specialization feat. (+2 damage) Dont multiclass your casters IMO. Rogues should be multiclassed too! - Yep you get 76 points but ability modifiers are different. In 2nd ed you get +1 damage if your STR is 16. in 3rd ed you get +3 damage if your str is 16. So no problem. Maximize your CON and STR for fighters. MAXIMIZE YOUR CON FOR EVERY CHARACTER!! Dex is not useful as it was in 2nd ed. - Clerics can use edged weapons very weird IMO. They change the game a bit wizards uses short swords and crossbows. They let every character to be effective in combat. Marketing strategies.. I miss 2nd ed..
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01-22-2003, 01:53 PM | #12 |
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Join Date: December 26, 2002
Location: Connecticut
Age: 35
Posts: 528
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They let clerics and mages and whoever use basically whatever weapon they want becasue its more realistic. I mean, you wouldn't expect a mage to say "oh no, i can't use that long sword...its against my class discrition" please...but i do agree, clerics with anything but hammers and maces are kinda wierd
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01-22-2003, 11:06 PM | #13 |
Ironworks Moderator
Join Date: June 27, 2001
Location: Montreal, Quebec, Canada
Age: 43
Posts: 6,763
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Some priest can't use edged weapons, true, but it's not because they are not able to learn how. It's because they made an oath that prevent them from using it against someone else. It's sopposed to be roleplayed, not restricted by a rule. Rules kill roleplaying.
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01-23-2003, 12:10 PM | #14 |
Quintesson
Join Date: January 7, 2001
Location: Manchester, NH, USA
Posts: 1,025
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1. I find nothing weird about clerics being able to use edged weapons. I always felt that it was weird that they could not! As Luvian said, roleplaying, not rules.
2. IMHO 76 points total is too low. I wish that it had been in the 80-85 point range. Heck, I wish that the point total had been configurable in the IWD2 config program or buried in one of the 2DA files. That said, you can make very serviceable and capable characters with only 76 points and without ridiculous min-maxing. 3. Multiclassing: Always pay attention to your multiclassing combos so that you can avoid taking XP penalties. Always be aware of the favored class of your characters. Multiclassing in IWD2 can be a very potent tool. Taking 4 levels of fighter in combination with a Barbarian or a Paladin (of Helm) make a great multiclass combo. A) It gets you access to the 3rd feat point in all weapons (think "mastery". 3rd rules use some really bogus term. "Weapon Focus: Specialization" or some such nonsense) and B) it gets you a couple extra Feats. There are some great multiclass combos and there are some bad ones. What makes a good MC combo? The synergy of stats and skills. What do I mean by this? Here are some examples: Ranger/Rogue: Say that you want to build a good archer-thief that has a bit more punch than a pure rogue. Try Ranger/Rogue. Synergy of stats? Rogues' primary stat is DEX. The primary stat for any archer (regardless of class) is DEX. Skills? The stealthy skills (Hide and Move Silently) as well as Search are in-class skills for both rangers and rogues. Ranger/rogue is an AWESOME build. Rogue/Wizard: Not my favorite build, but there is a good synergy. What's the primary stat for a wizard? INT. INT is also a secondarily important stat for rogues (i.e. higher INT == more skill points). Skills? With a high INT, the rogue/wizard will have tons of skill points to spread around. And a decently high DEX is good for ranged combat for when the R/W isn't spellcasting. Barbarian/Fighter and Paladin (of Helm)/Fighter: Basically, all tanks have roughly the same basic stat requirements. (Pally's have slightly higher stat requirements.) Besides, any decent barbarian or paladin can't be hurt by taking 4 levels of fighter, besides perhaps the slowed progress of paladin spellcasting growth (if that matters to you). 4. Bards: Bards in 3rd ed rules are apparantly not meant to be mini-mages. However, they to make good enchanter/healers. 5. Skills and Feats The number of skill points a character gets at level up is determined by his/her class and by the character's INT bonus. The number of feat points are not impacted by any stat bonuses. Skills are worthwhile for certain classes. Rogues depend on their skills. Skills (Alchemy, Concentration, Knowledge (Arcana), and Spellcraft) are very useful for wizards and sorcerors. Heck, concentration is useful for all spellcasters. Spellcraft can be very useful for certain clerics, Lathander and Talos, in particular, because they have some potent elemental attack spells that can be improved by taking the appropriate Feat after you've built up 10 points in spellcraft. |
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