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Rigela
 
PostPosted: Thu, Dec 04 2014, 11:46 AM 

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Base ranks aren't included to the cap, no.

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Pony
 
PostPosted: Thu, Dec 04 2014, 13:14 PM 



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Anyone have the BG 2 GUI and Spell Icon Override for NWN? Without nwvault.ign around, I can not seem to find them. And I do not want to revert back to the NWN gui. :?


 
      
Murex
 
PostPosted: Sat, Dec 06 2014, 2:31 AM 

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Is it mechanically possible for a character to just know shadow magic on Amia?

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LetumLux
 
PostPosted: Sat, Dec 06 2014, 2:32 AM 

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Murex wrote:
Is it mechanically possible for a character to just know shadow magic on Amia?

Can you elaborate on what you mean by mechanically, and shadow magic, in this instance? Are you talking Shadow Weave, or shadow magic from Tome of Magic?


 
      
Murex
 
PostPosted: Sat, Dec 06 2014, 2:44 AM 

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Using only the Shadow Weave.

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LetumLux
 
PostPosted: Sat, Dec 06 2014, 3:14 AM 

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No creature starts using the Shadow Weave, as expressed by them needing a Feat to access it. So in a way, both lore and mechanics point to no.

Now, once a character has the Feat and uses the Shadow Weave, mechanically there is no difference on Amia/NWN. It's up to the player to take into account the weakening of Evocation and Transmutation (sans Darkness descriptor spells, which for NWN is... Darkness), to refrain from casting the very few spells in NWN with the Light descriptor, and to take the Spell Focus feats to improve Necromancy, Illusion, and Enchantment.

So, mechanically... mostly no?

It's basically up to the player to enforce themselves after their request for Shadow Weave Magic is approved.


 
      
Murex
 
PostPosted: Sat, Dec 06 2014, 9:10 AM 

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Quick follow up question- Is there a mechanical benefit to gaining that feat, or is it just to say all spells are just using the shadow weave?

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LetumLux
 
PostPosted: Sat, Dec 06 2014, 9:34 AM 

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There are no mechanics for Shadow Weave Magic implemented. The Feat is "gained" in an RP sense only, as approval to RP casting from the Shadow Weave instead of the Weave.


 
      
Murex
 
PostPosted: Sat, Dec 06 2014, 11:14 AM 

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LetumLux wrote:
There are no mechanics for Shadow Weave Magic implemented. The Feat is "gained" in an RP sense only, as approval to RP casting from the Shadow Weave instead of the Weave.


Would it count as a normal feat, or an 'extra' feat if it's bestowed upon an approved request?

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LetumLux
 
PostPosted: Sat, Dec 06 2014, 11:21 AM 

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Unless I'm mistaken, there is no actual, mechanical feat that is given, you are just assumed to "have" it. You might be given a token to prove it, but I'm not positive there. That gives me an idea, though...


 
      
666WaysToHell
 
PostPosted: Sat, Dec 06 2014, 13:04 PM 

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Quoting the FRCS;

Quote:
Shar, being the goddess of secrets, has mostly kept the secret of the Shadow Weave to herself. Over the millennia some mortals, mainly her servants, have been allowed to discover the Shadow Weave or have stumbled across it in their researches.

Shadow Weave users enjoy several advantages; First, they ignore disruptions in the Weave. A Shadow Weave effect works normally in a dead magic or wild magic zone. (An anti-magic field, which blocks the flow of magic, remains effective against Shadow Weave magic, as does Spell Resistance.) Skilled Shadow Weave users are able to cast spells that are extraordinarily difficult for Weave users to perceive, counter or dispel.

Shadow Weave users also suffer some disadvantages; First, Shar has full control over the Shadow Weave and can isolate any creature from it or silence it entirely without any harm to herself. Second, the secrets of the Shadow Weave are disquieting and injurious to the mortal mind. Without assistance from Shar, a Shadow Weave user loses a bit of their mind. Third, while the Weave serves equally well for any kind of spell, the Shadow Weave is best for spells that sap life or muddle the mind and senses, and is unsuited to spells that manipulate energy or matter.

Finally, the more familiar a mortal becomes with the secrets of the Shadow Weave, the more divorced they become from the Weave. An accomplished Shadow Weave user can work spells that Weave users find difficult to detect, dispel or counter, but the Shadow Weave user also becomes similarly unable to affect spells worked through the Weave.


Not sure how you'd throw all that into a feat, or a selection of numerous feats, but have at it! It's an awesome concept.

