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Icewind Dale 2 source code and Enhanced Editions preservation

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I remember reading one of Trent Oster's tuits asking about the source code of Icewind Dale 2. Is the source code definitely lost (and all the chances to see and 'Enhanced Edition' with it)? I was eager to play it again and looking at the very nice features from `Enhanced Editions` it's sad to know that this possibility might not be feasible.

Has anyone on Beamdog proposed something to preserve the `Enhanced Edition` versions of the game? Is there any possibility that we can see their source code published, so nothing similar to Icewind Dale 2 happens again?

Icewind dale or neverwinter

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I finally got some extra funds that I'm trying to not spend on the hole in my pocket called art supplies. So I decided to come back to the forgotten realms but should I get icewind dale or neverwinter? Which is better by your opinion, what are the pros and cons of both?

Got those who don't remember me,

I mostly main mages, wild mages, and sorcerers.

I mostly tend I go 4 men deep unless the game as an extensive communication and commentary system between the npc characters that makes them a little more than just meatshields.

I like dragons!

That should be all.

Luck: What it is and how it works

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This article discusses luck in the games. Most of the information here has been provided by @semiticgod.

The confusion

The concept of luck is never explained in the game or the manuals, and most of the information they provide about luck is either wrong or misleading. This mini article tries to clarify the confusion. The source of confusion is a number of inconsistencies in the manuals and the games:
  • Luck is the name of a spell, but it’s also the name of an effect (like the blinded effect or the confused effect). So far, so good. Intuitively, you would expect that the Luck spell would simply improve somebody’s luck. However, that’s not the case. The Luck spell does improve luck, but it also gives several other bonuses (to saving throws and thieving skills) which are unrelated to luck (the luck effect, that is).
  • In the Icewind Dale series luck works differently than in the Baldur's Gate series.
  • There are two luck effects, one which stacks and one which doesn’t. The luck obtained from the Luck spell, Chant, and the Lucky Scimitar in IWD does not stack. However, the luck obtained from other sources does. So…

What is luck?

Luck is an effect that affects a character's performance in combat. Positive luck means better performance, negative luck means worse performance.

What does it do?

As stated above, it does different things in different games:

BG series: BG, BG2 and SoD

Luck affects to-hit rolls, physical damage dealt, and spell damage taken. A lucky character hits more often, deals more damage with weapons, and takes less magical damage. By magical damage I mean all effects outside a weapon's base damage. That includes damage from spells, wands, abilities, weapon elemental damage, etc. Luck bonuses are added to each to-hit roll and physical damage roll, and subtracted from each magical damage roll. Luck penalties work the other way around. But remember, this is AD&D, it’s always more complicated. Just adding a bonus to your roll would be too “simple”. And who wants something simple when you can have exactly the same thing, but twice as complicated? Well, you, me, the rest of the world… but not the AD&D creators, for sure. So this is the whole story: Each time a die is rolled and a luck modification applies, the modification is added or subtracted from the roll, but without exceeding the roll natural limits. What? You didn’t understand that? Don’t worry, neither did I the first 200 times. Let's see: The "natural limits" of a roll are its maximum and minimum values. For instance, the natural limits of a d20 roll are 1 and 20. A luck modification cannot make the roll go beyond these maximum and minimum values. An example might help: Flint the warrior has a +2 luck bonus. He attacks twice with his long sword (1d6 damage). The first time he attacks he rolls a 15. Adding the luck bonus, his effective attack roll is 17 (hit). He rolls a 3 in his damage roll. The luck bonus means he actually inflicts 5 damage (we assume there aren’t other bonuses/penalties). The second time he rolls a 19 in his attack roll. The luck bonus would make that a 21, but since 21 is outside the natural limits of a d20 roll (1-20), it actually makes it a 20 (hit). By the way, he does NOT get a critical hit (unless he already had a critical with 19, of course). Then he rolls a 6 in his damage roll. Again, the luck bonus would make that an 8, but since 8 is outside the natural limits of a d6 (1-6), the result stays at 6, i.e., he only inflicts 6 points of damage. Now a 5th level mage casts a Fire Ball on our poor Flint (and he fails his save throw). That’s 5d6 points of damage. The rolls of those 5 dice are: 1, 2, 3, 4, 5. Without his luck bonus, Flint would take 1+2+3+4+5 = 15 points of damage. However, the luck bonus reduces the damage he takes. The 5 becomes a 3, the 4 becomes a 2, the 3 becomes a 1. But again, the luck effect cannot modify a roll beyond its natural limits (1-6 in this case), so the the 2 just becomes a 1 and the 1 remains unchanged. The result is that he takes 1+1+1+2+3 = 8 points of damage. Luck also affects other specific situations. For example, when a mage protected by Mirror Image is attacked, his attacker can either hit the mage or one of the images. The chances of each outcome depend on the luck of the mage. The higher his luck, the higher the chances that his attacker hits one of the images, and vice versa.

