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Leucrotta in other D&D games?

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Greetings Folks,

So recently I started playing older D&D titles I never had access to as a kid and this has introduced me to a new cast of monsters I have not seen in my Infinity and Aurora Engine adventures. First and most interesting to me so far is the Leucrotta, introduced to me in Menzobarranzan. I am curious if this beast makes an appearance in other games as well? Being that they can talk I find them most intriguing indeed. Thanks for reading :)

Help me understand the interplay between spellcasting and melee combat

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(Calling all technical geniuses, like @semiticgod @Tresset @Pantalion etc...)

The Whirlwind ability says it lasts one round. Looking in NI, the extra APR effect has a duration of 6 seconds. BUT...

Spells can only be cast once per round. A spell with a casting time of 1 is cast in 0.6 seconds, but the cast cannot do it again until another 5.4 seconds have passed.

Likewise, you can only drink a potion once every 6 seconds. You can only use a wand or other item ability once every 6 seconds.

Do those limits interact with each other? Can you only perform one action - cast a spell, drink a potion, make as many melee attacks as you have APR - per round? Or can you mix and match them? If a mage has a spell with a very short casting time, and a weapon with a very low weapon speed, can he cast the spell, slash with his dagger, and drink a potion all within ~1.5 seconds?

Because if not, I don't understand how Whirlwind works. If casting the spell takes a round, and it has a casting time of 1, and you can't take any action for the 5.4 seconds after you cast it... then during the next round, in which you can attack, you will only have 0.6 seconds left with 10 APR. I.e. only 1 extra *usable* APR. But I'm pretty sure the HLA does give you 10 usable attacks, so that means casting the spell and making melee attacks are on two separate clocks. (Which would sort of help explain why Improved Alacrity lets you cast lots of spells but does not let you make lots of attacks. I think.)

Anyway, I'm trying to code up some short-duration abilities similar to Whirlwind - like, "for the next two rounds your melee attacks do added fire damage." And I want to make sure I do it right. I want a warrior who uses this ability to be able to actually get the proper 12 seconds of attack time with the benefit of the ability... not waste 6 seconds because that was the round in which he triggered the ability.

Cite your quotes...

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Cite your favourite BG1, BG2 quotes in this order:
1. Epic quote - "quote here", Name of the person you cite
2. Wise quote - "quote here", Name of the person you cite
3. Funny quote - "quote here", Name of the person you cite

An alphabetical theme of D&D (in pics)

What does the base bardsong actually do and at what levels does it improve (BG:EE, BG2:EE)?

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I just realized under the blade bard it says "Bard song does not improve with levels" or some such thing. Does the base Bardsong improve? I thought it was just a fear remover.

Dungeons & Dragons Legends of Baldur's Gate

Share your favorite Sequencer/Trigger/Contingency Combos

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I am pretty boring in that regard, so I was wondering, if other people would make some fancy uses I haven't thought of.

Here are my usual set ups

Minor Sequencer: Magic Missile x2 or Melf x2 or Web/Stinking Cloud

No defensive use here. Most of the time I go with MMx2 for the quick extra damage. I take the double Melf, when I know there is going to be a lot of Mages, or with Web/Stinking Cloud to control big mobs.

Spell Sequencer: Improved Invis/Fireshield/Stoneskin or Remove Magic x3 or Flame Arrow x3 or Malison/Emotion/Confusion

I go with the defensive set up for elongated major encounters in the early to mid game. Once my casting level is high enough, I usually go with the RMx3 as a quick, safe and painless method to mass dispel enemy protections. The occasional mage with SI:Abj might be a nuisance, but it's not hard to strip it down before, if necessary.
The damage or the crowd control options are also nice, and do see occasional use.

Spell Trigger: Pierce Magic x2/Breach or Lower Resistance x3 or PfMW/PfME/Spell Shield

PMx2/Breach is my fav combo, a very reliable way of wrecking a single opponents protections, if RM isn't an option. LRx3 is the standard anti-Adamantite Golem method before I get my hands on the Rod of Smiting. The other combo is the defensive set up for long, hard and mage-heavy encounters.

Contingency: PfMW if helpless

Pretty self explanatory, I get 4 rounds to bail my mage out. I see little reason to choose anything else here.

Chain Contingency: PfMW/Spell Turning/Spell Shield, usually at 50% HP

I'm not a big fan of offensive set ups, as it is hard to pull them off in the intendedway(I never cast CC during combat, since I consider this an exploit). So I just go with some protections to help my mage getting out of trouble.

