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Old 02-05-2003, 04:01 PM   #1
Vedran
Lord Soth
 

Join Date: July 28, 2002
Location: Sisak, Croatia
Age: 39
Posts: 1,930
Yesterday, my cousin brought a box labeled "AD&D Adventure Game" (or
something). It contains a map of the dungeon, some manuals and those funky dices.
Unfortunately, it is 3rd edition. We (both BG2 veterans) tried playing it and it was awesome. Well, the first game was short:
-he enters room
-I roll and place a snake
-snake bites him
-he backs away and shoots a ceiling (critical miss)
-snake kills him
I know very well that the game wasn't meant for soloing, we'll wait the weekend and summon a few more people.

BUT, there are some vague things in the manual:
1) What are "wandering monsters"?
2) Is there no resting or have I just been misled?
3) Is memorizing spells the same as in D&D CRPGs? The manual states something like: "each spell can be cast only once", it sounds as if a player doesn't choose spells for memorization.
4) Are there no criticals?
5) How to level up above 2nd level? I am being pointed to Player's Handbook. Can I download it somewhere, as I did with 2nd edition one?

About Character Generation:
It is only mentioned in the manual, and no, we don't want to play with pre-made chars.
A) How to set Saving Throws? Are they just d20 + WIS/CON/DEX modifier?
B) How to set AC?
C) Damage and Attack Roll modifiers puzzle me. Are these affected by STR, class, race, or everything?

Remember, I've played BG2, so I know the basic stuff.
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Dulce et decorum est pro patria mori, adhuc dulcius pro patria vivere.
(It is sweet and glorius to die for one's homeland, even sweeter to live for it)
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Old 02-05-2003, 04:12 PM   #2
Timber Loftis
40th Level Warrior
 

Join Date: July 11, 2002
Location: Chicago, IL
Posts: 11,916
Well, looks like you got the "teaser" box, which only encourages you to buy the basic tomes you need to play the game: Player's Handbook (a must), Dungeon Master's Guid (nearly a must), and Monter Manuals (if you'd like to have monsters pre-made so you don't have to design your own).

Yes, resting helps - the PHB tells you that you gain (IIRC) your CON bonus in HPs for 8 hours sleep (1 minimum), and re-memorize spells (Cleric & Mage).

Mages choose spells like in BG from their spellbooks. Clerics are not limited that way and can cast whatever they fancy, so long as overall limits on spellcasting aren't surpassed.

Character creation has many options but works similar to BG - you certainly need the PHB.

Wandering Monsters are random encounters.

Yes, each weapon has a chance to "crit" on a specified die roll, usually a natural 20 and sometimes also a natural 19. If you get a "crit chance" you roll to hit again - a hit resulting in a "critical" strike. Each weapon has its own "crit" modifier, the most common being X2 damage.

IIRC, in 3rd Ed. the only saves to worry about are Reflex, Fortitude and... erm... one other that I forget. These are on the front center of the character sheet and are: (Ability Modifier) + (Class/level modifier) + other skill-based or feat-based modifiers.

To Hit and Damage rolls are cumulative -- that is, affected (possibly) by all teh things you mention. This is similar to BG too. You may not realize elves are +1 To Hit with Bows and Longswords, but BG factors it in.
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Old 02-05-2003, 05:14 PM   #3
Nanobyte
Thoth - Egyptian God of Wisdom
 

Join Date: March 1, 2001
Location: NC
Age: 38
Posts: 2,890
Quote:
Originally posted by Timber Loftis:
IIRC, in 3rd Ed. the only saves to worry about are Reflex, Fortitude and... erm... one other that I forget. These are on the front center of the character sheet and are: (Ability Modifier) + (Class/level modifier) + other skill-based or feat-based modifiers.
The third is Will. Dex modifies Reflex, Con modifies Fortitute, and Wis modifies Will.
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Old 02-05-2003, 08:54 PM   #4
Indemaijinj
Symbol of Cyric
 

Join Date: June 15, 2002
Location: Denmark
Age: 43
Posts: 1,163
Much is similar to Ad&d: Here is some of the differences:

The proficiency system replaced with skills and feats. Skills are the non-weapon proficiencies. You put ranks in them representing training. Some of them might be cross-class (and thus cost double), just like in Ad&d. How many points you get initially and per level is decided by your class and intelligence (capacity to learn). Thieving skills are also part of this system. Rogues gets more skill points than the other classes. Fighters gets less.

Weapon proficiencies have been done away with. Instead weapons have been sorted into three categories:

Simple weapons: Light easy to use weapons that most people can use.
Martial weapons: Larger weapons that require some combat training to use, generally only available for warrior-type classes.
Exotic weapons: Weapons so unusual or specialised that only a few chosen can use them properly. Unless your class specifically gives you proficiency with an exotic weapon you must use a feat for each exotic weapon you want to use.