IWD series (IWD and IWD2)

Apart from the effects listed for the BG series, in the IWD series luck also affects critical hit and critical miss chances (so in our previous example our warrior does make a critical when he rolls 19). That's especially useful because hammers, halberds, spears, arrows, and axes deal triple damage rather than double damage on critical hits.

How do you get lucky (or unlucky)?

This is a list of the sources of luck (positive or negative) in all the games (except Planescape:Torment, I don't have information about that one). Some of these sources only affect luck itself, others create other effects as well.

All games

  • Fatigue: -1 luck when the character becomes fatigued. An extra -1 for every extra four hours without resting.
  • Intoxication: Penalty to luck and bonus to morale. The penalty goes from -2 to -12 and the bonus from +2 to +12, both depending on the amount of drink taken and the constitution of the character. The negative effects of the penalty always outweigh the benefits of the bonus. Slow Poison and Heal cure it.

All games bar IWD2 (i.e.: BG1, BG2, SoD and IWD)

  • Luck spell: +1 luck, +1 to saves, +5% thief skills.
  • Chant: +1 luck, +1 to saves, +1 to healing rolls (Staff of Curing, Mass Cure spell, etc.)

BG series: BG, BG2 and SoD

  • Bard Song (unkitted): +1 luck at level 1, +2 at level 15, +3 at level 20.
  • Blade song: +1 luck (doesn't scale with level).

Baldur's Gate

  • Rabbit's Foot (Alora): +2 luck, +2 AC, +10% thief skills.

Baldur's Gate II

  • Wish spell: Two of its effects affect luck:
    • One intoxicates enemies, giving them a -12 luck penalty for 200 rounds. It bypasses magic resistance and offers no saving throw. It is dispellable and can be blocked by Spell Immunity: Enchantment and possibly Minor Globe of Invulnerability, as it is a level 3 Enchantment spell. Slow Poison and Heal cure it.
    • The other effect gives -5 luck for 60 seconds party-wide.

IWD series: IWD and IWD2

  • Chaos of battle (Priest of Tempus ability): 10% chance of a luck bonus between +1 and +5, depending on level.

Icewind Dale

  • Lucky Scimitar: +1 luck.
  • Tymora's Melody: +1 luck, +3 to saving throws, +5% thief skills.

Icewind Dale 2

  • Luck spell: +1 luck.
  • Tymora's Melody: +1 luck, +3 to saving throws, +2 to thief skills, Alchemy, and Knowledge (Arcana).
  • Tymora's Loop (extremely rare random drop): +3 luck.
  • Young Ned's Knucky: +2 to Luck, +2 to saving throws.
  • Breaking the mirror in the Ice Temple: -20 luck.
  • Chant: Unknown.

