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Exercu
Dec 7, 2009

EAT WELL, SLEEP WELL, SHIT WELL! THERE'S YOUR ANSWER!!

Agnosticnixie posted:

And non spontaneous casters do not get to pretend they are spontaneous, not submitting your memorized spell list of having it be available for verification is literally cheating if you're not a sorcerer, bard, spirit shaman or favored soul.

Except, of course, the wizard can choose to leave slots open and if he has a 15 minute break at any point he can memorise up to a fourth of his spells into those slots. (memorising more would take longer). Not spontaneous in the sense of being able to cast right now, but if you have some downtime while the rogue scouts, you have time to slot some spells in there.

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Factor_VIII
Feb 2, 2005

Les soldats se trouvent dans la vérité.

prometheusbound2 posted:

For instance, in Baldur's Gate 2(not 3rd edition) combat scenarios basically boil down to wizards throwing up really powerful defenses and other wizards countering them.
Personally I never really bothered engaging in spell duels in BG2. My prefered tactic was to move my tanks around the buffed Wizard, have an Inquisitor (which is a paladin subclass) drop a Dispel Magic on him and then watch the Wizard get chunked within seconds.

Hypocrisy posted:

No it applies to wizards too because Wizards get all the spells and spells in D&D start doing silly things from...level 1 upwards. Clerics/Druids just get to cast in full armor or cast when as a giant bear. That's cool and all but it doesn't match up to the Wizard spell list.
There's a reason the term CoDzilla (CoD referring to Cleric or Druid) was used in 3E. Clerics get some really good buffs, such as Divine Power which lets them have a Base Attack Bonus equal to that of Fighters. Druids can mitigate skimping on physical stats by wildshaping into an animal form which good stats and then buffing themselves. Wizards could be powerful too, but Clerics and Druids were really good.

bewilderment posted:

Caster supremacy is pretty much there in the 3.x core, no special rules fiddliness requires.
I agree that Wizards have more flexibility than melee classes and can do things the latter cannot, but even with buffs they could never match a melee class. E.g. a Wizard with Tenser's Transformation will have a good Base Attack Bonus, but without the feats, physical stats, skill in weapons and armor and gear of a dedicated warrior he'll be a really subpar. I guess a wizard could put a ton of buffs on himself first to be more effective (such as Haste, Displacement or Bull's Strength), but most of these would only last a single battle, require multiple rounds of prep time and would have been vastly more effective if applied on an actual tank instead. Save or Die or Enchantment spells are limited by the fact there are spells that counter them and the fact there are plenty of enemies that are simply immune to them, not to mention the fact that many enemies will have high saves and might simply resist them.

And some of the suggestions I've seen elsewhere, such as that Diplomacy or Bluff is useless because the Wizard can just cast Charm Person make no sense to me. A Wizard who goes around casting enchantment spells on NPCs will certainly get caught (ether because someone will make his save, which results in the person realizing that an attempt was made to control his mind, or that he'll be seen doing it by someone with Spellcraft) and the fact he tried to mind-control people will probably not make him very popular with them.

Fly is good, but melee characters can benefit from it as well, especially if they can do ranged attacks. As for Rope Trick, enemies can still detect the extradimensional portal and the spell is limited by the fact you can't take bags of holding or similar items in it, which most higher level parties will use for storage.

In my experience playing tabletop D&D, Wizards can do some very impressive things but are fairly poor at actually damaging and killing enemies. And I guess that a high level caster might be able to replicate a Skill monkey class like a Rogue in an emergency with say Moment of Prescience, but that is a high level spell that works for one check, so it would be much more effective to leave that sort of thing to those classes instead. And many of the more effective spells a wizard can cast in 3E actually make other characters more effective (hasting the party is much better for dealing damage than throwing a fireball unless you have a large group of enemies all bunched up together), so an effective wizard will actually work by enabling other characters to cool things instead of hogging the limelight himself.

I agree that warrior types getting more varied special abilites is a good thing, something that to be fair 3E did try to do with feats, but if one tries to limit casters too much then the party as a whole loses the option to come up with creative solutions to the challenges presented to them. E.g I remember one game I was in where the party's solution for dealing with an extremely powerful enemy was to have the Rogue trick him with Bluff into picking up the trigger object that the Wizard had cast Trap The Soul on. Trying to restrict casters too much would render that sort of thing impossible.

Hwurmp
May 20, 2005

So he trapped the bad guy's soul with a spell that was made for trapping souls. That is creative as gently caress.