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Ice
 
PostPosted: Sat, Dec 06 2014, 13:51 PM 

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The "concealed feats" have never been enforced. Players are allowed to waste a feat of their builds with a custom, non-scripted feat if they wish to have something mechanically close, and they are as well free to not take any extra feat and still RP as if they had it. I don't know to what extent this really applies (Flight, Dragonwrought feat, etc), but more or less that's the rule of thumbs that I can share.

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Naivatkal
 
PostPosted: Sat, Dec 06 2014, 15:03 PM 

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Depends on the feat, I believe, but largely what Ice said. Something like Shadow Weave casting I doubt the DMs would make you take a placeholder feat but if it's a custom feat you have to take a placeholder.

And if you shouldn't you should. Does Monkey Grip work that way? It should, really, if not. But, then, MG is a God awful feat anyways.

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IronAngel
 
PostPosted: Sat, Dec 06 2014, 19:38 PM 

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So just request widgets that technically aren't feats, since you can homebrew any shit you want, anyway!

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Fennewald!
 
PostPosted: Sat, Dec 06 2014, 19:50 PM 

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Any reason I can't RP wearing more than two rings?


 
      
LetumLux
 
PostPosted: Sat, Dec 06 2014, 19:58 PM 

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You can RP wearing more than two ring, however you can't get the effect of more than two magical rings at a time because of the way magical items "sync up" to those parts of the body. D&D uses what could effectively be considered a kind of chakra system, which is an IC way to explain why the game mechanics are balanced so that you can't wear ten Belts of Battle and get the benefit of all of them at the same time.

Does that answer your question?

Also, there are Feats that allow someone to expand their ability to use more than the standard amount of magic items at the same time, but it's not very feasible with NWN's system to include. The closest we can get there is the "slotless" items that are not equipped.


 
      
Fennewald!
 
PostPosted: Sat, Dec 06 2014, 20:16 PM 

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Yep, thanks! I'm not looking for the mechanical benefits, I just don't want to take off my intelligence rings to say I'm wearing a gift ring. Ten fingers, you know?


 
      
LetumLux
 
PostPosted: Sat, Dec 06 2014, 20:22 PM 

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Oh yeah, that's absolutely fine.

Interesting tidbit in D&D: technically, the item with the highest caster level "overrides" the other magical items. So you could be wearing ten magical rings, but only the one with the highest caster level on each hand would be functioning. If you removed those, the ones with the next highest would become active, and so forth. It's kind of a nice way to explain the rapid swapping that can be done in NWN, also, IMO.

You can also cram on as many non-magical things as you possibly could fit as well, RPly. It's actually a legitimate tactic, in my perspective, to obfuscate which items you're wearing on the magical ones to people without the ability to detect or identify such things. "I'm really into sashes, so I wear four of them! But only one is magical! Ooooo!"


 
      
Fennewald!
 
PostPosted: Sat, Dec 06 2014, 20:29 PM 

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Interesting! That might be the basis for future fun! Thanks for the help.


 
      
Ice
 
PostPosted: Tue, Dec 09 2014, 23:45 PM 

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Rigela wrote:
We don't really have any steadfast rule on languages atm...


I always thought we were going for the "standard" rule of languages.
Y'know, Common + automatic languages + extra language per int modifier? I think it was mentioned in the language system thread that there was also an extra language for each 16 base ranks in Lore, butIdon'treallymesstoomuchwithnonimplementedsystems.

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Suhjet
 
PostPosted: Wed, Dec 10 2014, 4:14 AM 

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Ice wrote:
Rigela wrote:
We don't really have any steadfast rule on languages atm...


I always thought we were going for the "standard" rule of languages.
Y'know, Common + automatic languages + extra language per int modifier? I think it was mentioned in the language system thread that there was also an extra language for each 16 base ranks in Lore, butIdon'treallymesstoomuchwithnonimplementedsystems.

I've been living by: (Common + automatic languages) + (INT mod) + (lore/5), but that's not how it works normally, and is more of a NWN thing.

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nadzieja7
 
PostPosted: Wed, Dec 10 2014, 10:11 AM 

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Yeah, but we should assume some rules for languages.
Too many spies around y'know?

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IronAngel
 
PostPosted: Wed, Dec 10 2014, 10:20 AM 

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The system is still in development and if it will be implemented it will (hopefully) be a lot more complex than that. The aim should be to simulate the psychological processes of magically enhanced geniuses as realistically as possible.

