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Hints on AD&D to NWN rules?

Discussion in 'Neverwinter Nights (Classic)' started by Forashi, Jun 25, 2002.

  1. Forashi Guest

    I´d like to know where you can get info on full AD&D 3:rd edition rules and how they have been applied to NWN. I got interested of that as soon as I heard that in NWN you can actually make a high-dexterity doublewielder (Drizzt!) who doesn´t need shields as he can block with the swords or just dodge like hell with his sheer speed alone! There seem to be many other things than just this in the game as well and I´d love to get into them properly before I begin.
     
  2. Zorac Gems: 11/31
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  3. Forashi Guest

    Thx. Very nice.


    One more thing though, will there be any use of the ability to see in the dark, and how will this affect others? I´m asking because there´s hardly any sense in implementing such an ability if the darkness works as it does with 99% of all games. Meaning that in the worst case you´re playing in a sunlit room (in what the game considers complete darkness with a character without any darkvision whatsoever), and all you have to raise gamma level a bit to see perfectly.


    I´d be hoping for dungeons with darkness so complete that without infra- /darkvision there´s no way to see around without lighting a torch. That would really bring a deep feeling to the game even in terms of roleplaying.


    Also, i read about the ultimavision (or something of the like) which surpassed darkvision and is supposed to penetrate magical darkness. Is there such darkness to be used as spells for example? Can players cast globes of darkness?
     
  4. Magnus Magicus Gems: 5/31
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    They have low-light vision, darkvision and ultravision.

    I don't know how it works with jacking up the gamma, but the spell Darkness is in and you can see through that with ultravision, but not with darkvision.
     
  5. Taluntain

    Taluntain Resident Alpha and Omega Staff Member ★ SPS Account Holder Resourceful Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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    Of course, all real men (and women) buy the core D&D manuals ... ;)
     
    Last edited: Dec 31, 2017
  6. Mithrandir Gems: 3/31
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    For over $40 not everybody can aford them.
     
  7. Elementus Gems: 4/31
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    He Ha! Yes! The monster manual and info from this site and others let me start my design ideas for my upcoming module, and I am 90% sure it will take a long time to finish, I have about 23 pages of information and area descriptions I put together at my disposal....I have been putting ideas together for more than a year, and writing the best of my ideas......
     
  8. Magnus Magicus Gems: 5/31
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    True. Books are beautful, neat and very handy. Not all is exactly applicable for NWN, but you can get lots of ideas and other usefull stuff from them. Plus they look great on your bookshelves :).

    And if you buy them it let's Tal make a little money :).
     
  9. Voltric Gems: 19/31
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    [​IMG] Mithrandir, "for over $40 dollars?" The books are less than $20 each. Unless you are refering to all three. True all three core rules books, PHB, DMG, MM would total arond $50. So buy only the PHB or save more money. Even at 14 I had a job earning $80 a week and that was back in the 80's. I know minimum wage is way more than $3.85 today. Assume this is also true in Canadian.
     
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