Agnosticnixie
Jan 6, 2015
One thing that disappoints me a lot about NWN2 (both OC and MotB) is how much it seems that the silver sword of Gith is made into such a centerpiece that it's just not possible to consider anything but a longsword melee focused build for combat; even my purest caster ended up being turned into an Eldritch Knight to avoid getting pasted by Akachi after the king of shadows woke me up. The fact that it also doesn't count for finesse also bummed me a lot. Trying to roll an Arcane Archer, an Invisible Blade or a Stormlord just feels like a good way to suffer at the end of the first two campaigns (I guess it's better than rogues who just suffer throughout until they get the epic feat that makes their main combat feature not suck). It's like the anti Torment in that regard where only the single most stereotypical fantasy weapon is allowed.

Also I'm having a hell of a time making the PRC Pack work on anything in NWN1; the closest I've got is crashing after I finish character creation (and that's without even taking PRC specific stuff beyond benefitting from the skill point revisions for some classes) and mono crapping out when I try to merge it with a module. I figure manual merging is going to be the only way at this point.

And this is an important question: is Legacy (the NWN2 Welsh post-Arthurian PW) dead? I've been wanting to check out something in the vein of Brytenwalda since I first tried SoZ.

Agnosticnixie fucked around with this message at 14:29 on Jan 20, 2015

Factor_VIII
Feb 2, 2005

Les soldats se trouvent dans la vérité.

Really Pants posted:

So he trapped the bad guy's soul with a spell that was made for trapping souls. That is creative as gently caress.
More creative than running up to him and hitting him with swords until he stops moving. And the spell needs a fair bit of setting up and subtefuge for it to be effective.

Agnosticnixie posted:

One thing that disappoints me a lot about NWN2 (both OC and MotB) is how much it seems that the silver sword of Gith is made into such a centerpiece that it's just not possible to consider anything but a longsword melee focused build for combat; even my purest caster ended up being turned into an Eldritch Knight to avoid getting pasted by Akachi after the king of shadows woke me up.
I never used the silver sword (other than on the portal at the end of the OC) and had no problems with the game. It's a good weapon but not necessary to complete the game. A pure arcane spellcaster can easily deal with the final MotB boss by immobilizing it using Bigby's hand spells and then unleashing damaging spells from a safe distance.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

Agnosticnixie posted:

And this is an important question: is Legacy (the NWN2 Welsh post-Arthurian PW) dead? I've been wanting to check out something in the vein of Brytenwalda since I first tried SoZ.

Sadly, it is. Boiled down to drama on the team and imploded on itself around 2 years ago. The main designer of all its crazy systems is now working (along with myself and a few other Legacy vets) on a steampunk setting with insanely modified custom stuff... no level system, guns, lots of stuff.

I and a few others had toyed with the idea of relaunching Legacy with a fresh start, but we never pursued it even though we still have access to all the module files and such.

Sorry.

Agnosticnixie
Jan 6, 2015

Fuzz posted:

Sadly, it is. Boiled down to drama on the team and imploded on itself around 2 years ago. The main designer of all its crazy systems is now working (along with myself and a few other Legacy vets) on a steampunk setting with insanely modified custom stuff... no level system, guns, lots of stuff.

I and a few others had toyed with the idea of relaunching Legacy with a fresh start, but we never pursued it even though we still have access to all the module files and such.

Sorry.

These things sort of die all the time, while I would have been curious to see what it looks like in play, I'm admittedly more disappointed at the lack of files online and since the old vault died trying to sort through stuff is worse than ever (I'm really surprised how non-existent the documentation is for Zehir's new features considering Zehir was basically a fancy tech demo).

Agnosticnixie fucked around with this message at 21:36 on Jan 20, 2015

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Are the links in the OP still good if I want to play the game with :sicknasty: max grafix?

Agnosticnixie
Jan 6, 2015

Gyshall posted:

Are the links in the OP still good if I want to play the game with :sicknasty: max grafix?

Some of them might require you to dig up through the new vault and the nexus (which inexplicably doesn't support the old urls), but at least the modpack didn't seem to cause issues downloading.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Cool. Not surprising for the Nexus.

bewilderment
Nov 22, 2007
man what



Factor_VIII posted:

stuff about wizards not being too strong or whatever

Well, a wizard will never have the feats of a fighter, no, but they don't really need it when they've got summon monster and similar spells as well. Summon cool dudes to help when you feel like it. Clerics and druids get it too, of course, because in the core they're the ubermensch. Druids don't get to summon things that are as cool, but they get to turn into a bear and get superstats while also still being able to cast via natural spell so that's something.

Even if we accept your conclusion that a wizard won't be as good at the niches of other classes - other classes don't even get to be in the niche of a wizard or cleric or druid without magic items. The casters get to be in their own club where they can to some degree duplicate each other's abilities (although only divine casting gets healing for no real reason in 3e) but the fighter or rogue don't get to chuck out big fireballs, or fly, or even get dispel magic or magic resistance for themselves. Hell, to get a magic item of any kind, you literally need a caster to make it for you rules as written.