Stacking luck effects

As stated above, there are two luck effects, one which stacks and one which doesn’t.
  • Luck effect 1: Obtained from the Luck spell, Chant, and the Lucky Scimitar in IWD. It does not stack with itself, but it does stack with luck effect 2.
  • Luck effect 2: Obtained from other sources. It stacks with itself and with luck effect 1.
Example: - After a long adventure, a priest and a blade get fatigued. They get a -1 penalty to luck. - The priest casts Chant. Chant gives them +1 bonus to luck. This is the luck effect 1, which stacks with the luck effect 2 from being tired. The combined effect is that their luck becomes neutral (1-1=0). - The blade casts Luck on himself. Both the Chant spell and the Luck spell create the luck effect 1, which doesn't stack with itself, so he doesn't get a luck bonus. - The blade starts to sing. He and the priest get a +1 bonus to luck because the blade song (+1 to luck) creates the luck effect 2, which stacks with the luck effect 1 from Chant. Note: Originally this post was a set of questions about luck. I include the original post in the spoiler for reference:
I’m trying to understand the concept of luck in the game, but most of the information I’ve found is confusing or contradictory. I’ve compiled information from the manuals and the forums trying to clarify it:

Manuals

Survival Guide:
  • While the [bard] song is playing, the party’s morale and luck are higher.
  • A character can continue to operate at peak efficiency for 24 hours in game-time (2 hours realtime). After that, the characters will start to complain and their attributes begin to suffer. For every four hours beyond this 24-hour mark, the player will receive a –1 luck penalty (–1 to all rolls).
  • Intoxicated characters gain a morale bonus, but receive a luck penalty.
MM&M:
  • Luck spell: The recipient of this spell is lucky in everything they do for the next 3 rounds, receiving a 5% bonus to any actions. This includes Saving Throws, to-hit rolls, thieving skills, etc.
Adventurer’s guide:
  • Fatigued characters suffer a –1 penalty to luck; every four hours after becoming fatigued, this penalty increases by one. […] Luck affects every d20 roll your character makes.
  • THAC0 and Armor Class: The d20 roll can also be modified by circumstances such as spells, special abilities, and luck.
  • Luck spell: This spell’s recipient is lucky in everything they do for 3 rounds. They receive a +1 bonus to all actions, including Saving Throws, to-hit rolls, thieving skills, and anything else requiring a d20 roll. Contradictory: Thieving skills don't use d20 rolls.
Summary:
  • Stuff that affects luck:
    • Bard song: Unspecified bonus.
    • Intoxication: Unspecified penalty.
    • Fatigue: -1 penalty for every four hours fatigued.
    • Luck spell: 5% bonus to all actions (?). Alternatively, +1 bonus to all actions.
  • Effects of luck:
    • -1 to all rolls for each -1 penalty.
    • Affects Saving Throws, to-hit rolls, thieving skills, etc.
    • Affects d20 rolls.

Forum

These are summaries of the most interesting posts I've read. They're not quotes, so I hope I got them right:
  • @lunar: Luck adjusts damage rolls. When casting offensive spells which involve dice rolling your luck bonus is added to each die roll, up to the maximum die roll result.
  • @JuliusBorisov: A luck bonus reduces the damage taken from magic and elemental damage by one point per die, down to a minimum of 1.
  • @Semiticgod: There are two different effects called luck, and they work in more or less different ways.
  • @Ark_Tolei: Luck doesn’t affect damage (dealt or taken).

Conclusion

My completely uneducated guess is that the key to understanding this is this post by semiticgod. If I get that right (and I probably don’t) the source of the confusion is the fact that the word “luck” is used in the game to describe two different effects rather than one. These two effects work similarly in some aspects and differently in others, hence the contradictions and the confusion. What do you think?

Tips on playing/fighting a Cleric

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I'm playing a Cleric (8th level) right now, really for the first time. I try to play very realistically but what are some tips from those of you that have played them before?

I find myself often using him like a 'fighter with spells' rather than a 'priest who can fight'.

What are a Clerics best options when dealing with spellcasters?

Fighters?

Other Clerics?

What strategies do y'all use?

What are your favorite spells to carry? How do you use them?

Thanks, CT

A question about the new site rules.

