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recommended packages

Posted: Thu Jun 20, 2002 7:49 pm
by hwttdz
I'm under the impression that there are a few packaged character types for each class. ie for fighter: pirate, standard, commander or something of the sort. Can someone verify this and perhaps list some of the others and what they're all about?

Posted: Thu Jun 20, 2002 8:49 pm
by THE JAKER
Yeah, there will probably be some pages on this eventually - who is doing the coverage for NWN on Gamebanshee, anway?

I'll give a few quick examples:

Rangers: the default ranger kit has skills in animal empathy, concentration, Discipline (cast spells under attack), Heal, Hide, Listen, Move Silently, Parry, and Spot. Feats are the standard starting ranger assortment of weapons, armor, dual wield etc, plus missile weapon feats Point Blank Shot and Rapid Shot.

The marksman Ranger is pretty much the same selection, actually the only change they made was racial enemy from Goblinoids for default ranger to Orcs for Marksman Ranger. The default ranger is already pretty much a marksman with his 2 feats in missile weapons.

The "warden" ranger has less listen but a few ranks in diplomatic skills, and instead of rapid shot has Weapon Focus: Greatsword.

The "stalker" ranger has weapon focus:longsword and weapon focus: shortsword setting the package up for dual wielding.

The 'giant-killer' ranger has weapon focus: greataxe and weapon focus: longsword and of course favored enemy: giants.

So basically the packages tweak the class a little here and there but don't radically alter it. In creating my first character I did not use a prepared package, I picked the skills and feats manually after some research. I think they introduced the packages to help people who didn't want to research feats in depth get started in the game. Of course, when you level up you still have to choose.

If I was a ranger I would probably take "cleave" - that feat rocks! Each time you kill one enemy in close combat you get a free shot and one other nearby enemy - my fighter has power attack and cleave, and he'll kill 2 enemies per round a lot of the time.

If you have a question about a specific classes packages I can look up the information (it is not in the manual) but it is a little time-consuming. I did rangers cause I know how everyone loves their rangers ;)

Posted: Fri Jun 21, 2002 2:32 am
by Nippy
Tell me about Paladins! :D

Posted: Fri Jun 21, 2002 4:19 am
by THE JAKER
ha ha, you know I can't disobey an order from the leader of the divine wing!

If you click the "recommended button" for paladin stats you get (30 point buy):
str: 15
dex: 9
con: 14
wis: 13
int: 10
cha: 15

Paladins all get these feats:
light, medium and heavy armor and shield
simple and martial weapons
divine grace (saving throw bonus)
divine health (immunity to disease)
lay on hands

They set up paladin skills with strong Concentration and Heal, medium Parry, and a few points in Discipline, Listen, Persuade, Spot, and Taunt.

Now they have 5 Paladin packages, the main customization in really in the 2 extra feats - they all have Power Attack, and I think this is important for fighter classes because so far in the game I have found Power Attack to be very useful, I almost always use it in fights (it gives you +5 damage, -5 to hit when activated).

so the other feat they put to a weapon focus - the default paladin package has Focus: Greatsword. The Knight Errant package is meant to fight with sword and shield and has Focus: Longsword. The Undead Hunter has Focus: Mace. The Inquisitor package has no Parry skill, but much higher Persuasion, and Focus: Longsword. Finally the Champion (described as a heroic leader of fighters) also has no Parry, increased Persuasion, and has a focus: Greatsword.

So the main choice is which weapon to specialize in. The paladin stats they recommend would be good for a heavy armor character. I wonder about that 15 STR 13 WIS a little, when you get your bonus stat at level up you could raise one or the other but I would be tempted to mess around with it a bit. You can get some interesting ideas off them though.

Posted: Fri Jun 21, 2002 5:04 am
by Nippy
Cool... I have some good options there then. Quick thought for me would be to have those stats. I'd either go with the normal Paladin or with the Champion... :)

Thanks Jaker! :)

Posted: Fri Jun 21, 2002 5:11 am
by Xandax
Originally posted by THE JAKER
ha ha, you know I can't disobey an order from the leader of the divine wing!

If you click the "recommended button" for paladin stats you get (30 point buy):
str: 15
dex: 9
con: 14
wis: 13
int: 10
cha: 15

<snip>
So the main choice is which weapon to specialize in. The paladin stats they recommend would be good for a heavy armor character. I wonder about that 15 STR 13 WIS a little, when you get your bonus stat at level up you could raise one or the other but I would be tempted to mess around with it a bit. You can get some interesting ideas off them though.
I would never choose stats like that - 4 uneven - you get up to 5 bonus points wich leaves 1 point you actually can't use to anything (you only get a benefit from even numbers)
I'd take wisdom and strenght down 1 and put extra 3 on dex. to give you 12 :) or wisdom down 3 if you want and 1 extra str and 1 extra dex.