That's also not getting into why, for some reason, barbarian, fighter and rogue are different classes, but 'storm wizard', 'illusionist', 'transmuter' all get to be either hardcoded rules specialisations or spells chosen by the caster without having to lock themselves into it.

This is an argument that's been had so many times and yes, every time it's obvious that you'd much rather have a full caster than a non-caster in almost any situation above level 5. There's a reason that E6 DnD, a system that caps everything but feats at sixth level, is relatively popular. There's a reason that good DMs in terms of balance reference the collected Tier List of Classes. People continue to deny caster supremacy, but only in the same way that people deny climate change ("Well, my DM never noticed or allowed any such trouble"/ "Well, it's not too hot or the weather too wild where I live").

Additional edit: If the fighter is not so much weaker than the wizard - then why is the Warblade from Tome of Battle strictly better than the Fighter, but still not quite as good as a Wizard?

bewilderment fucked around with this message at 23:02 on Jan 20, 2015

WINNERSH TRIANGLE
Aug 17, 2011

Howdy folks,

I've just started up MotB, since I finally washed out of the OC a little time after the trial, but I've run into some problems that goons might be able to help with. I've got up to the first Okku encounter at the end of the Upper Barrow fine, but I'm having some trouble with all of the scripts working from here. When I kill Okku, he slumps to the ground, and I get 400-and-something XP for killing him, but ... that's it. I don't get a journal update, he doesn't drop any essence, and I can't open the door at the end (marked 'Barrow Exit') that I'm pretty sure is the way out. I'm running Annakie's modpack in the OP and Kaedrin's, and I've tried removing all/parts of the Plot Fixes section on Barrow/Okku (which I thought might be causing it), but no luck - it's the same thing every time.

Is there any way that I can do any of the following (with the least amount of scripting fuss ideally)

- use the console to unlock the barrow exit?
- teleport out to Mulsantir Gate (I've tried the rs gr_dm, but whatever I type in to the teleportation console just throws me back to the beginning of the upper barrow - some advice on this would be great!)?
- force the script to activate that unlocks the door/should play on his death?

I imagine that if I knew how the toolset worked, I could fix this, but alas ...

Agnosticnixie
Jan 6, 2015

bewilderment posted:


Additional edit: If the fighter is not so much weaker than the wizard - then why is the Warblade from Tome of Battle strictly better than the Fighter, but still not quite as good as a Wizard?

Because your judgement of things is based on pure numbers detached from actual world concerns or what a DM might say?

Also I'm trying to think of something more exciting for my fourth in SoZ than "crafting bitch" but the truth is that my original trio has most of the bases I care about covered (to the point where a #4 feels almost tacked on). I guess Sorc/Arcane Scholar is more than a crafting bitch in the overall though.

Praetorian Mage
Feb 16, 2008

Factor_VIII posted:

In my experience playing tabletop D&D, Wizards can do some very impressive things but are fairly poor at actually damaging and killing enemies.

See, this is my big problem. I want to be a spellcaster who is good at killing stuff with magic. I just feel like every class should be, on some level, self-sufficient in terms of damaging things. It just feels wrong to me to play as someone who depends on others to do any real damage. Personal taste I guess.

Factor_VIII posted:

And many of the more effective spells a wizard can cast in 3E actually make other characters more effective (hasting the party is much better for dealing damage than throwing a fireball unless you have a large group of enemies all bunched up together), so an effective wizard will actually work by enabling other characters to cool things instead of hogging the limelight himself.

I don't see how a wizard being able to kill stuff on his own would be "hogging the limelight". If that's not what you mean, I apologize.

Factor_VIII posted:

No. Magic in 1st and 2nd edition AD&D was really dangerous for the caster and his allies. E.g. every casting of Teleport had a chance to teleport you underground, instantly killing you and everyone with you. One bad roll could lead to a total party kill. Haste would magically age your body by one year. After a few weeks of adventuring human fighters would have to go to a retirement home. Additionally, in 2E every magical effect that aged the target also triggered a system shock roll (a percentile roll based on Constitution). Fail that and you'd die. In other words characters could die from being hasted, particularly if their Constitution wasn't high. And there were plenty of spells that magically aged the caster or their target. In other words earlier editions still had very powerful spells, but actually using them could result in instant death, which wasn't very fun. 3E removed that limitation.

Wow, all that stuff sounds monumentally unfun. So all 3e did was remove fun-killing downsides from spellcasting.

Lt. Lizard
Apr 28, 2013

WINNERSH TRIANGLE posted:

Howdy folks,

I've just started up MotB, since I finally washed out of the OC a little time after the trial, but I've run into some problems that goons might be able to help with. I've got up to the first Okku encounter at the end of the Upper Barrow fine, but I'm having some trouble with all of the scripts working from here. When I kill Okku, he slumps to the ground, and I get 400-and-something XP for killing him, but ... that's it. I don't get a journal update, he doesn't drop any essence, and I can't open the door at the end (marked 'Barrow Exit') that I'm pretty sure is the way out. I'm running Annakie's modpack in the OP and Kaedrin's, and I've tried removing all/parts of the Plot Fixes section on Barrow/Okku (which I thought might be causing it), but no luck - it's the same thing every time.