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i just read, 2 full years late, my bad, the new site rules.
i agree on almost everything there, even if are not the rules that i accepted when i subscribed.
anyway i accept them and will do my best to follow them, this is not the point.

the point is that i immediately noticed that in the phrase "These forums are here to provide you with a friendly environment where you can discuss ideas, give game play advice, role-play, and talk about Beamdog games with other players." the words and their predecessors are missing. those was included in the old rules published by @Dee.
so my question is are we still allowed to discuss and share opinions about the old not ee versions of the games or this place has become a place for ee users only ?
as i use both the ee version of bg and bg2 and the old one i maybe will feel inclined to open some thread about them in the future. am i allowed to do it here as the words are missing but implicit, or it has become something that is no more in the scope of this forums?

thank you in advance for answering.

Collector's edition, has anyone received it???

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^ as title says.

I've been lurking looking for recent threads about this but am I the only one still waiting?

Annoyed with AD&D spell power ladder

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What annoys me about AD&D spell power, maybe just or mostly in the context of the computer adaptations, is how late in the games so much of the more interesting power comes in. The AD&D logic, from the completely different context of tabletop playing, dictates that strong and impressive spells have to be level 7th, 8th, 9th for wizards (and even then some are not at all impressive, like Energy Drain), level 5th-7th for priests. Up to then players have to make do with illusions, enchantments, Leomund's Secret Lodge, Rope Trick, teleport... Actually, everything from that list and more can be very exciting, but these subtle powers hardly carried over to the PC at all. The most magicky stuff we have until the very concluding chapters of the games is the fireball and the lightning bolt. Whee. When we do get access to a Shape Change, nerfed, of course, it is so late in the day that the party can just blow through anything with the iron fists of fighters alone - whereas in tabletop play, of course, any level of fighter with any + sword would be helpless, running around on the ground while a wizard turned into a dragon to vomit fire on him at leisure or into an ant he'd simply never find.

Overall, I think that AD&D has far too much medium-level magic available, fireball-teleport level, to too many people, but too rarely shows real wonders of magic. Special settings like Al Qadim had to be created just to get out of that rut. The restriction is only more pronounced in the PC games. And this stunted power structure is binding for modders. When we come up with a concept of a spell, say, a flame wave, and actually invent a technique to implement it, what hits us in the face like a wet pancake is the realization that we must make it at least a 7th level. Because it needs to be on par with previous, lame spells. Or else we have to greatly reduce the spell's effect and impression, cut down its damage to squeeze it into level 5, at least, if not 4, so that people actually spend some time using it before game over. But why would a big, gorgeous flame wave do only 1d6 damage per level? So we proceed to shrink down the graphics until it's more like a flame ripple and we don't care for it ourselves any longer - all to fit into this game system's idea of normality and balance.

Simultaneous no-reload Baldur's Gate quadrilogy run

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Consolidating posts from The Adventurer's Lounge for a simultaneous no-reload run.

Original starting comment:
Mantis37 wrote: »
I was vaguely thinking about doing another no-reload sometime, and had an idea that it might be interesting to have a community challenge going on. We all usually just try to do our own thing (and fail in our own way!) and set individual conditions- whether that be single class runs, poverty runs, insane with scs, berserker sword or whatever. However, if people who have previously completed a no-reload suggested a minor rule to adhere to, then that might make for an interesting cumulative challenge- the no-reloader's noreload ;). For example I might suggest that you must always have a full party where possible but no resurrections are allowed, someone else might recommend that potions can't be used in combat, and yet another person might suggest a 'carousing' rule - your characters like to party and blow 10% of their cash at an inn at every available opportunity in classic sword & sorcery fashion :). After about 5 or 6 people make a suggestion things could get very interesting indeed. Any thoughts on what sorts of rules might be interesting for you?
semiticgod wrote: »
I'm not known for restricting my runs very much--I'll use almost any option available--but I do have a habit of abandoning certain tricks and exploits once I get tired of them, or once I can't find any new uses for them. If you were to make that a general restriction, I suppose my rule, in this "cumulative restrictions" challenge, would be: "No exploits, glitches, or tricks that you've already used in a previous run."