Feats are a new concept that includes various neat abilities that includes weapon specialization, auxiliary proficiencies (classes only proficient with simple weapons can use feats to get access to some martial weapons) and various combat abilities that are not totally dissimilar to the BG2 HLA's (though generally not so overpowered). Metamagic (spell-enhancing) and Item Creation (allows for the construction of magical items) feats also exist. Fighters gets a lot more feats than the other classes.

The dice rolls and bonuses are now much more easy to understand. The saving throws are not arcane things such as Wands, Petrification/polymorph or Breath Weapon. Instead there is only three saves:

Fortitude: Things that can be averted by being tough and resilient. This is things such as diseases, poisons and harsh conditions.

Reflex: Things that can be averted by sidestepping or being wary and sure-footed. This is things such as traps, slippery surfaces and the likes.

Will: Things that can be averted by force of will. Things such as mind-affecting magics and resisting urges. (Will is also the more general Save vs. spell save).

Calculating to hit rolls is simple: Roll a d20 and then add any modifier there may be. Then compare it to the target's armor class. If it is equal or higher than the armor class the roll hits.

Both arcane (wizard, sorcerer, bard) and divine (cleric, druid, ranger, paladin) spells are now goes from level 0-9 (0 being cantrip effects). Psionic powers now also come from level 0-9. Except for the psionicists and the sorcerers the memorization and learning rules are the same as in Ad&d

Bonuses and penalties from ability scores are now spread more evenly on the scale. (The difference between Str 10 and 12 is the same as the difference between Str 16 and 18). The 18/xx ability scores has been done away with.

All classes now use the same XP table.

There is no level limits for non-humans (who played with them anyway?).
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Old 02-06-2003, 03:33 PM   #5
Vedran
Lord Soth
 

Join Date: July 28, 2002
Location: Sisak, Croatia
Age: 39
Posts: 1,930
That certainly sheds a new light on things.
Thanks people, I appreciate the effort.

I found IWD2 somewhere, and I am getting into the 3rd edition. Yeee.
I like 2nd ed more. We're just going to play a comnination between the two.

I've read 2nd ed PHB and I estimate that the rules for this very game are very simplified (very).
However, there is more to ask:
-When I am creating a character, how to find out saving throws modifiers? Are these just ability modifiers? I.E. If my CON is 12, modifier is +1. Is then my fortitude save D20 +1?
-How are torches implemented? How long do they last? Does every character need to wield one?
-I realize that wandering monsters are random encounters, but where and how? Are these just monsters that roam the corridors?
-How to know the base AC? Before Armor, dexterity and other modifications?
-Is the starting gold found in the same way as in 2nd ed?
-In IWD2, ability scores are not rolled, they are set manually. I don't like that. We're going to roll: 8+d10, do it six times and arrange between abilities.
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Dulce et decorum est pro patria mori, adhuc dulcius pro patria vivere.
(It is sweet and glorius to die for one's homeland, even sweeter to live for it)
Horatio
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Old 02-06-2003, 04:02 PM   #6
Nanobyte
Thoth - Egyptian God of Wisdom
 

Join Date: March 1, 2001
Location: NC
Age: 38
Posts: 2,890
Quote:
Originally posted by Vedran:
However, there is more to ask:
-When I am creating a character, how to find out saving throws modifiers? Are these just ability modifiers? I.E. If my CON is 12, modifier is +1. Is then my fortitude save D20 +1?
Each class has base saving throws. For instance, a rogue has a 0 in Fort., a 2 in Reflex, and a 0 in Will. You add the ability modifiers to this, along with any miscellaneous modifiers for the bonus. You roll a d20 and add the bonus.

Quote:
-How are torches implemented? How long do they last? Does every character need to wield one?
Torches and other such illuminating devices last x amount of rounds, depending on the object used. Not all characters need to wield one, elves and dwarves for instance have the ability to see in the dark within a given radius.

Quote:
-How to know the base AC? Before Armor, dexterity and other modifications?
The base is 10.

Quote:
-Is the starting gold found in the same way as in 2nd ed?
I'm not sure what the starting gold for 2nd ed. is, but for 3rd it depends on the class. It usually requires you to roll a d4 a certain amount of times and multiply the sum by 10.

Quote:
-In IWD2, ability scores are not rolled, they are set manually. I don't like that. We're going to roll: 8+d10, do it six times and arrange between abilities.
This isn't exactly how 3rd ed. is set. You take 4 d6, roll them, and take out the lowest number. Add and subtract race modifications. This way, you have a far greater chance of having above average stats (11-18).

Hope this helps, and feel free to correct me if I'm wrong. No use in giving false information [img]smile.gif[/img]
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