Is there any way that I can do any of the following (with the least amount of scripting fuss ideally)

- use the console to unlock the barrow exit?
- teleport out to Mulsantir Gate (I've tried the rs gr_dm, but whatever I type in to the teleportation console just throws me back to the beginning of the upper barrow - some advice on this would be great!)?
- force the script to activate that unlocks the door/should play on his death?

I imagine that if I knew how the toolset worked, I could fix this, but alas ...

The Plot Fixes is a terrible and broken mod, which was already discussed in this thread several times, but still remains in the OP for some reason.

One of its many stupid "features" is the ability to kill any NPC in the game. Unfortunately, it accomplishes that by just globally removing every instance of scripted invincibility in the game and pretty much breaks every other quest by doing so. In your case, Okku is supposed to turn invincible at 1 HP and trigger a cutscene where he runs away, but the mod removes that invincibility, so you just kill him and break the script that advances the main quest of the game. Wheeee.

I guess you could manually trigger the scripts that got broken via console and thus advance the quest, but I have no idea how to actually do that. Also it is entirely possible that you would just kill the next plot-critical NPC that was supposed to survive and be in the exact same mess again. You are still at the very beginning of MotB, so my advice would be to cleanse your install from any trace of the Plot Fixes mod and just restart the game.

Raygereio
Nov 12, 2012

WINNERSH TRIANGLE posted:

I've got up to the first Okku encounter at the end of the Upper Barrow fine, but I'm having some trouble with all of the scripts working from here.
When scripts fail to fire like this, you need to reload to save from before you entered the module that script belongs to. Reloading a save just before that fight won't work, the script will just cheerfully continue to not fire.
And in case you come across this bug again in the future: moving to a different module and then returning to the module that has the wonky script in my experience also doesn't work.

So the easiest thing for you is probably to restart MotB. If you really want to continue with your current game, upload your save and the contents of your override folder and I'll have a go at making a script that you can fire manually.

Also delete Plot Fixes, scrub the sectors it occupied on your drive with bleach and never look that pile of poo poo ever again. Yes it does fix a handful of bugs. It however also introduces a metric fuckton of new bugs and WRFan's retarded personal tweaks. I wouldn't be surprised for example if your problem is caused by WRFan removing Okku's immortality flag (which he did so he could use his Wizard Waifu's save-or-die spells and kill Okku in one hit).

Praetorian Mage posted:

I don't see how a wizard being able to kill stuff on his own would be "hogging the limelight". If that's not what you mean, I apologize.
It's not so much "being able to kill stuff on his own", but instead "being able to kill everything before the rest of the party can get a single action" and even poo poo like "being able to be a better fighter then the Fighter".
Mind you: A lot of that depends on what books the DM allows and at what point the DM says "I don't care what it says in the rules, you don't get to rain fantasy-napalm from the skies while being completely invulnerable".

Raygereio fucked around with this message at 01:15 on Jan 21, 2015

Factor_VIII
Feb 2, 2005

Les soldats se trouvent dans la vérité.

bewilderment posted:

Well, a wizard will never have the feats of a fighter, no, but they don't really need it when they've got summon monster and similar spells as well. Summon cool dudes to help when you feel like it. Clerics and druids get it too, of course, because in the core they're the ubermensch. Druids don't get to summon things that are as cool, but they get to turn into a bear and get superstats while also still being able to cast via natural spell so that's something.
I thought that summoned creatures were pretty weak in 3E to be honest. They tend to be useful as a distraction at best. And summon spells take a full round to cast, meaning they're easy to disrupt (and the spells don't last very long either). I agree that spellcasters have more options than non-spellcasters and that non-spellcasters would benefit from more special powers to make them flashier, but I do not think that means other classes are useless. You can always throw magic-resistant or even magic-immune enemies to the party for example, and the ability to have a consistent damage output no matter what is pretty useful.

I think that for wizards to be really broken, they need foreknowledge of what they are facing, prep time to buff up and the willingness to go all out (which will result in them being of limited use the rest of the day). I imagine that they wouldn't get those most of the time and the final point means that they need to conserve spells since they can't know whether something more dangerous isn't lurking around the corner.

bewilderment posted:

Even if we accept your conclusion that a wizard won't be as good at the niches of other classes - other classes don't even get to be in the niche of a wizard or cleric or druid without magic items. The casters get to be in their own club where they can to some degree duplicate each other's abilities (although only divine casting gets healing for no real reason in 3e) but the fighter or rogue don't get to chuck out big fireballs, or fly, or even get dispel magic or magic resistance for themselves. Hell, to get a magic item of any kind, you literally need a caster to make it for you rules as written.
Paladins and rangers already get limited spellcasting though. Doesn't that count as them encroaching into the spellcasting niche? Or are you advocating that all classes should have high spellcasting and attack abilities? Wouldn't that erase the distinction between classes?