The definition of "exploit" is probably best left fuzzy for the purposes of this rule, since people have rather different perspectives on what constitutes an exploit.
Grond0 wrote: »
I'm not sure about setting out lots of different rules - I suspect that could potentially get a bit annoying and difficult to follow if you're strict about sticking to rules. There was talk at one time about doing another run where people each contributed a character, so that everyone used the same characters - though with freedom to develop them as they wished. Would anyone be interested in that?
Stromael wrote: »
Do you mean a community/forum Let's Play, @Grond0? If so, I'm down for that!
Grond0 wrote: »
@Stromael effectively all I was suggesting was that a group of us all start with the same party and see how we each get on. My memory is so bad I can't remember who did best last time - possibly @Serg_BlackStrider (apologies if I've got that wrong)?
Stromael wrote: »
Ah, got it. Sounds actually quite fun! I'd be up for it.
One of the most fun things we did on the old planetbaldursgate forum was to play a succession game. I don’t recall if it was no-reload, and it was a party game rather than solo and without mods. Essentially somebody plays for a bit, hands over the save file to somebody else to continue, and so on with many players taking it in turns to play the same game. Normally accompanied by a report of what happened in the time each person was playing.

That was fun.
semiticgod wrote: »
I like the idea of multiple simultaneous runs. We could give each other advice on the way.

How about everyone suggests a class or NPC to include in a party and then we can vote on which ones to include, since we might have more than 6 participants?
semiticgod wrote: »
How about a basic SCS install without scary Tactics or Ascension stuff? I think multiple simultaneous runs should work with a gentler setup. We could keep some of the tougher components off the table, like universal pre-buffing.
Grond0 wrote: »
If a number of people wanted to do simultaneous runs, I would have thought an unmodded setup might make more sense, so no-one would feel excluded.

I'd like to see a shaman included on the grounds they don't get enough love ...
lroumen wrote: »
True. I think that's probably the best approach. Then we also need one character for all with all the same stats I suppose? A 75 or 80 spread most likely.
Mantis37 wrote: »
semiticgod wrote: »
I like the idea of multiple simultaneous runs. We could give each other advice on the way.

How about everyone suggests a class or NPC to include in a party and then we can vote on which ones to include, since we might have more than 6 participants?

There is this old thread too, if any would like inspiration:

https://forums.beamdog.com/discussion/66428/your-signature-character-class/p1

If we had 6 forumites I would, in my overcomplicating way, feel
like they should all be Bhaalspawn. The "no, I'm Gorion's Ward" run ;).
semiticgod wrote: »
Also, my signature character for this challenge would be a gnomish cleric/illusionist named Frisky Bits. My typical portraits are attached.

I looked back at the Hall of Heroes and five characters have Undertale-themed names: Chara, Frisk, Frisk, Frisky Bits, and Frisky Bits. Why not add more?
Mantis37 wrote: »
I think I'd go with an Avenger druid. Pic can be the default buff bald guy as it has some resemblance to me.

Stats, allowing for the avenger kit subtractions- S11 D15 C11 I16 W9 CH9. Yes I know these are illegal, just EE them in later :).
Grond0 wrote: »
@Mantis37 I imagine there must be an interesting back-story as to why someone with a wisdom of 9 was desperate to be a druid :). If we're setting stats I would suggest the following for a half-orc true neutral shaman: S18 D8 C17 I11 W15 C9. I attach the character portrait I usually use for that.

Thus far we've got an avenger, a shaman and a cleric/illusionist - this party is feeling really divine :p. Anyone want to contribute something with a bit more punch (or sneakiness), or would people prefer to go with a full party of casters ...
Stromael wrote: »
My submission is unusual:

Priest of Lathander (11) -> Ranger
(Racial enemy: Demonic/Fell)

The aims: stack damage resistances (AoF, DoE, Hardiness, Roranach, Dumathoin, Sewer Cloak), gain access to Druid spells plus lots of buffs, easy dual-wield, racial enemy, Fighter HLAs. She should be a decent tank with interesting utility spells.

Most important is the Boon of Lathander buff (combat/APR bonuses, immunity to level drain).

