Suggestions

General forum for server information, questions, and announcements.

Moderators: Wynna, NWN2 - 03 DM

Locked
User avatar
dob85y
Ogre
Posts: 692
Joined: Mon Jun 30, 2008 7:55 am
Location: Sydney, Australia

Re: Suggestions

Post by dob85y »

Found this,

I know its been mentioned in the past, just couldnt find where, it keeps track of the server status and players on the server.

http://nwvault.ign.com/View.php?view=NW ... ail&id=197
"thats dob85y, sound it out! - d o b b s y"
"Hey man, this aint no game, this is serious"

Shiver

Previous Toon
Ward Halliams - Priest of Kelemvor
Tirus Blazingeye
Ryu Yahchamazina Shield of Helm - Everwatch Knights
User avatar
Brokenbone
Chosen of Forumamus, God of Forums
Posts: 5771
Joined: Mon May 16, 2005 1:07 am
Location: London, Ontario, Canada

Re: Suggestions

Post by Brokenbone »

Re: AL's post, informative. However, consulting maybe in a wider group than TSM (like "however ACR gets agreed on") might be advisable.

Note in particular on the [edit], "Speak Languages" is among the rarest of skills, in that no dice rolling ever takes place with it per the SRD. It's a black and white "know a language or not" deal. No DC 15, 20, 30, whatever in order to get the gist of a spoken language.

Contrast this with Decipher Script, where yes, you can figure out snippets of a language, but it takes ten rounds / full minute per page.... DC checks etc. are definitely involved there, even Wisdom checks. This makes some sense to me, if a native speaker of say, Spanish, blasts out some complex thought in some fashion, I'm going to be completely baffled. Put it on paper, and I'll be able to cobble together some other thoughts, notice similar roots to English I know well, French I know moderately, or the teeny tiny bit of Latin that I've got too. Or exposure to Sesame Street, you get the idea, sometimes you'll recognize patterns and roots if given enough time, right under your nose, which is something different than listening to the language.

Anyhow, just a quick point there.
ALFA NWN2 PCs: Rhaggot of the Bruised-Eye, and Bamshogbo
ALFA NWN1 PC: Jacobim Foxmantle
ALFA NWN1 Dead PC: Jon Shieldjack

DMA Staff
User avatar
Brother Humphrey
Kosher Kojak
Posts: 1116
Joined: Wed Aug 18, 2004 12:59 pm
Location: Hadera, Israel

Re: Suggestions

Post by Brother Humphrey »

I can't remember if I mentioned this before, but it seems odd to me that healing supplies are not offered at a discount to the faithful, as healing spells are. There are very few sources of discount healing potions IG, and none of them, afaik, are temples.
<paazin> Elves I bet are kinda fun to play.
<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much

Current Server: TSM

Current PC: Delshandra
Pwned PCs: Lemuel,Skimmer,Clevon,Juno,Gilbert,BH,Dunkin,Osk & Rodney

Current Status: Highly Mobile
User avatar
Lucas Manderik
Kobold Footpad
Posts: 28
Joined: Fri Mar 14, 2008 1:56 am

Re: Suggestions

Post by Lucas Manderik »

Creature weapons cannot be used for subdual damage... Unfortunately, I believe this includes unarmed strikes (haven't tested as I'm playing a pacifist, but yeah...)
...Nasty...

It's always so much longer / Than you counted on / And it hits you so much harder / Than you thought
...wait, is this song about prison?
User avatar
AsteroidX
Brown Bear
Posts: 249
Joined: Wed May 07, 2008 8:06 am

Re: Suggestions

Post by AsteroidX »

the spirit at the fouchlan is not susceptible to clerics....might be a feature.
User avatar
AcadiusLost
Chosen of Forumamus, God of Forums
Posts: 5061
Joined: Tue Oct 19, 2004 8:38 am
Location: Montara, CA [GMT -8]
Contact:

Re: Suggestions

Post by AcadiusLost »

Lucas Manderik wrote:Creature weapons cannot be used for subdual damage... Unfortunately, I believe this includes unarmed strikes (haven't tested as I'm playing a pacifist, but yeah...)
Actually, unarmed attacks work with the subdual system we're using here. Unfortunately, while in subdual mode, you can't get benefits from "Weapon Focus: Unarmed" and related feats (as it's sneakily giving you a hidden creature weapon for the duration of the subdual mode).