Praetorian Mage posted:

See, this is my big problem. I want to be a spellcaster who is good at killing stuff with magic.
I've never used a Warlock, but aren't they good at dealing damage using magic? Maybe that would be a good choice.

Praetorian Mage posted:

I don't see how a wizard being able to kill stuff on his own would be "hogging the limelight". If that's not what you mean, I apologize.
D&D is built around the idea of it being a cooperative game where there are niches the various classes can fill. If one class can do everything, then it will overshadow the other ones. Someone interested in killing stuff would be better off playing a class specializing in that.

Praetorian Mage posted:

Wow, all that stuff sounds monumentally unfun. So all 3e did was remove fun-killing downsides from spellcasting.
The way 2E tied to balance things was truly awful. E.g. they tried to balance more powerful classes by making it harder to qualify for them by having high stat requirements (which is why paladins had a minimum Cha of 17 while fighters don't). Of course that simply meant that anyone playing that class would have very high stats in addition to the more powerful abilities. Or the attempt to balance the fact that the non-human races were more powerful by both stat requirements and applying level limits at which point the would stop leveling up. E.g. an elf wizard would stop gaining levels once he hit level 11. That meant that non-human PCs would be overpowered at low levels and then rapidly fall behind human PCs at high levels. Not to mention the fact it made no sense from a story perspective; these fantasy settings for example tend to have elven archmages that surpass humans in ability, something literally forbidden by the rules. I could go on, but you get the idea.

bewilderment
Nov 22, 2007
man what



Factor_VIII posted:

Paladins and rangers already get limited spellcasting though. Doesn't that count as them encroaching into the spellcasting niche? Or are you advocating that all classes should have high spellcasting and attack abilities? Wouldn't that erase the distinction between classes?

The limited spellcasting that paladins and rangers get is pretty poor, since they get it at the point just before the big boy casters are about to get some serious poo poo.

As for the second and third questions - have you read or played fourth edition DnD? Your opinion of it will probably answer those questions. Or probably any video game that involves class balance - World of Warcraft? Dragon Age Inquisition (ignoring the more broken specialisations)?

https://www.youtube.com/watch?v=zFuMpYTyRjw

Agnosticnixie
Jan 6, 2015

Factor_VIII posted:


The way 2E tied to balance things was truly awful. E.g. they tried to balance more powerful classes by making it harder to qualify for them by having high stat requirements (which is why paladins had a minimum Cha of 17 while fighters don't). Of course that simply meant that anyone playing that class would have very high stats in addition to the more powerful abilities. Or the attempt to balance the fact that the non-human races were more powerful by both stat requirements and applying level limits at which point the would stop leveling up. E.g. an elf wizard would stop gaining levels once he hit level 11. That meant that non-human PCs would be overpowered at low levels and then rapidly fall behind human PCs at high levels. Not to mention the fact it made no sense from a story perspective; these fantasy settings for example tend to have elven archmages that surpass humans in ability, something literally forbidden by the rules. I could go on, but you get the idea.

I have never seen or heard of anyone who actually used racial level caps, ever, and most 2e and a lot of 1e setting books ignored them completely as well.

Factor_VIII
Feb 2, 2005

Les soldats se trouvent dans la vérité.

bewilderment posted:

As for the second and third questions - have you read or played fourth edition DnD? Your opinion of it will probably answer those questions. Or probably any video game that involves class balance - World of Warcraft? Dragon Age Inquisition (ignoring the more broken specialisations)?
I had played 4e, though I have to admit I never bothered to become as familiar with it as I had been with 3e. I thought that the added abilities warrior and rogue classes got were a good thing, though I didn't like the fact that 4e removed certain aspects of spellcasting such as buffing other characters or some utility spells that could provide added flexibility to a party such as teleport.

Agnosticnixie posted:

I have never seen or heard of anyone who actually used racial level caps, ever, and most 2e and a lot of 1e setting books ignored them completely as well.
It was still part of the rules. The fact everyone ignored them doesn't mean it wasn't in the game. Same with e.g. the fact that the default character generation system was "roll 3d6 6 times keeping track of the order of the rolls; these are your stats", which meant that if you played by the default rules then both the race and the class of your character was literally determined by a roll of the dice since they both races and classes had minimum stat requirements. Wanted an elf but rolled a Cha of 7 or a fighter but rolled a Str of 8? Too bad. If we went with that infamous article on house rules Gygax had written at one point, we could say that you weren't really playing D&D if you didn't use the rules exactly as they were in the books.

