NWN2: Deviations from 3.5

Ideas and suggestions for game mechanics and rules.
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Ronan
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NWN2: Deviations from 3.5

Post by Ronan »

Please post everything you've observed which deviates from 3.5 rules here. I'll start.
  • Spell mantels on a cleric's spell list.
  • Able learner available above 1st.
  • Call lightning working indoors (aside from its other changes, which we won't un-do).
  • Flee the Scene casting mass-haste instead of dimension door.
  • Thrown weapon and ammo prices and weights.
  • Various weapon prices (already corrected)
  • Balagarns Iron Horn: Should be transmutation, not enchantment.
  • Deep slumber: should have a medium range
  • Protection and magic circle against law/chaos missing.
  • Knockdown and disarm obviously still function a bit differently.
  • Mind over Body is missing +1 AC for arcane casters.
  • Many (sub)races aren't scaled to FR canon (already fixed).
  • Wizards and Sorcerors are supposed to have the alertness feat when they are near there familiars.
  • Powerattack, no double damage for 2 handed weapons
  • Improved power attack, doesnt exist in 3.5 (i would make it as said in another thread a free feat for those that have powerattack when getting +6 BA)
  • Trip/Shield rush/etc (which I assume KD to represent) and Disarm are combat round actions and should not require a feat to be attempted. (No change planed here, since KD provokes no AoO, it is better than trip)
  • You do not need a weapon proficiency to equip a weapon, you just get a -4 AB if you dont have the feat. (We've got something for this, though untested in NWN2)
  • NWN2 takes 20 on all non-threatened open lock skill uses
  • Weapon proficiency feats select the whole group of weapons and not a singular one (We have no desire to alter this at this time)
  • Item identification differs from canon (Solution to this is undecided)
  • No skill synergies??
  • Tumble gives +1 AC per 10 ranks.
  • Paladins seem to be restricted from taking the Tower Shield Proficiency feat at any time.
Last edited by Ronan on Sun Dec 17, 2006 2:33 am, edited 11 times in total.
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Scorpion Ninja
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Post by Scorpion Ninja »

Wizards and Sorcerors are supposed to have the alertness feat when they are near there familiars.
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Post by witch »

Powerattack, no double damage for 2 handed weapons
Improved power attack, doesnt exist in 3.5 (i would make it as said in another thread a free feat for those that have powerattack when getting +6 BA)
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Post by Sandermann »

Trip/Shield rush/etc (which I assume KD to represent) and Disarm are combat round actions and should not require a feat to be attempted.

You do not need a weapon proficiency to equip a weapon, you just get a -4 AB if you dont have the feat.
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dergon darkhelm
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Post by dergon darkhelm »

Taking 10 and Taking 20

NWN1 defaulted to taking 20

NWN2, in my limited experience defaults to a D20 roll (at least for open lock & disable)

The option to take 10 and take 20 in appropriate circumsatnce would be nice.
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Post by paazin »

Weapon proficiency is expanded, incredibly. By the rules, you're supposed to select one type of weapon in a certain field (exotic, martial, etc) when you take the feat and become proficient in that. With NWN1 and NWN2 when you take the feat you're able to use all of them equally well.
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Post by Lord Kilburn »

paazin wrote:Weapon proficiency is expanded, incredibly. By the rules, you're supposed to select one type of weapon in a certain field (exotic, martial, etc) when you take the feat and become proficient in that. With NWN1 and NWN2 when you take the feat you're able to use all of them equally well.
I think martial grants you a blanket proficiency, but I do know exotic does not.
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Post by ç i p h é r »

Not exactly. Martial proficiency treats weapon selection the same way as Exotic. The difference is that some classes, like Fighter and Barbarian, are proficient with ALL martial weapons by default. For classes that are not proficient with all martial weapons, they can only select one weapon each time they take the martial proficiency feat.
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Post by DarkHin »

Will the Lore skill be fixed in ALFA2? I dislike having one skill that the entire breadth of Faerunian knowlege falls under. Having diffent knowlege skills allows for greater RP/interation by/between scholar type characters IMO.
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Post by Ronan »

Individual knowledge and perform skills are already added. As soon as NWN2 is patched and actually allows us the player to see added skills, they'll be in. Lore is removed.
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Post by paazin »

Ronan wrote:Individual knowledge and perform skills are already added. As soon as NWN2 is patched and actually allows us the player to see added skills, they'll be in. Lore is removed.
How will the identfying of items function? It'll be under Knowledge: Arcana?


Additionally, the bonus where you get +1 AC from the Tumble skill is still in. Along with the +1 to spell saves from Spellcraft.

Additionally, additionally, I believe no skill synergies are implemented in NWN. Which kinda sucks.
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ç i p h é r
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Post by ç i p h é r »

Use the spellcraft skill to detect magical auras, use a knowledge skill to recognize the magical item. Combination of the two offers a synergy bonus?
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Post by Veilan »

I haven't got to play NWN 2 yet due to lacking my gfx card, but when you mention weapons, I want to bet it is not implemented either that you can equip armor and shields that you are non-proficient with, and get their ACP as a penalty to AB.
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Post by Khazar Stoneblood »

paazin wrote:

Additionally, the bonus where you get +1 AC from the Tumble skill is still in.
They did make it +1 for every 10 levels instead of 5. That makes it somewhat less of an issue.
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Post by paazin »

Khazar Stoneblood wrote:
paazin wrote:

Additionally, the bonus where you get +1 AC from the Tumble skill is still in.
They did make it +1 for every 10 levels instead of 5. That makes it somewhat less of an issue.
Still, it is a deviation. What bugs me more is there are no skill synergies. Like +2 Diplomacy for having +5 sense motive, +5 bluff, or +5 Knowledge (Nobility and Royalty)

It's good stuff :?
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