new player to IWD2 and 3e - questions and comments
Posted: Fri Mar 20, 2009 12:32 pm
Hi everyone
New player to IWD2 and 3e rules. Here are some comments and questions.
First glance after playing through the prologue and 3/4 of chapter 1:
- Getting skills and feats are annoying - a lot of micro-management of the character it seems rather than role playing. You wonder what to choose next rather than playing the character it seems - or it is for me at least. Some of the feats - although useful - you have to remember to use them - more micro-management of the characters - I find a bit annoying and takes from the role playing and the game play. I could say more - but I will move on.....
A few questions about skills - how useful are they? Does a high CHA - counterbalance a low diplomacy skill? And how much diplomacy skill is needed? or for that matter how much skill point is needed to achieve a higher save percentage? How long can I stay hidden with hide and move silently combined? what are the chances of being caught with 7 points in each?
Moving on - the game itself - wow are there a lot of monsters and they all have mages/shamans backing them up - its taking forever to clear some of the areas of chp 1 - with all these bloody monsters to hack through. I sort of like it that IWD2 has such a huge amount of monsters - they are after all an invading force and should have numerical advantage and magic use. I think the most useful item I found was a non-magical item - oil of fire/lamp of oil - all which explodes on single or area affects - a very good item to use in the early part of the game - especially with no fireball and yet and masses of monsters to get through - never leave without at least a few bottles of the exploding potions.
On that note lets talk about magic - my wizard (a fighter/wizard) has a tremendously slow spell progression - At 3rd level - my mage still only had first level spells - and while there are a lot of scrolls you can buy - this slow progression (much slower than 2e rules it seems ) makes having a mage a lot more difficult in the early game - lucky for the fighter level - to add some missile support. Now some of you might say bring a sorcerer - and so I did - I've never made a sorcerer before but everyone on the forum seems to rave about them so I wanted to try one out and see if I liked it. Its okay - amazing that you get a lot of first level spells and get to choose which ones you want - no need for scrolls. The bad - I noticed that if my sorcerer had 5 level 1 magicmissiles and 5 mage armor - if she casted one spell from first level both would go to 4 spells remaining - it was a surprise - since i thought that each spell would remain there until she used it - but it my sorcerer casted 5 mage armor (the max allowed spells for the day and for that level) then she would have no spells to cast eventhough my sorcerer did not cast a sinlge magic missile - quite a surprise - and reduces the effectiveness of the sorcerer class at least a little.
More surprises in regards to the spell itself - the spells have been changed to some degree - some more powerful some less so. One staple for my mage is summoning monster - I only summoned one - no matter what the level was - my mage only summoned 1 monster - this is a change from 2e. I wonder if it is worth it just for 1 monster (really de-powered this spell - considering the hordes of monsters you are facing in each battle - there seems to be no way to even it out at the beginning of battle with just one mage casting summon monster.) One question on the subject of spells - for mage armor (and other spells with durations) does the duration does stack with class level or character level -- my mage is a 1fighter/3mage = 4 levels for duration or 3 levels for duration to figure out length (as the fighter class is a non-casting class)?
Some questions - although most were answered in the forum. How useful is multiclassing? I have 2 pure fighters (one human one dwarf -in a party of 6) at the moment - but everyone seems to think multi-classing is the way to go for IWD 2 - now what would be useful for multi-classing? What I multi-class a tank class into another tank class or into another class altogether? I wanted a sword master character - but it seems I can't make one really - weapon specialization gives a +1/+2 only - with no extra attacks. And speaking of attacks - I still have only one attack - regardless of what weapon my characters is using - even a bow has 1 attack per round - talk about de-powering weapon specialization and multiple attack rounds for fighters. (yes I know it all has to do with BAB - but personally i think that is a crazy system for missile weapons at the very least). What do you suggests for a low level character build?
Is having a pure rogue useful? Some interesting skills like sneak attack and some interesting feats (hamstring) - but the rogue still has to hit in order to use these skills and what happens if you miss after activating it - it is used up. You can use feats once/a round??? Is it worth getting some fighter levels and would this make my rogue a better fighter - and how many is needed? In 3e is there a fighter table to see what is needed to hit a certain armor class - or did they throw that out in 3e? so how do different classes determine who hits what AC during a battle? Is it all BAB?
For example: 2 fighter levels + 4 rogue = 6 levels = 6 BAB therefore 2 attacks per round - does this give my rogue a better to hit ratio? and how does this compare with a 6th level fighter who also has 6 BABs?
[ two fighters (one human, dwarf), a rogue, a sorcerer, a cleric, and a fighter/mage - my party]
On the subject of magical items - wow again - it has all changed and not in a really good way at that although I could also argue that it has changed for a more balanced game at that (no cheese items - but no wonderful items to look forward to it seems). It took a while to figure out what armor class penalty actually does - as every single med-heavy armor has this stat - lucky it seems to apply only to skills - so if you don't use any the armor class penalty does not seem to apply or at least I don't think so. Another thing is the limited use of the items itself - most of the rings can only be used 1/day - when you are outnumbered - that really sucks - which is most of the time. No wonder the first chapter is so difficult with low level characters and no real magical items to boost you in any way. And speaking of magical items and armor - nothing stacks it seems in IWD2 - another hit to PC in a game that has monsters outnumbering and out magicking the PCs.