As it stands, languages are "PnP abilities" so the only rule that applies to them is common consent. I would have banned spoken languages ages ago and enforced English.

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Polris
 
PostPosted: Wed, Dec 10 2014, 13:32 PM 

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If it's 1382 on Amia now then that means some deities are about to die pretty soon. Both Gorm and Haela die sometime in 1383 along with a couple of duergar deities and probably some others I don't know about. How will that be handled in game? I'm interested as my main is a follower of Gorm.


 
      
Terallis
 
PostPosted: Wed, Dec 10 2014, 13:34 PM 

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Well, the year may be 1382, but I don't think we're following canon in regards to that part of the lore. If we did, all the idiocy that 4E brought to Forgotten Realms would have taken effect a while ago.

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Ice
 
PostPosted: Wed, Dec 10 2014, 13:41 PM 

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[Mandatory warning: Opinion]
There are a few things that may or may not happen following cannon. You can guess by common sense that we aren't taking part of many of the events that happen because 4E...

...Though would Mystra's death be thaaaaat bad :P?

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Last edited by Ice on Wed, Dec 10 2014, 14:08 PM, edited 1 time in total.

 
      
Polris
 
PostPosted: Wed, Dec 10 2014, 13:44 PM 

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But Gorm dies in 3.5, that's why I'm asking. I pretty much don't give a crap for anything in 4E


 
      
Yossarin
 
PostPosted: Wed, Dec 10 2014, 13:53 PM 



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That is a discussion for the DM Team. As far as you should be concerned, well...look forward to either being surprised or not being surprised!


 
      
IronAngel
 
PostPosted: Wed, Dec 10 2014, 18:13 PM 

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3.5 never went as far as 1382. Those are the years in-between editions, just summarised in The Grand History of the Realms. Anyway, our Amian Grand History marks the year where we split from the canon timeline and explains the state of unfinished canon stories. There is no reason to expect those stories to unfold as they did in the 4e Realms - they might if the DMs happen to think of the exact same conclusion or just really think the 4e way was cool, but the fact alone that it happened in some unrelated timeline is no reason as such.

Realistically speaking, you can probably be fairly confident that the DMs aren't going to kill any gods out of the blue.

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Rigela
 
PostPosted: Wed, Dec 10 2014, 19:00 PM 

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IronAngel wrote:
Realistically speaking, you can probably be fairly confident that the DMs aren't going to kill any gods out of the blue.


Unless we have a specific need to kill a god off for some reason, we're unlikely to do it. I can't speak for certain on this particular instance as I don't it (or the dwarf pantheon that well) - but it's rather unlikely they'll be killed off.

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Polris
 
PostPosted: Wed, Dec 10 2014, 19:30 PM 

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Fine with me either way. If you do decide to kill him off and if by some chance my dwarf found out that Gorm is dead, he would probably move on to Clangeddin or would continue to worship Gorm in some desperate belief that his faith could bring him back. Or.. he would go someplace with lots of enemies and kill as many as he can before he gets overwhelmed and dies(perma). Kinda like honouring Gorm by "paying Gorm's greatest price".

All the options are equally fun to me. I just mentioned it cause I didn't want it to be overlooked. There's a lot of deities in this world and I don't expect you to keep track of all of them.


 
      
Fennewald!
 
PostPosted: Sat, Dec 13 2014, 22:59 PM 

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Faithless guy dies. He goes to the wall, right? Then his buddy casts a raise dead scroll on him. Does the faithless guy still get to go back to life? It's still his choice?


 
      
slkNihilus
 
PostPosted: Sat, Dec 13 2014, 23:08 PM 

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Yes, if a person who's faithless dies they don't immediately go to the Wall. So they can be returned "as normal" if the Raise/Resurrection comes fast enough. In fact, I've not found any mention that they would not be able to be brought back even if someone waited for the maximum time possible (on Amia that's around 300 years) and cast a True Resurrection. If someone knows otherwise, cite a source please!


 
      
Fennewald!
 
PostPosted: Sat, Dec 13 2014, 23:24 PM 

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Thanks!


 
      
The Dark Bringer
 
PostPosted: Sat, Dec 13 2014, 23:26 PM 

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Open a source book and look at the table of contents.

