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#1 |
Drizzt Do'Urden
![]() Join Date: June 25, 2004
Location: UK
Posts: 633
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Ok.
This is a probably a silly question given how long I've been playing NWN. Just how does taking the Initiatve feat affect a character's performance in the game? |
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#2 |
Elminster
![]() Join Date: December 10, 2003
Location: OP, KS
Age: 52
Posts: 489
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I thought I knew, but wasn't sure - so here is the line from NWNWiki:
Initiative Checks: At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll. Characters act in order, counting down from highest result to lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions). If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll again to determine which one of them goes before the other. There are four feats in NWN that improve your initiative. Blooded (Initiative improves by +2) Thug (Initiative improves by +2) Improved Initiative (Initiative improves by +4) Superior Initiative (This epic feat replaces Improved Initiative and gives +8 to initiative) Retrieved from "http://www.nwnwiki.org/Initiative" I've always thought high initiative was pretty important, even for fighters. Monks (or high dex characters) tend to hit first most of the time, and have an advantage due to that. Although I don't play spellcasters, I would imagine that it's vital for them. [ 05-10-2006, 05:11 PM: Message edited by: Marathon ] |
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#3 |
Drizzt Do'Urden
![]() Join Date: June 25, 2004
Location: UK
Posts: 633
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Thanks for that one Marathon.
Seems pretty comprehensive. I've been trying to find an explanation like that for a while without any success. It's good that someone knows what they're doing. |
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#4 |
Jack Burton
![]() Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 41
Posts: 5,459
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Initiative isn't all that important unless you're fighting a foe who's just about your match. At that point, the enemy'll probably win if he spent his feats on something better than initiative increases.
As far as I can determine, its only real use is in a mage vs mage combat at higher levels, where the first one to cast Timestop usually goes on to win the match. |
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#5 |
Silver Dragon
![]() ![]() ![]() Join Date: December 28, 2002
Location: Wales
Age: 45
Posts: 1,617
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It totals:
1d10 + Blooded (Initiative improves by +2) Thug (Initiative improves by +2) Improved Initiative (Initiative improves by +4) Superior Initiative (This epic feat replaces Improved Initiative and gives +8 to initiative) + DEX Bonus If you roll higher than your opponent, you'll be getting the first action of the round. It's nothing more than that, and IMO its not important at all.
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#6 |
Xanathar Thieves Guild
![]() Join Date: March 17, 2001
Location: Wichita, KS USA
Age: 62
Posts: 4,537
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Well, that depends on your effective AC, your own attack bonuses, and just how tough that creature really is...I never take the feats either, but...
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To those we have lost; May your spirits fly free. Interesting read, one of my blogs. |
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#7 |
Drizzt Do'Urden
![]() Join Date: June 25, 2004
Location: UK
Posts: 633
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Thanks to all for the advice
It seems that if you have a high Dex character you don't need initiative and if you have a high AB/AC fighter type character it doesn't matter anyway. Ah well. Looks like I'm going to end up taking more Epic Toghness feats. |
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