3.5e Notable Rule Changes

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TheBestDeception
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3.5e Notable Rule Changes

Post by TheBestDeception »

As mentioned in the other thread, NWN2 uses the newer set of rules, that of 3.5 edition. This is the main + in my opinion of NWN2. Several things I find interesting:

No Discipline.

Knockdown (which deals no dmg, itself) is the attacker STR vs. the defender DEX or STR, shichever is higher.

Ranger class got some nice changes, including HIPS for free at lvl 19 (i think), though it applies only to outside areas.

Druid can cast while shapeshifted, with a certain feat (wow!)

Inherent delay in HIPS use, though I havent tried it to see how long it is
But, it's such a draining job that, until you've DMed on an NWN server yourself, you the playerbase, have got to cut the DMs some slack. - Flailer

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Post by Amoenotep »

i think rangers get HiPS at 17 and the delay on HiPS is like a few seconds or something.
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ihuntudown
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Post by ihuntudown »

A successfull KD don't give damage. No more discipline skill, so the popular clr/ftr/rog builds can go now without taking ftr lvls easier(an give more space to clr lvls or prestige classes)

Warlocks :twisted: damn, they are good for pvp


Bard song way changed and only 1 inspiration at a time active :cry:

Clerics: Domains:
destruct: looks nice to rage a cleric
fire: tried out on katrina II tryout, and since the max lvl is 20, fireballs are a nice add to her. Fire resist 5 is nice to have aswell.
Trickery: without improved invisibility (aka greater invisibility).
War: battlemaster 1/day, sounds nice, need to try out

other domains are pretty similar to nwn1

Druids: i've been heared they can cast in wildshape atm. Not tried out yet

Rangers get hips as noted above, thou only outside places.

Haven't tried a prestige class yet but for those who haven't decided to buy the game or not; here's a small taste of them:
Arcane archer, Arcane Trickster, Assassin, Blackguard, divine champion, duellist, dwarven defender, eldritch knight, frenzied beserker, harper agent, pale master, Red dragon disciple, shadow thief of amn (only accessable in solo campain?), shadowdancer,warpriest and weapon master. A whole bunch to try out. 8)

Lotta new spells went in and a few are away or replaced.
Ultravision, is now blind sight (3th lvl)
improved invisiblilty became greater invisiblilty
Haste = mass haste, only need to stand very close on each other to make it work
improved mage armor is new and good
stonehold and hammer of the gods seems to powered down
lowlight vision spell
false life is nice for a wizzy/sorc to have
These aren't all new or changed ones, but only those i have seen for now.

Buffs last way less longer now aswell, 1min/lvl tops,lotta only 6secs/lvl, so the extend feat becomes more than usefull.

Feats i tried and approved so far:
Mind over body (int instead of con for hps)
spellcasting prodigy ( all spells counts as if you have +2 on the int/wis or cha score, aswell bonus spells)
monkey grip (use 2handed weap in 1 hand)
power critical (gains a +4 on determination for a crit hit)
many shot ( sure gonna be a favorite feat for the archers; fire multiple arrows)
practiced spellcaster( raises ''casterlevel'')

more things to come when i completed the solo game
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