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Roleplaying Evil and Assassin Blackguard Combo

This forum is to be used for all discussions pertaining to Obsidian Entertainment's Neverwinter Nights 2, the Mask of the Betrayer expansion pack, the Storm of Zehir expansion pack, and the Mysteries of Westgate adventure pack.
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Enkle
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Roleplaying Evil and Assassin Blackguard Combo

Post by Enkle »

Ok, let me start off by saying that I haven't played the game yet.

I'm thinking of going through it with an evil char, assassin/blackguard type of guy. I was thinking he should be an intimidating badass type of guy, and I was wondering if it's viable to go through the game as such? I guess my main question is, does the game still flow when playing this type of character? Is there fairly appropriate dialogue and such?

If so, is it worth upping stuff like intimidate and maybe bluff for dialogue?

As a minor point, is the assassin/blackguard a viable class combo? I know I'd have to take like fighter or thief levels first. Doesn't have to be a power build, but I certainly don't want to be weak.

I've always gone through at least the first iteration of RPGs with a good character, and I was thinking of switching it up... but they all seem to be set up for good characters. I loved Baldur's gate 1 & 2, but it seemed to me that even they were a bit lacking in this respect.

Man, lots of questions... Any suggestions are welcome.

Thanks very much!
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Lobo13
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Post by Lobo13 »

As far as is it worth it, that is completely up to you.
As to the balance, there are evil characters in the party you can chose from and the rest are mostly neutral, so it should not be a problem for you to play.
The game is written to go either way, though as an evil character, there are fewer options.
Definitely want to build up intimidate and bluff for you character though. More convo options that way.

That being said, Obsidian did build an entire alternate chapter for evil and grey area characters, which is more than most games do.

Know this, If you go too far some of your crew will turn on you........

I had two of them turn on me when I played the chaotic good alignment, so that goes either way.
:cool: Life is too short to live slow.
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Enkle
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Post by Enkle »

Cool, thanks a lot Lobo.

One more point of enlightenment, if you don't mind... Are there any guidelines for how much to put into intimidate and/or bluff before they actually make an impact? and is there a point where it just ceases to help?
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Claudius
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Post by Claudius »

I think you want to keep them up to date although I never looked at the dialogue checks in the code or anything.
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
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Lobo13
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Post by Lobo13 »

Claudius is right, as the encounters scale up as you progress.
Some diplomacy helps, too.
Remember that both diplomacy and intimidation are based on charisma. Come to think of it, so is bluff. So you want to have at least a 14 or higher in Charisma.
:cool: Life is too short to live slow.
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Enkle
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Post by Enkle »

I suppose I'll need decent int and wis for dialogue as well?

I'm going to cry for my poor physical stats :(
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Loki[D.d.G]
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Post by Loki[D.d.G] »

Actually, diplomacy is the most important conversation skill. I can't remember bluff or intimidate used half as much as diplomacy.
Love is just a chemical. We give it meaning by choice ~ Eleanor Lamb, Bioshock 2: Sea of Dreams
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