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Snoota had this to say about John Romero:
Anyone here play this game on a persistent world that doesn't suck? I don't feel like searching through the giga of PWs on the various databases to find one that isn't empty all the time or filled with assholes.
If you like Robert Jordon's Wheel of Time books, the Wheel of Time NWN server isn't too bad. Found some nice, helpful people on that server before.
Some advice: To gimp spellcasters just a little, most MOBs on Amon have low AC, but high HP. This means that, if you plan on playing a melee characterl, it would be better to pump points into CON and Epic Toughness than Strength, as you'll pretty much always hit anyway, and the damage gained from the extra strength won't matter. Just go for the extra HP/AC. A Dwarven 18 Cleric / 22 Dwarven Defender is a solid melee build. Just make sure you start them with 8 STR... You eventually get a buff that raises your STR to 18, and Defensive Stance raises that by another 4, as well as 4 CON, and a +4 Dodge bonus to your AC.
If you plan on playing a Weapon Master, you should dual-weild, but keep a shield in your inventory, just in case. Some monsters really pack a big punch, and some can even kill on-hit, so any additional AC will really help. Devastating Crit has been disabled due to its obvious cheese factor, so don't even bother. You'll still do plenty of damage with Overwhelming Crit and dual scimitars. Although STR will be your main stat, spare a few points/epic feats (at least 4 to 6) for CON. Extra HP is your friend, and will help you much more than one additional damage will hurt the enemy.
Epic Damage Reduction is generally not worth using Epic Feats on. If you want Damage Reduction, take a Dwarven Defender build. Right now I'm testing a 7 Fighter / 33 Dwarven Defender on another server. Only thing is, you have to be a Dwarf. No matter, Dwarves generally make the best melee characters anyway.
If you're taking a spellcaster, try multiclassing in a melee class for 4 levels. Wear armour, and take Epic Still Spell (or Improved Still Spell, or whatever) in your epic levels. I'd recommend something like 26 Sorceror / 4 Paladin / 10 Red Dragon Disciple. Focus in scimitars. This way, you can get some tankly goodness while still being magical artillery.
That's about all I can think of. Ruvyen fucked around with this message on 05-02-2004 at 10:43 PM.
But what's with scimitars? Is there just some inherent uberness to them? Everyone always says to use them whenever they're discussing what route to take a character for uberness.
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Snoota's account was hax0red to write:
I'm a complete D&D newbie, so forgive the stupid question.But what's with scimitars? Is there just some inherent uberness to them? Everyone always says to use them whenever they're discussing what route to take a character for uberness.
They have a very high critical hit range, 18-20 as base. With all the crit range improving feats (Improved Critical, and whatever the Weapon Master feat for that is) on a keen scimitar (doubles crit range), it'll get a critical hit on a roll of 10 or more.
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Snoota had this to say about Knight Rider:
I'm a complete D&D newbie, so forgive the stupid question.But what's with scimitars? Is there just some inherent uberness to them? Everyone always says to use them whenever they're discussing what route to take a character for uberness.
Critical threat range.
Basically, when you attack, a random number from 1 to 20 is generated. Your attack bonus for that attack is added to it, and compared to the monster's AC. If you match or beat the monster's AC, you hit, if you don't, you miss.
However, you can also get critical hits. These happen one of two ways:
1) The randomly generated number falls within your weapon's threat range, and that with the attack bonus beats the enemy's AC. Then, you roll again. If you beat the enemy's armour class a second time, it's a critical hit, and your damage is multiplied by your weapon's critical multiplier.
2) The randomly generated number is 20 out of 20. This has the added benefit of being an automatic hit, although to crit you still need to beat the enemy's AC a second time. So you may crit, but you WILL hit.
Axes have a default threat range of 20, so only scenario 2 generally applies. With Keen, Improved Crit, and Ki Critical (Weapon Master), you can take this to 16 - 20. The critical multiplier is x3.
Swords come in two flavours: curved and straight (no jokes). Straight blades have a crit range of 19-20 by default, and with the three increases (improved crit, keen, ki crit), this is taken down to 13 - 20. These can get more crits than axes, but the multiplier is x2, so they deal less damage on those crits.
