11-24-2011, 03:32 PM | #1 |
Elite Waterdeep Guard
Join Date: November 8, 2006
Location: england
Age: 58
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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 |
11-25-2011, 07:55 PM | #2 |
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Join Date: December 9, 2007
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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. |
11-26-2011, 01:49 AM | #3 |
Elite Waterdeep Guard
Join Date: November 8, 2006
Location: england
Age: 58
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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. |
11-26-2011, 05:28 AM | #4 |
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Join Date: December 9, 2007
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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. |
11-26-2011, 08:42 AM | #5 |
Elite Waterdeep Guard
Join Date: November 8, 2006
Location: england
Age: 58
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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 |
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