Suggested dual-level: 11, giving 2 BoL + 3 Hold Undead + up to 6th-level Priest Spells. Earlier possibility of 5, since AoF increments there. Or you could do the masochistic 15 for better AoF. :wink:

Name: Falesia

Str 17 Dex 17 Con 13 Int 11 Wis 17 Cha 8

(She needs ludicrous Str/Dex/Wis to be able to dual into Ranger.)

Feel free to set Ranger Druid spells on or off in your config file.

Was concocting this character before @Mantis37 and @Grond0 commented, but I'm glad it continues the divine theme. :smile: I'm imagining her as proud, self-righteous and arrogant, but taking a hippy nature-lover turn mid-way; role-play as you like, though.

EDIT: Forgot the portrait.
EDIT2: Ran tests; corrected Priest of Lathander level-up info.
Mantis37 wrote: »
Well, I was vaguely basing the stats on myself, and in the previous thread I'd gone for a Ranger/ Mage which is a mod combo of course, so I went for something vaguely similar. I suppose a Stalker might also have been a plausible mix of nature with a dash of mage. Now I have an image of an Avenger who has lost their faith a bit though: "You defile this sacred space with your logging Lord Khellon, we must find a middle way over tea & crumpets." A sort of homage to Eddie Izzard's Cake or Death routine if you're familiar with it :).
lroumen wrote: »
I can only offer to the run a drunken barbarian Cuwaert who uses no weapons and just goes into a breaking stupor after getting hammered at a bar. Maximal potion use for absolutely no good reason is warranted. .
Str 15, dex 5, Con 12, int 13, Wis 6, Cha 7.
Proficiency only in weapon styles.

If you want it :)
Stromael wrote: »
Me likey. :lol:

EDIT: Only 1 left guys, then we can start! Any Thief takers?
jessejmc wrote: »
My submission, unless a more established user wants the slot:

Star, a female halfling, chaotic neutral swashbuckler using Clara's portrait. S10 D19 C16 I9 W8 CH17.
Stromael wrote: »
So we've got a play-it-safe gnome, a foppish druid, an angry shaman (seemingly, from the pic), an arrogant religious fanatic, a permanent drunk, and a...whimsical halfling? (Ever difficult to interpret CN.) Sounds like a pleasantly dysfunctional party. :wink: Any other proposals/alterations?
Suggestion:

I'm interested in following or watching this multi-player project you guys and gals have going, but shouldn't this have its own thread?
Suggestion:

I'm interested in following or watching this multi-player project you guys and gals have going, but shouldn't this have its own thread?

Well if they intend to do no reload, they can just put in that thread. But if not, then yeah they should make its own thread.
Stromael wrote: »
Suggestion:

I'm interested in following or watching this multi-player project you guys and gals have going, but shouldn't this have its own thread?

Point taken. With preliminaries out the way, let's continue in the NR thread.

Understanding feedback messages

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Sometimes I find it difficult to understand the meaning of the messages in the feedback panel. I create this thread to clarify those messages with a less obvious meaning.

I start with "One of the spells has failed". I get that message about twenty or thirty times when fighting the Balor in the svirfneblin settlement in the Underdark (BG2). It appears every time I hit the Balor with anything, either weapons or spells. It seems similar to the messages about disrupted casting, but AFAIK spells don't get disrupted when you're hit by a spell like Breach.
7uz17ecaa0z4.png

So what does it mean?

In case it's relevant, I have several mods installed, including SCS.

Heads-up: We're investigating why BGII:EE and IWD:EE are not shown in Google Play

Baldur's Gate Logic

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I just thought this would be a fun topic. Posting stuff about Baldur's Gate in the same vein as "video game logic" Here's an example. Is a Thief with 18 Dex and a lock pick skill of 40: still can't open the chest on the 2nd floor of the Candlekeep Inn Is a Fighter with 24 strength and a +3 Two Handed Sword: Still can't break locks that the Thief with 16 Dex can pick easily.

Combining games from different distributors

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Does anybody know if it's possible to combine BG:EE with SoD, if the first comes from Beamdog but the second from GOG?