Curved blades tend to do less base damage than their straight counterparts, but they have a default threat range of 18 - 20. With the three increases, this can be taken down to a whopping 10 - 20. So basically, you have a 50/50 chance of threatening a critical hit. If you get your attack bonus high enough, those threats will also pretty much always hit. Sure, you only get a x2 multiplier, but when you're critting roughly 3 times a round minimum, who cares?
Oh, and Sakkra can go to hell. Ruvyen fucked around with this message on 05-02-2004 at 10:56 PM.
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From the book of Ruvyen, chapter 3, verse 16:
Critical threat range.Basically, when you attack, a random number from 1 to 20 is generated. Your attack bonus for that attack is added to it, and compared to the monster's AC. If you match or beat the monster's AC, you hit, if you don't, you miss.
However, you can also get critical hits. These happen one of two ways:
1) The randomly generated number falls within your weapon's threat range, and that with the attack bonus beats the enemy's AC. Then, you roll again. If you beat the enemy's armour class a second time, it's a critical hit, and your damage is multiplied by your weapon's critical multiplier.
2) The randomly generated number is 20 out of 20. This has the added benefit of being an automatic hit, although to crit you still need to beat the enemy's AC a second time. So you may crit, but you WILL hit.
Axes have a default threat range of 20, so only scenario 2 generally applies. With Keen, Improved Crit, and Ki Critical (Weapon Master), you can take this to 16 - 20. The critical multiplier is x3.
Swords come in two flavours: curved and straight (no jokes). Straight blades have a crit range of 19-20 by default, and with the three increases (improved crit, keen, ki crit), this is taken down to 13 - 20. These can get more crits than axes, but the multiplier is x2, so they deal less damage on those crits.
Curved blades tend to do less base damage than their straight counterparts, but they have a default threat range of 18 - 20. With the three increases, this can be taken down to a whopping 10 - 20. So basically, you have a 50/50 chance of threatening a critical hit. If you get your attack bonus high enough, those threats will also pretty much always hit. Sure, you only get a x2 multiplier, but when you're critting roughly 3 times a round minimum, who cares?
Oh, and Sakkra can go to hell.
Also, Scimitars can be dual-wielded without penalty.
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Faelynn LeAndris spewed forth this undeniable truth:
Also, Scimitars can be dual-wielded without penalty.
Which is strange since they are both medium weapons.
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2) The randomly generated number is 20 out of 20. This has the added benefit of being an automatic hit, although to crit you still need to beat the enemy's AC a second time. So you may crit, but you WILL hit.
Not entirely true. There are a couple ways to stop a natural 20 from hitting. Off the top of my head: concealment (Improved Invisbility, or the epic feats), Epic Dodge, or Attacker Miss Chance (Blindness, Darkness, whatever).
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KaLourin Model 2000 was programmed to say:
spoiler sport
executed for the crimes she committed against Neverwinter.
Yeah, that's the obvious answer. But I was just wondering if I completely missed the reference somewhere, or if it was still to come with Sharwyn's conversations talking about the post-Plague Neverwinter.
Not that I noticed. But then, I took Deekin for the duration. However, you will find out more towards the end of HotU
The best Deekin quote from SoU was when that Halfling caravan leader told you the local tribe wouldn't let your oxen use the watering hole out in the desert after the oxen used it last time she had went through.
"Maybe they poop in the water." Snoota fucked around with this message on 05-03-2004 at 10:12 PM.
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Faelynn LeAndris had this to say about the Spice Girls:
Also, Scimitars can be dual-wielded without penalty.
Actually, no. Scimitars are Medium. Just because they deal 1d6 damage doesn't mean they're smaller, that's just the drawback of critting more often: A less generous dice for damage.
Same with Falchions in PnP. Large size, 2d4 damage instead of 1d12 or 2d6, but 18-20/x2 crit.
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Snoota had this to say about Robocop:
How the hell do you get into the Grim Statue room in the first floor of Underdark? I got into it somehow before, but I forgot how. The Dragon barely killed me when I was alone, so now I've got two henchmen and was going to go whoop on him real quick, but the door is locked and I can't find the way I got in before. I've no idea how I got in last time, as it was accidental.
If you stay still long enough and make a spot check, or if you're elven, you'll see the red trap portions of the floor light up. Step on those and the dragon wakes up. Same thing with the room with the magic missile towers.