(Which is something I found interesting in 2e vs. 3e edition wars; defenders of 2e would always defend their own house-ruled version of the game they had been playing for years and with was suited exactly to their tastes rather than the default game. I think it's natural that one would prefer the version of the game that they had developed for themselves, so that seemed like a pretty unfair comparison.)

Agnosticnixie
Jan 6, 2015

Factor_VIII posted:


(Which is something I found interesting in 2e vs. 3e edition wars; defenders of 2e would always defend their own house-ruled version of the game they had been playing for years and with was suited exactly to their tastes rather than the default game. I think it's natural that one would prefer the version of the game that they had developed for themselves, so that seemed like a pretty unfair comparison.)

The thing is the house rules binder was an expectation of AD&D in a way it became less so of D&D from 3e on. The fact that 5e is trying to get that back as a standard is actually making me kind of happy.

And the 1e standard was 3d6 in order; the 2e standard was 4d6 drop low assign to taste.

Also that Gygax article is weird in a lot of ways since Unearthed Arcana was literally Gygax publishing his own house rules and outside of convention modules he apparently didn't care how the players rolled their stats so long as there was no blatant cheating (and IME, the most hardcore supporters of 3d6 in orders tend to cheat). 2E is chock full of optional rules all over the place as well which ultimately made it impossible for a game to not be house ruled if only to say which optional rules applied or not (including at least 3 optional rules to handle racial level caps in a softer way).

Agnosticnixie fucked around with this message at 02:12 on Jan 21, 2015

Poil
Mar 17, 2007

Factor_VIII posted:

Same with e.g. the fact that the default character generation system was "roll 3d6 6 times keeping track of the order of the rolls; these are your stats", which meant that if you played by the default rules then both the race and the class of your character was literally determined by a roll of the dice since they both races and classes had minimum stat requirements. Wanted an elf but rolled a Cha of 7 or a fighter but rolled a Str of 8? Too bad.
I hate hate HATE that poo poo! :rant:
It's bad enough when you have to roll stats at all instead of a point buy or similar. It's like the game goes "Haha, gently caress you for rolling so much more poorly than everyone else. Have fun being gimped, loser. :cawg:".

Ehum, sorry about that but I feel very strongly against it after my own experiences of rolling up stats for pnp. To make a comparison to ancient Greece, it's really not fun when you roll up a powerful Spartan when everyone else rolls up Heracles.

Factor_VIII
Feb 2, 2005

Les soldats se trouvent dans la vérité.

Agnosticnixie posted:

And the 1e standard was 3d6 in order; the 2e standard was 4d6 drop low assign to taste.
Actually 3d6 in order was the default in 2e as well. 4d6, drop low, assign to taste was presented as an alternative character generation method for groups who wanted to play more powerful characters.

Agnosticnixie posted:

Also that Gygax article is weird in a lot of ways since Unearthed Arcana was literally Gygax publishing his own house rules and outside of convention modules he apparently didn't care how the players rolled their stats so long as there was no blatant cheating (and IME, the most hardcore supporters of 3d6 in orders tend to cheat). 2E is chock full of optional rules all over the place as well which ultimately made it impossible for a game to not be house ruled if only to say which optional rules applied or not (including at least 3 optional rules to handle racial level caps in a softer way).
There's also the fact that Gygax loved to break his own rules all the time. E.g. when he had created AD&D stats for Conan the Barbarian, he had him be a Fighter/Thief multiclass; something forbidden by his own rules since humans were supposed to only be able to dual-class. Then again AD&D was the product of Gygax making things up when he was a GM and then sticking it into the game with little thought of how one rule would affect the others. Since I mentioned dual-classing, that for example came about when his son's PC, who was a Mage, lost his spellbook while on an alien planet and was forced to fight since he could no longer cast spells. The ad hoc arrangement Gygax came up to permit that became the dual-classing rules (which of course were completely arbitrary in their implementation only for humans).

Agnosticnixie
Jan 6, 2015

Factor_VIII posted:

Actually 3d6 in order was the default in 2e as well. 4d6, drop low, assign to taste was presented as an alternative character generation method for groups who wanted to play more powerful characters.


I'm pretty sure both Ravenloft and Darksun encouraged it above all else but you're probably right on the core, GH/FR stuff being 3d6 drop low still.

quote:

Since I mentioned dual-classing, that for example came about when his son's PC, who was a Mage, lost his spellbook while on an alien planet and was forced to fight since he could no longer cast spells. The ad hoc arrangement Gygax came up to permit that became the dual-classing rules (which of course were completely arbitrary in their implementation only for humans).

I hadn't heard this one but I remember that Cleric was basically created for PVP purposes to gently caress up another player's vampire PC.

Agnosticnixie fucked around with this message at 02:38 on Jan 21, 2015

Factor_VIII
Feb 2, 2005

Les soldats se trouvent dans la vérité.