While most souls wander the Fugue Plane until their deity calls them, the Faithless and the False are compelled to enter the city and be judged by Kelemvor. The Faithless firmly denied any faith or only gave lip service to the gods for most of their lives without truly believing. The False intentionally betrayed a faith they believed in and to which they had made a personal commitment.
All of the Faithless receive the same punishment: They form a living wall around the City of Judgment, held together by a supernatural greenish mold. This mold prevents them from escaping the wall and eventually breaks down their substance until the soul and its consciousness are dissolved.
The False are punished according to their crimes in life and serve their sentence in the City of Judgment for eternity. Nearly all of the beings in the city are members of the False, the rest being deceased followers of Jergal and Kelemvor who enact the will of their deities upon the doomed souls. Depending upon the severity of their crimes, some of the False may receive relatively light punishments, such as escorting visiting baatezu or patrolling the city for unauthorized guests. Others are punished in ways that would surprise the cruelest demon.
As part of his agreement with the baatezu, Kelemvor allows a few groups of devils to torment the citizens of the city. There is no respite for the False unless Kelemvor wills it, and in his tenure he has not been known to change his mind. Furthermore, once Kelemvor has made his judgment, the soul cannot be raised or resurrected without the intervention of a deity (represented by at least the use of a miracle or wish spell), who will almost certainly have to negotiate with Kelemvor.


 
      
slkNihilus
 
PostPosted: Sat, Dec 13 2014, 23:30 PM 

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And where exactly in that part (which is exactly what I've read) does it say Kelemvor judges them as soon as they enter the City of Judgement? :P


 
      
Fennewald!
 
PostPosted: Sat, Dec 13 2014, 23:38 PM 

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Dark's ideas are exactly why I asked this. It doesn't seem right that my character can be called back to life, being faithless.


 
      
slkNihilus
 
PostPosted: Sat, Dec 13 2014, 23:41 PM 

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If you want them to not be raised, that's all well and good. The truth of the matter is that no timeframe is given for how long the judgement can take. The blurb that Dark posted is from the FR campaign setting book and it's literally the only thing in the whole book detailing the process.

If you want your PC to stay dead, due to their status as being faithless, that's fine but nobody is under any kind of obligation to do so. That's the point I wanted to make.


 
      
Fennewald!
 
PostPosted: Sat, Dec 13 2014, 23:51 PM 

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Definitely want my character to be raised! I was just thinking about it tonight and it seemed wrong that the faithless could be called back. Hence my post. Thanks for the help to both!


 
      
LetumLux
 
PostPosted: Sun, Dec 14 2014, 2:14 AM 

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It was decided that it was sort of unreasonable to force Faithless characters to be permanently dead, as if this was Diablo on Hardcore, because it's very easy to die, and many people RP it as being knocked out, anyway. So accepting raises as Faithless is fine.


 
      
Fennewald!
 
PostPosted: Sun, Dec 14 2014, 2:28 AM 

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Thank you.


 
      
mirvala-
 
PostPosted: Tue, Dec 16 2014, 17:00 PM 

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I was wondering if it was intended for the two Skeleton Warriors to spawn at the end of the Rothe cavern in the Underdark? They've got like 3 or 4 attacks per round each... I think they're a bit out of place, maybe.

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Fennewald!
 
PostPosted: Fri, Dec 19 2014, 22:24 PM 

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What exactly is blood wine and why does it have the strange effect on drow? I can only find it mentioned in Aurora's Catalogue.


 
      
Dead
 
PostPosted: Fri, Dec 19 2014, 23:50 PM 

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Bloodwine is a positoxin that harms vampires, according to Libris Mortis.

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Tyrak
 
PostPosted: Sat, Dec 20 2014, 0:10 AM 

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I looked it up in a completely-legitimate PDF I found. Here's the info directly from the sourcebook, if you're curious. Theeere's not much.

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Fennewald!
 
PostPosted: Sat, Dec 20 2014, 0:11 AM 

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Oh, didn't think to look there, thanks!


 
      
DireCorbie
 
PostPosted: Sat, Dec 20 2014, 0:44 AM 

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Is it possible to make PLCs speak, by way of text appearing over them when you click on them (as opposed to opening a dialogue box)?

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Dead
 
PostPosted: Sat, Dec 20 2014, 1:17 AM 

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Job system PLC give out a "shout" when the resource is depleted. So it is possible afaik. Probably requires scripting though.

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Shadowfiend
 
PostPosted: Mon, Dec 22 2014, 15:12 PM 

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Is the waterbreathing properties of the gills ring and crab helmet tied to the damage resistance, or can you remove it to give it better enchantments?

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Ice
 
PostPosted: Mon, Dec 22 2014, 15:18 PM 

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You can.
The waterbreathing is coded in the item itself.

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