Future potential projects: IWD2:EE, PS:T:EE & BG3 - your opinion

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i post this thread in response to trent oster's interview http://www.rpgamer.com/games/icewind/icewindee/icewindeeint.html - pls read it first, there the problematic nature of making IWD2:EE and PS:T:EE is brought up

In my opinion Beamdog should make all three games in the following order:
1. develop the 'Infinity Plus Engine, 3E' for IWD2:EE and release it first
2. completely remake PS:T in this new engine (yes, with 3E rules)
3. make BG3 in the same 3E engine

My reasoning for the above:
1. you'll have to do step 1 if you ever want to get IWD2:EE out >>> no other way around it
2. 2E in Torment doesn't work: the ruleset is unnecessarily complicated since the tactical aspect of the game is very straightforward >>> 3E is more straightforward and would suit the game much better (so the engine developed for IWDII:EE should be used)
3. 3E is better than 2E overall and interesting features presented in IWD2 are unused there and in IE games in general >>> making BG3 in 3E instead of 2.5E would make it a better and fresher game

THE ACTUAL POLL QUESTION: What should be the general course of further development and should Beamdog use (the hypothetical) 'Infinity Plus Engine, 3E' in any subsequent projects? (the poll options suggest the answer to this as well)
Simple english - what should beamdog make in the future?

***however*** the questions of whether and how they should make IWDII:EE and the order in which the games should be made/released is not included, because it is a less contentious of an issue i suppose.

Accumulated Wisdom for BG2 Solo No Reload Games

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It seems to me from reading the threads on these forums that solo no-reload play (aka hardcore) is an increasingly popular occupation for many players. There are many threads where people ask for advice on some aspect or another, as well as many stories (including the no-reload thread) chronicling people’s attempts to succeed.

I thought it might be worthwhile to start a thread for people to chip in with their tips, tricks and strategies for this style of play, so we can accumulate our collective wisdom in one place and help each other as well as people who are thinking of trying this for the first time.

I’ll kick off with a few (primarily focused on SCS games).

1) Defence >>>> Offence. Throughout the game you face hundreds, if not thousands, of opponents that you have to kill. And they are all trying to kill you. The one constant in that? You. You have to stay alive throughout all those fights, so the most important thing you have to focus on is your defence, i.e. making sure your character does not die. Therefore making sure your defence is up to scratch is way more important than maximising how much damage you do.

Consider this: let’s say you cast a Finger of Death at an opponent (let’s say it is a yuan-ti mage). How important is it that the Finger of Death succeeds? I would say “Not very.” Sure, it would be nice if it did and you could move on to the next fight, but even if it doesn’t, the yuan-ti mage represents one out of hundreds of enemies you have to kill, and you probably have numerous other ways of killing him even if this spell does not succeed.

Now let’s switch it around and say the yuan-ti mage casts the Finger of Death at you. Now how important is it whether the spell succeeds? Pretty flipping crucial.

2) Saving throws are vital. No matter how much you prep, it is a cast iron certainty that you will have to make crucial saving throws along the way. So if and when you do, make sure you have done everything you can to boost your saves as much as possible.

The most important save is vs spells (most common), followed by vs death (also common). The other saving throws are tested only occasionally.

There are broadly speaking 3 types of saving throws:

i) Save or die (unsurprisingly you have to make these)
ii) Save or nasty effect (operate on the assumption that you almost certainly have to make these as well)
iii) Save or suffer extra damage (while it is still better to make these rather than fail them, and over the course of the game they add up to a lot of saved damage, in isolation these are not that important and you can get away with failing some of these)

3) Certain races and classes are more suited to solo no reload play than others. I won’t go through them all but here are a few pointers.

Races

i) Human: Unless you a) plan to dual class or b) want to play a class that is human only, you should never choose human (zero advantages).
ii) Dwarf and Elf: these are the top races. Dwarves have superb saving throw bonuses and are your go-to choice for any fighter, thief or cleric type builds that don’t involve dual classing. Elves have 90% resistance to charm and are the top dog for mage builds or for triple multiclasses.
iii) Half Orc and Half Elf: bad choices as Dwarf and Elf respectively are superior in the vast majority of cases.
iv) Gnome: only if you want a Fighter/Illusionist or Thief/Illusionist. Save bonuses vs wand and spell but not vs death.
v) Halfling: Dwarf is nearly always superior since -1 STR is very hard to stomach.