Poil posted:

Ehum, sorry about that but I feel very strongly against it after my own experiences of rolling up stats for pnp. To make a comparison to ancient Greece, it's really not fun when you roll up a powerful Spartan when everyone else rolls up Heracles.
I agree that point buy is the best system, especially if it has progressively more expensive stats in order to help mitigate min-maxing.

But as 2e might have put it, having a gimped character would give you a unique roleplaying opportunity to play as someone useless; something you wouldn't do if you had control over generating your own character. :)

Agnosticnixie posted:

I'm pretty sure both Ravenloft and Darksun encouraged it above all else but you're probably right on the core, GH/FR stuff being 3d6 drop low still.
Quite possibly; I'm just going by what was in the 2e PHB.

Praetorian Mage
Feb 16, 2008

Factor_VIII posted:

D&D is built around the idea of it being a cooperative game where there are niches the various classes can fill. If one class can do everything, then it will overshadow the other ones. Someone interested in killing stuff would be better off playing a class specializing in that.

I can understand that, but I don't see why you can't just have different types of Wizards and Sorcerers. I agree that no one class should be able to do everything. I wouldn't mind being locked out of most or all of the crazy game-breaking utility spells in exchange for having increased destructive ability. The fluff for Sorcerers seems to imply that that could be their thing, because it talks about how they use magic through sheer force of will and raw magical power. To me, that's a good starting point for a character who can throw some heavy destruction but isn't very good at polymorphing or whatever.

I might be a little weird about this. I mean, I want to play a sorcerer who mostly just throws heavy damage around, but I don't want to be a crazy pyromaniac either, because I like playing Neutral Good characters who also use a lot of diplomacy where they can. I guess I'm looking to play as a smart, persuasive fighter who just happens to fight with magic instead of weapons.


Factor_VIII posted:

I've never used a Warlock, but aren't they good at dealing damage using magic? Maybe that would be a good choice.

I've heard that, and I'm probably going to give that class a try when I get around to playing NWN2 again (it's not available in NWN1). I just have some (most likely silly) roleplaying hangups about it, like the alignment restrictions and the fact that, if I understand the fluff correctly, Warlocks only have their powers because some entity granted them, and they could theoretically be revoked at any time. It's less satisfying than the fluff for Sorcerers. It means absolutely nothing in gameplay terms though.

Agnosticnixie
Jan 6, 2015

Factor_VIII posted:


But as 2e might have put it, having a gimped character would give you a unique roleplaying opportunity to play as someone useless; something you wouldn't do if you had control over generating your own character. :)

Most ability scores between 8 and 15 were also completely meaningless outside of qualifying for classes and NWP rolls.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
D&D is such a poo poo system.

Mr E
Sep 18, 2007

Fuzz posted:

D&D is such a poo poo system.

I wish they'd make a game set in almost literally any other Roleplaying system, I can't think of much, especially in the fantasy genre.

Chevy Slyme
May 2, 2004

We're Gonna Run.

We're Gonna Crawl.

Kick Down Every Wall.

Mr E posted:

I wish they'd make a game set in almost literally any other Roleplaying system, I can't think of much, especially in the fantasy genre.

GOOD NEWS, Pillars of Eternity comes out in just a few months.

Mr E
Sep 18, 2007

CaptainPsyko posted:

GOOD NEWS, Pillars of Eternity comes out in just a few months.

I don't know how I forgot about that since I preordered it through the kickstarter and all. Still, wouldn't mind some more variety besides variants of DnD.

bewilderment
Nov 22, 2007
man what



Mr E posted:

I don't know how I forgot about that since I preordered it through the kickstarter and all. Still, wouldn't mind some more variety besides variants of DnD.

Torment: Tides of Numenera releases in... late 2015. Which probably means early 2016. And while some of the aesthetic and stuff is based off of DnD it's probably closer to Dragon Age-ish warrior, rogue, mage, split. I forget because I never properly took a look at the rules of Numenera.

But yeah DnD is a bad system for anything but tabletop dungeon crawling and skirmishing, the best version of DnD that did that was 4th edition, if you're going to do anything else with your computer RPGs or tabletop gaming then pick a different system that actually meets your design goals.

Mr E
Sep 18, 2007

bewilderment posted:

Torment: Tides of Numenera releases in... late 2015. Which probably means early 2016. And while some of the aesthetic and stuff is based off of DnD it's probably closer to Dragon Age-ish warrior, rogue, mage, split. I forget because I never properly took a look at the rules of Numenera.

But yeah DnD is a bad system for anything but tabletop dungeon crawling and skirmishing, the best version of DnD that did that was 4th edition, if you're going to do anything else with your computer RPGs or tabletop gaming then pick a different system that actually meets your design goals.