I ask because I have the first already, but GOG have their spring sale (-60%) and I'd like to try the second out (at last!). Will GOG's distribution of SoD recognise Beamdog's installation and combine itself properly?

Choosing mod components

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Edit: Post completely changed because I found the solution to my problem just after creating the thread.

I was doing my third installation of SCS and finding it a real chore. The first time I installed it I loved reading each description, choosing carefully which components I wanted and which ones I didn't want, and anticipating how each one was going to change the game. However, the third time around it was a pain to go through the documentation again just to figure out which components to install.

Then I thought that choosing the same components I used in my last installation should work for me. Of course, I didn't remember which components I had used last time. However, looking at the files in my old installation folder I eventually came across WeiDU.log, which seems to be a summary of all the mods I have installed and the components installed for each mod. This helped a lot. Once I found this file I just had to select the same components I installed last time.

Demographics Poll: What is your political affiliation?

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This is the fifth in a series of polls to measure the demographics of the Beamdog community (I was just curious). The poll is anonymous by default, but you're welcome to discuss the issue publicly if you like. The definition of these terms varies from country to country, so choose the option based on the term's meaning in your home country. The other polls are here: Sex/Gender Race/Ethnicity Nationality Religion

Free Action - IE vs PnP

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I've decided to expand the discussion that was happening in this thread. I want more opinions and here this subject will probably get more attention.

I was thinking about the concept of PnP Free Action. Here's what PHB says:
Free Action
(Abjuration, Enchantment)
Sphere: Charm
Range: Touch Components: V, S, M
Duration: 1 turn/level Casting Time: 7
Area of Effect: 1 creature Saving Throw: None

This spell enables the creature touched to move and attack normally for the duration of the spell, even under the influence of magic that impedes movement (such as web or slow spells) or while under water. It even negates or prevents the effects of paralysis and hold spells. Under water, the individual moves at normal (surface) speed and inflicts full damage, even with such cutting weapons as axes and swords and with such smashing weapons as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The free action spell does not, however, allow water breathing without further appropriate magic.
The material component is a leather thong, bound around the arm or similar appendage, which disintegrates when the spell expires.

Focus on the word "normally". That makes me uncertain if a "PnP" behavior would include the allowance of Haste/Improved Haste/Increased Movement Rate.

To be honest, I'm not even sure if it should protect against Grease, Entangle and Web. I mean, if you're tied by a rope would Free Action release you? I don't think so.

Thoughts?

Silver Necklace for Neera's mini quests - where to get one?

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Hello there, I was just about to finish all quests in the Hidden Refuge, but even after getting 3 (that's right, three) diamonds, I still cannot pickpocket or find a single Silver Necklace. It's not sold anywhere, and won't RNG from "crates" :) I had my share of Bloodstone madness (rings and amulets for our mighty god Weidu), but that damn necklace is so elusive. Any 100% places where I can find one silver necklace, guys and girls? :) P. S.: Sorry for elaborate spam, it's so that Google will cache this topic and help other to find it. Words! :) Other helpful topic: Neera miniquests (BGII:EE SPOILERS) https://forums.beamdog.com/discussion/23845/neera-miniquests-bgii-ee-spoilers

BG series streamers

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Does anyone know any streamers on YouTube or twitch who are streaming any of the games? Especially LoB runs. I've watched a few who have either fizzled out or not taken the series right through. Retrograde Tom was good but he only did BG and SoD not SoA sadly.

Spell Immunity: Abjuration

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I'm wondering, when you have cast Spell Immunity: Abjuration. Is there any way to remove it? It seems all removal and dispel magics are also Abjuration. There are spells that say they will remove the spells, but if you are immune can it actually be removed? Just curious as to what trumph what here? And sorry if this has been posted before, I didn't find any such post though.

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Find trap spell and thief disarming question

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Hi!
I never used find trap spell, but if i use it, the revealed trap can be disarmable by a thief ? Because i read somewhere that if i reveal trap by using find trap spell it cant be disarmed until the thief not find it with her own skill.
Can smbody confirm it ?
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