With my bonus points I'd raise char with 1 and wisdom with 2 and con or str. with 2 :)


Seems you gotta plan eventhough you take the premade packages

Posted: Fri Jun 21, 2002 5:48 am
by Nippy
The armour that I would wear would reduce the bonus anyway so its not that important, I might change it a bit anyway...

Posted: Fri Jun 21, 2002 6:00 am
by Xandax
Originally posted by Nippy
The armour that I would wear would reduce the bonus anyway so its not that important, I might change it a bit anyway...
Would still think that anything but 1 uneven number would be a waste of a bonus point :)

Posted: Fri Jun 21, 2002 7:09 am
by THE JAKER
Yeah Xandax that was pretty much my thought as well....oh well I think it is nice that they included the packages but I took one look and started custom configuring. Of course that is my nature anyway, Morrowind too.

It is really in the leveling and if done, multiclassing procedure that the character becomes differentiated anyway. I am thinking about a barbarian/sorceror multi wielding a double-headed axe.... mmmm wicked ;)

Posted: Fri Jun 21, 2002 7:23 am
by Rudar Dimble
Well, I think making sure to have even numbers works against you in the beginning. Every 4 levels you gain one temporary point on one of the six stats (you can choose which stat), so when you start with let's say:
a 11 and a 17
instead of
12 and 16,
you are specialized in one thing (which is recommended by e.g Wizards of the Coast, since you can not be good at anything), so in the beginning you will benefit from that.

As the story evolves it becomes less important how you spent the 30 points, because you will get the same character.

That's my opinion on it.

Posted: Fri Jun 21, 2002 8:53 am
by Xandax
But Rudar - you only get bonus' every time you reach an even number.
So haveing a stat of 17 will bonus wise be the same as having one at 16.
Therefor I would make sure that none of my chars end up with an uneven number at the level 20 template cause bonus wise - it can't pay off.

imo.

Posted: Fri Jun 21, 2002 8:56 am
by Rudar Dimble
Again, that is only in the beginning. After 4 level-ups i take my 17 to 18, because I want to specialize. And with a 16 at the start that would take you 8 level-ups.

Posted: Fri Jun 21, 2002 9:21 am
by Xandax
But if you start with 2 or 4 uneven numbers you will at level 20 end up with 1 uneven, and imo you have wasted a bonus stat increase.

For my chars. the bonus points will be spend on majorly 1 stat. Ei. if I were to play a cleric - I'd take wisdom from 15 to 20 or a wizard, intelligence from 15 to 20.

Posted: Fri Jun 21, 2002 10:05 am
by Rudar Dimble
You have got a good point there Xandax. Something to think about :) . When I come up with a new reason to start with odd numbers, you will here it here :D :rolleyes:

Posted: Fri Jun 21, 2002 10:29 am
by dryhte
Here's a good reason

Why would you start with 4 odd numbers?

Because by level 16, the game's still in progress, but at lev 20 you've probably beaten it anyway :)

that means that at lev. 26 you could have maxed things out, and you wouldn't need the puny last stat increase... which would arrive too late to be of any use anyway ;)

I never played until lev. 20, I haven't !


Greeeeeeetings,

D.

Posted: Fri Jun 21, 2002 10:32 am
by Xandax
Well many of us will want to play in 24/7 worlds or long adventures consiting of several modules.

For single player maybe you will finish at level 16, but not neasecarily for multiplayer for wich I'm planning all my chars :)

Posted: Fri Jun 21, 2002 10:48 am
by Rudar Dimble
I just hope there won't be any PK-guilds on Argyle. That way there will be Elminsters (although he isn't a PK i think) all over the place and newbies won't have a chance of survival.

Posted: Fri Jun 21, 2002 12:23 pm
by Xandax
Originally posted by Rudar Dimble
I just hope there won't be any PK-guilds on Argyle. That way there will be Elminsters (although he isn't a PK i think) all over the place and newbies won't have a chance of survival.
Argyle isn't a world that supports random PK - TAT'ers have made a lot out of stating that random un-RP'ed PK will not be accepted (will be solved in various ways, ei. bounty on people, guard will kill on sight or simply a ban), and btw - to be a "great" PK'er you must be higher than the others, and in a perma-death world - that can be hard.

Posted: Sat Jun 22, 2002 8:49 am
by Rudar Dimble
Short question:
what does TAT'er mean.

I see it a lot, but I do not know what it means. :rolleyes: :o

Posted: Sat Jun 22, 2002 10:13 am
by Xandax
Originally posted by Rudar Dimble
Short question:
what does TAT'er mean.
<snip>
The Argyle Team = the core DMs at Argyle.