More comments after I complete chapter 1....
New player to IWD2 and 3e rules. Here are some comments and questions.
First glance after playing through the prologue and 3/4 of chapter 1:
- Getting skills and feats are annoying - a lot of micro-management of the character it seems rather than role playing. You wonder what to choose next rather than playing the character it seems - or it is for me at least. Some of the feats - although useful - you have to remember to use them - more micro-management of the characters - I find a bit annoying and takes from the role playing and the game play. I could say more - but I will move on.....
A few questions about skills - how useful are they? Does a high CHA - counterbalance a low diplomacy skill? And how much diplomacy skill is needed? or for that matter how much skill point is needed to achieve a higher save percentage? How long can I stay hidden with hide and move silently combined? what are the chances of being caught with 7 points in each?
Moving on - the game itself - wow are there a lot of monsters and they all have mages/shamans backing them up - its taking forever to clear some of the areas of chp 1 - with all these bloody monsters to hack through. I sort of like it that IWD2 has such a huge amount of monsters - they are after all an invading force and should have numerical advantage and magic use. I think the most useful item I found was a non-magical item - oil of fire/lamp of oil - all which explodes on single or area affects - a very good item to use in the early part of the game - especially with no fireball and yet and masses of monsters to get through - never leave without at least a few bottles of the exploding potions.
On that note lets talk about magic - my wizard (a fighter/wizard) has a tremendously slow spell progression - At 3rd level - my mage still only had first level spells - and while there are a lot of scrolls you can buy - this slow progression (much slower than 2e rules it seems ) makes having a mage a lot more difficult in the early game - lucky for the fighter level - to add some missile support. Now some of you might say bring a sorcerer - and so I did - I've never made a sorcerer before but everyone on the forum seems to rave about them so I wanted to try one out and see if I liked it. Its okay - amazing that you get a lot of first level spells and get to choose which ones you want - no need for scrolls. The bad - I noticed that if my sorcerer had 5 level 1 magicmissiles and 5 mage armor - if she casted one spell from first level both would go to 4 spells remaining - it was a surprise - since i thought that each spell would remain there until she used it - but it my sorcerer casted 5 mage armor (the max allowed spells for the day and for that level) then she would have no spells to cast eventhough my sorcerer did not cast a sinlge magic missile - quite a surprise - and reduces the effectiveness of the sorcerer class at least a little.
More surprises in regards to the spell itself - the spells have been changed to some degree - some more powerful some less so. One staple for my mage is summoning monster - I only summoned one - no matter what the level was - my mage only summoned 1 monster - this is a change from 2e. I wonder if it is worth it just for 1 monster (really de-powered this spell - considering the hordes of monsters you are facing in each battle - there seems to be no way to even it out at the beginning of battle with just one mage casting summon monster.) One question on the subject of spells - for mage armor (and other spells with durations) does the duration does stack with class level or character level -- my mage is a 1fighter/3mage = 4 levels for duration or 3 levels for duration to figure out length (as the fighter class is a non-casting class)?
Some questions - although most were answered in the forum. How useful is multiclassing? I have 2 pure fighters (one human one dwarf -in a party of 6) at the moment - but everyone seems to think multi-classing is the way to go for IWD 2 - now what would be useful for multi-classing? What I multi-class a tank class into another tank class or into another class altogether? I wanted a sword master character - but it seems I can't make one really - weapon specialization gives a +1/+2 only - with no extra attacks. And speaking of attacks - I still have only one attack - regardless of what weapon my characters is using - even a bow has 1 attack per round - talk about de-powering weapon specialization and multiple attack rounds for fighters. (yes I know it all has to do with BAB - but personally i think that is a crazy system for missile weapons at the very least). What do you suggests for a low level character build?
Is having a pure rogue useful? Some interesting skills like sneak attack and some interesting feats (hamstring) - but the rogue still has to hit in order to use these skills and what happens if you miss after activating it - it is used up. You can use feats once/a round??? Is it worth getting some fighter levels and would this make my rogue a better fighter - and how many is needed? In 3e is there a fighter table to see what is needed to hit a certain armor class - or did they throw that out in 3e? so how do different classes determine who hits what AC during a battle? Is it all BAB?
For example: 2 fighter levels + 4 rogue = 6 levels = 6 BAB therefore 2 attacks per round - does this give my rogue a better to hit ratio? and how does this compare with a 6th level fighter who also has 6 BABs?
[ two fighters (one human, dwarf), a rogue, a sorcerer, a cleric, and a fighter/mage - my party]
On the subject of magical items - wow again - it has all changed and not in a really good way at that although I could also argue that it has changed for a more balanced game at that (no cheese items - but no wonderful items to look forward to it seems). It took a while to figure out what armor class penalty actually does - as every single med-heavy armor has this stat - lucky it seems to apply only to skills - so if you don't use any the armor class penalty does not seem to apply or at least I don't think so. Another thing is the limited use of the items itself - most of the rings can only be used 1/day - when you are outnumbered - that really sucks - which is most of the time. No wonder the first chapter is so difficult with low level characters and no real magical items to boost you in any way. And speaking of magical items and armor - nothing stacks it seems in IWD2 - another hit to PC in a game that has monsters outnumbering and out magicking the PCs.
More comments after I complete chapter 1....