Classes

i) Kensai are usually a bad choice. You might have grand visions of a Kensai (13)/ Mage but the reality of achieving that is something else because of the sheer lack of survivability of a low to mid level Kensai (no armour, no helmets is asking for serious trouble in the early game). Try taking your level 8 Kensai with AC 4 through the duergar in Irenicus’ Dungeon and you’ll quickly get a feel for what you’re up against when those lowly level 5 fighters cut you into ribbons.
ii) Berserkers are conversely very good (the rage is the best single defensive resource in the game).
iii) Pure warriors (with no thief or spellcasting capability) will have a very hard time in the mid to end game.
iv) Spellcasters will ultimately have more power at their disposal (particularly arcane casters) but survivability can be an issue – if something goes wrong and your defences fail, low HPs do not provide much of a buffer to rectify things before it is too late.
v) Some form of fighter/mage is probably the best overall combination to maximise survival chances.

4) The following spells are notorious solo-killers. Make sure you are protected against these whenever facing an opponent capable of casting them.

i) Charm Person / Dire Charm / Domination: these are all save-or-die spells for solo play and SCS mages love casting these at you (sometimes in sequencers!) if you’re not protected against them.
ii) Power Word Stun: this is a death sentence and there is no saving throw. Keep your HPs above 90 or have free action in place.
iii) Maze: another death sentence and this one is pretty hard to defend against. There is no saving throw, the only defences are magic resistance, SI Conjuration (? Can’t remember if this is a Conjuration or Enchantment spell), Spell Deflection/Spell Turning/Spell Trap (note the minor versions won’t help you), Chaotic Commands or Enrage.

That’s enough for now, I will add more later :).

Does anyone still play the vanilla versions?

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Having put so much time into BGEE I have decided to do a full trilogy run vanilla. Just for the hell of it. I installed it from the D&D anthology collection and didn't add anything to it - immediately started it up. I am noticing that while the pathfinding is much worse and it's lacking some of the newer content, it actually has a kind charm to it that's hard to put my finger on. I am playing it in 4:3 upscaled forced from my VGA control panel so there are black bars on the sides, but other than that it's just like it was originally back in '99 I would assume.

I am playing a Dwarven Fighter/Cleric and am using Kagain, Monteron, Xzar, Edwin, and Quayle. Never used Quayle before but I really think he's underated. His stats stink but he's still an illusionist/cleric. I am giving Monteron the gauntlets of Ogre Power and Kagain the dex gauntlets. So far things are going very well.

I am sure I will go back to the EE editions again. But I never played the originals when they were released and felt it was a kind of pilgrimage for me to play through my favorite video game(s) of all time the way they were originally. So far I find it surprisingly appealing from an aesthetic standpoint. I wonder why that is.

Do any of you guys ever go back and play vanilla? Not Tutu, but straight out of the box vanilla?

BGEE->BG2EE Elf Party Party (*SPOILERS*)

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Well I'm almost done with my "Righteous Bastard Party" run through (CHARNAME Cleric/Illusionist, Keldorn, Valygar, Anomen, Mazzy, Jan/Imoen).

Now I'm planning the "Selfish Elf Party".

BGEE has a lot of Elves: Viconia, Coran, Baeloth, Jaheira, Khalid, Kivan, Montaron, Neera, Xan. I'm not a fan of Khalid, Montaron or Xan and I can't quite handle Neera, but I'd like to add Imoen.

So BGEE could be: CHARNAME, Kivan, Jaheira, Viconia, Baeloth and Imoen with Imoen dualing to Theif/Mage when she has around 100 remove traps.

And the BG2EE lineup could be: Jaheira, Viconia, Haer'Dalis, Aerie, Yoshimo (Imoen). Haer'Dalis isn't really an Elf but he *looks* Elfish.

Elf CHARNAME has me stumped. I really like playing a Mage-ish class but there's a lot of Mage power in both lineups (BG2EE may have too much already with Haer'Dalis + Aerie + Imoen all scribing scrolls).

So I'm thinking CHARNAME should be a front-line tank type. I've played the Half-Elf Ranger/Cleric which is quite awesome, but I actually think a pure Figher (maybe a Berserker) would be a good addition. Also, I could drop Aerie (lovely yest but annoyingly winy).