I also forgot about Torment coming out, I always liked the Planescape setting. As much as I love DnD tabletop, I'd also rather developers just create their own system, even if it's "simple" like SPECIAL or something.

bewilderment
Nov 22, 2007
man what



Mr E posted:

I also forgot about Torment coming out, I always liked the Planescape setting. As much as I love DnD tabletop, I'd also rather developers just create their own system, even if it's "simple" like SPECIAL or something.

Torment isn't set in Planescape, though, it's set in the Ninth World, which is the setting of the Numenera RPG. Which is shorthand for 'civilisation is kind of medievalish but there's a bunch of technology indistinguishable from magic lying around everywhere'. It's called Torment since it's a spiritual successor. In Planescape Torment, the main character was a guy who'd lived countless previous lives and was immortal. In Tides of Numenera, your character is the most recent body of a body-hopping technowizard, and it turns out whenever he leaves one of the bodies he created, it gains consciousness.

See also Mask of the Betrayer for comparison, where the main character is the shell for a body-hopping spirit eater.

Factor_VIII
Feb 2, 2005

Les soldats se trouvent dans la vérité.

Fuzz posted:

D&D is such a poo poo system.
1e and 2e were pretty clunky, but to be fair most RPGs from that era were that way. Rolemaster (or as it was often called Rulemaster) was ridiculously complicated with rules for everything. Traveler, a sci-fi RPG, had you rolling stats in order and also had the feature that your character could die during character generation. You had to simulate your character's career and for every year he worked or served in the military there was a chance he'd die. (Which meant that many players would send characters with bad stats to be asteroid miners, one of the most dangerous professions, until they died and then start over making a new character.)

ToxicSlurpee
Nov 5, 2003

-=SEND HELP=-


Pillbug

Factor_VIII posted:

But as 2e might have put it, having a gimped character would give you a unique roleplaying opportunity to play as someone useless; something you wouldn't do if you had control over generating your own character. :)

That also kind of depends on the setting, the GM, and what style of game you're playing. Some campaigns are all about min maxing and fighting mans all day. Others are more roleplaying focused which will sometimes lead to the GM telling the players they're in a Dungeon Siege sort of scenario where they start as farmers and then suddenly gently caress you you're adventurers. Part of the reason 4d6 style rolling became the standard in a lot of places is because D&D generally seems to lead to people wanting to be the heroes of the story so they want to, you know, be heroic.

Granted one of my favorite role playing experiences was, in fact, during a game where I rolled a character that was literally useless. We were playing Paranoia and I just spend the entire time being actively useless and sabotaging absolutely everything with my sheer incompetence.

Poil
Mar 17, 2007

Mr E posted:

I wish they'd make a game set in almost literally any other Roleplaying system, I can't think of much, especially in the fantasy genre.
http://store.steampowered.com/app/12640/

Factor_VIII posted:

But as 2e might have put it, having a gimped character would give you a unique roleplaying opportunity to play as someone useless; something you wouldn't do if you had control over generating your own character. :)
Sure that can be fun. However being forced to do so is not. I mean, I could enjoy playing a character who was useless (if nothing else it'd be easy to roleplay :v: ) but it would have to be my choice and not up to the dice.

Agnosticnixie
Jan 6, 2015

bewilderment posted:

Torment: Tides of Numenera releases in... late 2015. Which probably means early 2016. And while some of the aesthetic and stuff is based off of DnD it's probably closer to Dragon Age-ish warrior, rogue, mage, split. I forget because I never properly took a look at the rules of Numenera.

But yeah DnD is a bad system for anything but tabletop dungeon crawling and skirmishing, the best version of DnD that did that was 4th edition, if you're going to do anything else with your computer RPGs or tabletop gaming then pick a different system that actually meets your design goals.

I've had no problem running poo poo that was neither with D&D as a backdrop system. I've also had no problem using fuzion fantasy derivatives, pendragon, DL5A's Saga, etc. Every system is ultimately poo poo because it's trying to abstract things that are borderline impossibly hard to abstract, yes, even GURPS.

quote:

Sure that can be fun. However being forced to do so is not. I mean, I could enjoy playing a character who was useless (if nothing else it'd be easy to roleplay ) but it would have to be my choice and not up to the dice.

Unless your DM was a dick, rerolling a gimped character was also an option. The problem is determining whether it's actually gimped.

Also that might seem like a stupid question, but what happens if I use the game folder's hak/modules/campaigns/override folders for fan campaigns instead of dumping them in documents?

Agnosticnixie fucked around with this message at 12:49 on Jan 21, 2015

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Drakensang was p. good

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Praetorian Mage
Feb 16, 2008
Are there some good modules for NWN2 that are mostly just hack-and-slash, with little or no plot? I'd like to try out some different classes, but I don't like getting involved in a story with a character I'm not sure about. It doesn't even have to be particularly good, just something I can fight through to get a feel for how a class plays without a plot getting in the way.

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