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How much wilderness lore for Fell wood?

Discussion in 'Icewind Dale 2' started by claudius, Mar 7, 2014.

  1. claudius Gems: 5/31
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    I want to use wilderness lore for the fell wood. I've done this in a past game and liked the results. I don't want to drop items and make a map etc. I found wilderness lore was what I needed to find the way.

    How many ranks (with ability bonus/penalty) do I need to navigate the fell wood?

    Thanks :)
     
  2. coineineagh

    coineineagh I wish for a horde to overrun my enemies Resourceful Adored Veteran

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    zero. you can keep clicking while paused until you roll a 20. lame, i know.
     
  3. claudius Gems: 5/31
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    How much do I need so I won't have to click 80 times.

    So if I have a 50% chance then I would very rarely have to click more than 4 times, right?

    But if I have 5% chance it might take forever!

    So how good would say 8 wilderness lore? Good enough? What about 10?
     
  4. coineineagh

    coineineagh I wish for a horde to overrun my enemies Resourceful Adored Veteran

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    You can click your mouse twenty times rapidly while paused, it isn't that hard to do. Chances are you rolled a 20 by then, and you can look up the area info in the textscreen.
     
  5. claudius Gems: 5/31
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    Thanks so much everyone. I think the problem is solved. I had a dwarf cleric and a tiefling druid.. Now I know that is not optimal it is just what I thought would be cool beans.

    But I fixed it by making a human cleric and druid. The cleric will have 3 intelligence with cross-class into wilderness lore. The druid is human also and has 3 intelligence. The druid takes concentration and spellcraft. Druid needs spellcraft more than cleric for the elemental damage feats.
     
  6. SlickRCBD Gems: 29/31
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    Obviously you aren't into role-playing. How could those two bumbling idiots hope to get through the Fell Wood except by accident?

    On the other hand, that could be funny, but by the AD&D rules, a character with 3 INT is literally retarded. In theory it is supposed to be an I.Q. of 30, but that rule of thumb breaks down at the extremes. In reality an int of 3 is supposed to be the lowest I.Q. that can still function on their own (possibly with a little help).

    Still, stupid people can be funny if you want to play it that way.
     
  7. claudius Gems: 5/31
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    Hi Slick,

    Yes I am not role playing. 30 IQ and they would be *****ing their pants.
     
  8. Sir Rechet

    Sir Rechet I speak maths and logic, not stupid Veteran

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    I guess it's a rather safe bet to assume that most skill requirements follow a rather linear pattern, from low single digits in Prologue all the way up to 15-17 range in Chapter Five, with some outlier 20's for Knowledge: Arcana. Hence, something like 10 should be plenty in Fell Wood - sounds just about right by my replays with or without someone with the skill in the character mix.
     
  9. claudius Gems: 5/31
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    It worked fine cross classing and 18 Wisdom...
     
  10. JT Gems: 12/31
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    INT 3 roughly corresponds to IQ 65.
    INT 18 = IQ 140.
     
  11. SlickRCBD Gems: 29/31
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    Is there a different formula printed in the later books? IIRC the PHB mentioned 10*INT for I.Q. in 2nd edition.
     
  12. Sir Rechet

    Sir Rechet I speak maths and logic, not stupid Veteran

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    I've also heard that the stats distribution was supposed to mirror real world in that the extremes are rare, which happens naturally for a standard 3d6 die roll. Both 3 and 18 happen with 1/216 probability. That's hardly "once in a million" sort of rare occurence, leaving quite a bit of wiggle room for the real pathological cases in either direction.
     
  13. SlickRCBD Gems: 29/31
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    True enough, but I recall we got 5's and 6's with disturbing regularity, and 4's seemed to appear far more often than 17's.
    It always seemed we got more characters with a single 4-6 than a single 16-18. 3's seemed just as rare as 18's however.
    I do recall one guy though that you'd swear used a point buy and max-minned, but it was actually a 4d6 drop lowest roll.
    He had a sixteen, a seventeen, a four, a five, a ten and a fourteen. I remember that because he decided to play a memorable but annoying character and I played a spellcaster that created a remote control with a mute button for that character.
    It was a fun campaign with lots of sillyness.
     
    claudius likes this.
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