What's next? Well, the "Sporty Shorty Party" of course! A melange of Haflings, Dwarves and Gnomes (oh my...).

powergaming party (BG2 TOB,NPC and multiplayer)

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What is the most powergaming party that you can think of?

two different groups of posts
1) multiplayer created party by player. What classes/races (and items)
2) charname + npc's. What npc's
-this is not 1 vs 2 but creating 2 different threads for 1 purpose is silly
-bg2 tob exp limit
-no mods

and why is this the most powergaming?


for example
F/M/T half-elf - like kensai mage but +100dmg with backstab
Kensai13/Mage - i think everyone know why kensai/mage
cleric/specjalist mage - healer who is almost immortal
mage slayer13/mage - antimage
edwin - most spells

npc's
F/M/T op op
sarevok dualed to mage op
edwin - op op op
aerie - op multi
keldorn - op dispell
Cernd - SS f yeah

like you can see I prefer magic :)

Suggestions For Better Story For BG2.

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Like most here (probably) I've been playing BG/BG2 far too much recently. But unlike BG, I find myself getting more and more irritated by BG2 and the way the game steamrollers you along a path that doesn't really feel satisfying.
Irenicus is a jerk, wonderful voice acting, but it becomes silly after a while because you know you are going to beat him.

So my ideas for early game at least, would be to start it to mirror BG. Start solo and only as the game evolves do you meet companions organically.

Firkrag would be the early main protagonist. You start on your own, in the upper part of his complex and escape is the only objective.
Pick up Yoshimo?
Out into Windspear, (acorns, I hate hanging on to them for ages knowing Irenicus is raping the nymphs).
Meet Anomen, proper due given to having killed Ajantis, a companion you possible traveled with the whole of BG. Big reason to get to the RH.

First stop Trademeet, pick up Jaheira/Khalid because they are investigating the Druids.
Aerie, enslaved by the Calishmite genies, need the rakasha head to free her.

Move cross country, aiming for Athkatla.

I'd use the starting dungeon for Haer'Dalis imprisonment. The steampunk look matches the planer travel vibe in the planer sphere as well as the prison.
It doesn't fit medievil FR.

The spellhold episode, would prefer that to have something to do with rescuing companions, Edwin for instance for using magic.

I'd like Irenicus to be connected to Firkrag, and the whole nicking your soul and the elven connection, to occur much later game and be better connected. Instead of the ridiculous situation where that is thrown up and then you have the option of wandering around souless (with few negative effects) back to the beginning of the game and simplying taking odd jobs at the Copper Coronet.
One minute you are feeling weak and dizzy, next it's let go through the Underdark (mindflayers et all) and then, lets go do that quest in the Planer Sphere that I didn't do before whilst Sudanessalar is being decimated.

So I'd like to hear other people's ideas for BG2, TBH I've come to the conclusion the story sucks as it is.
Probably just need to take a break.........Noooooooooooo

Join the Baldur's Gate Discord Server! Includes LFG Channel!

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Discord is a growing communication platform for gamers which feels like a combination of IRC and Teamspeak. It is free, quick to get started, and easy to use.

I have started a Baldur's Gate server which you can join with this link: https://discord.gg/0rvJmMgIV5FHQTWT

This will put you directly into the general channel where you can talk about Baldur's Gate to your heart's content. Feel free to invite any and all Baldur's Gate fans/enthusiasts to join the server.

I set up a second channel alongside the general channel: LFG. For those interested in finding a group to play with or if you just need one more person for your party, check out the lfg channel here: https://discord.gg/0rvJmMgIV5GbpaG0

As time goes on the server will likely evolve (should it be renamed to an Infinity Engine server and have a channel for each game?), but this felt like a good starting point.

There are some protections to prevent abuse of the channels/server, so vetted users will have more permissions than those who join for the first time. If any user wishes to have their permissions restrictions lifted, let me know.

See you there!

Hexxat's and Dorn's ToB quests not starting

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I have finished both Neera's and Rasaad's quests and have almost made it to the end of the game, without Dorn's quest starting. Can this be fixed with a console command or anything else? I have also started Hexxat's quest in Amkathran but I can't travel to the quest location (Force talking her doesn't work).

Any help would be appreciated. I have had problems with the new quests in SoA as well. It's really a shame since I really enjoy the new locations.

Beamdog and Fantasy Grounds

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Beamdog recently partnered with the Fantasy Grounds virtual tabletop folks to release some Fantasy Grounds packs based on BG items and portraits. I'm wondering if the partnership goes any deeper though.

For those who're more computer than PnP gamers, a virtual tabletop is a toolset or app to make PnP games run smoother. It has maps, character sheets, inventory etc tracked on your laptop or tablet instead of paper. It also does a lot of bookkeeping like totalling up your AC, THAC0/to-hit and so on automatically. They can include battle maps with character placement, initiative tracking, automatic rolls etc. Fantasy grounds provide virtual tabletop packs for lots of RPG systems including D&D and Pathfinder.

So why is this interesting? Because a video game company partnering with a virtual tabletop company gives me hope that someday a cross-platform, multi-system successor to the Aurora toolset and engine will get built. NWN's best feature was the toolset, and something similar but able to handle AD&D, 5e, Pathfinder etc rulesets using the same underlying engine would be huge and great.

It could provide not only great games but a tool for wannabe DMs and storytellers to create content as NWN did, but not bound to a single ruleset. Done carefully (and with granular options of manual dice rolls, real-time with pause/true turn based etc) a single engine might be usable as a virtual tabletop for PnP groups and for single/multiplayer video gaming.

I don't think Beamdog partnering Fantasy Grounds is going to lead to this. But it would be bloody great if it did.

Another Berserker>Cleric (or Druid) Idea

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Hello, this weekend, I've been building a berserker to be dualed to cleric in IWD, and I'm thinking about doing the same idea for BG and SoD.

An idea that I've never seen discussed is dualing at level 5 as opposed to level 7.

The reason I'm tempted to dual at level 5 is that at that level, I just got my second berserk activation. I know that at 6, I would get an extra pip, and at 7, I would get an extra half attack per round.

I would have to go to 9 to get a third berserk activation, and another half attack.

The pip at level 6 berserker is losing its appeal for me, because it is very hard not to waste the 2 or 3 pips I get when I first dual into and progress through my cleric levels. This is especially true since I use BG 1 weapon proficiencies via Tweaks, and so I can only put pips into blunt weapons, spiked weapons, and missile weapons (slings).

So, is it really worth it to go the distance to at least level 7 berserker for me? In both IWD and BG? With SoD coming?

In IWD, I am wanting to use my berserker "divine ecstasy" to face the myconid armies in Dorn's Deep. I do *not* want to arrive there with my berserker powers impaired.

In BG, I do *not* want to face Sarevok and Company without my berserker powers, nor do I want to feel like I *have* to complete Durlag's Tower (I hate it), Ice Island, and/or Werewolf Island.

Also, don't forget that SoD is going to change everything, in ways we don't know for sure yet.

What do you all think? Can I dual my berserker to cleric at level 5 without needlessly sacrificing power at various game phases? (I am *not* a player who thinks only of ToB. I like an even power curve throughout all the game phases, and I always play with a full party.)

Will there ever be a Baldur's gate 3?

Help Can't Get cluaconsole to work

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helllp... lost Gaal's key :(

i see 'Program Options', 'Debug', '1', in my ini file... but hit control space and I got nothing

The Lore of Lore - is there a possible explanation for this paradox?

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Sorry, this might take a few lines to explain.

One thing never made much sense to me. It's been bugging me and no matter how hard I worked my brain, I never came to a satisfying conclusion.
I can buy into the whole "both Intelligence and Wisdom factor into your Lore Score"-kind of thing and that bards just identify everything at a glance, because Lore is basically part of their profession, since it plays into the songs. Cursed Items (often 100) and Protection Scrolls (85, iirc) are apparently up there with the hardest items to recognize. Hmmm... Ordinary stuff like darts + 1 takes almost no Lore to recognize, since it does not have a backstory. Okay, I can believe all that.
But how, just how, does it make sense that the equipment of the great hero Balduran takes 100 to be recognized?? And Drizzts Scimitars take a whopping 80? Meanwhile, a weapon with a +2 enchantment and a legacy that is minuscule in comparison takes half the score.
There seems to be a general trend (with odd exceptions) that indicates the more famous an item should be, the harder it is to recognize it. If anyone has a plausible explanation for this, please enlighten me.

Since I never was more than a PC Gamer when it came to DnD there might be a Pen and Paper-reason for this that I am unaware of. I'll send a digital Cookie to whomever convinces me of their theory.
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