But, in a pinch, you can certainly subdue PCs, NPCs, or creatures while unarmed.
User avatar
Lucas Manderik
Kobold Footpad
Posts: 28
Joined: Fri Mar 14, 2008 1:56 am

Re: Suggestions

Post by Lucas Manderik »

AcadiusLost wrote:
Lucas Manderik wrote:Creature weapons cannot be used for subdual damage... Unfortunately, I believe this includes unarmed strikes (haven't tested as I'm playing a pacifist, but yeah...)
Actually, unarmed attacks work with the subdual system we're using here. Unfortunately, while in subdual mode, you can't get benefits from "Weapon Focus: Unarmed" and related feats (as it's sneakily giving you a hidden creature weapon for the duration of the subdual mode).

But, in a pinch, you can certainly subdue PCs, NPCs, or creatures while unarmed.

Ah, that is good to hear, I just remember seeing something about "incompatible creature weapon" or something, though it may have been something else, but will be glad to know that subdual works with it.

Also, nwn2 lacks a counterspelling system, which would be useful for mages, I have no idea if that would be possible to implement or not, though...
...Nasty...

It's always so much longer / Than you counted on / And it hits you so much harder / Than you thought
...wait, is this song about prison?
User avatar
Brother Humphrey
Kosher Kojak
Posts: 1116
Joined: Wed Aug 18, 2004 12:59 pm
Location: Hadera, Israel

Re: Suggestions

Post by Brother Humphrey »

I must say, as a person who has played a wizard in an environment that led itself to "mage duel" situations, the lack of counterspelling pains me, even if I'm just playing a leatherneck jarhead with a nifty hot-butter knife.
<paazin> Elves I bet are kinda fun to play.
<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much

Current Server: TSM

Current PC: Delshandra
Pwned PCs: Lemuel,Skimmer,Clevon,Juno,Gilbert,BH,Dunkin,Osk & Rodney

Current Status: Highly Mobile
User avatar
bartleby
Brown Bear
Posts: 276
Joined: Fri Apr 16, 2004 10:01 pm
Location: New York

Re: Suggestions

Post by bartleby »

http://nwvault.ign.com/View.php?view=NW ... tail&id=53

Does anyone know if this counterspelling works? Maybe i could look at tweaking it a bit if not its just lame to not have counterspelling ...
danielmn
Fionn In Disguise
Posts: 4678
Joined: Sat Nov 05, 2005 9:08 pm

Re: Suggestions

Post by danielmn »

But the real question is...


Is there any way of countersmelling Burt? :P
Swift wrote: Permadeath is only permadeath when the PCs wallet is empty.
Zyrus Meynolt: [Party] For the record, if this somehow blows up in our faces and I die, I want a raise

<Castano>: danielnm - can you blame them?
<danielmn>: Yes,
<danielmn>: Easily.

"And in this twilight....our choices seal our fate"
User avatar
Lucas Manderik
Kobold Footpad
Posts: 28
Joined: Fri Mar 14, 2008 1:56 am

Re: Suggestions

Post by Lucas Manderik »

danielmn wrote:But the real question is...


Is there any way of countersmelling Burt? :P

Well, that would require either to have either
1) ranks in Smellcraft to where you can identify what smell is being used and use the same one to "defeat" it, or
2) the a Countersmell spell prepared/available and rolling a successful smellcraft check... (+10 for using deodorizing sprays, I hear...)
...Nasty...

It's always so much longer / Than you counted on / And it hits you so much harder / Than you thought
...wait, is this song about prison?
User avatar
Regas
ALFA Representative
Posts: 2254
Joined: Thu May 20, 2004 1:00 am
Location: USA

Re: Suggestions

Post by Regas »

Could we please give some serious consideration to allowing travel up and down the river via boats? I hate haveing to spend half my play time slogging up and down the road just to try and find some pcs to interact with.

The old Silvy mod had a nice little system of boats to move the pcs around.

Thank you,

Regas
Game spy ID: Regas Seive
GMT -5(EST)
Magile
Otyugh
Posts: 920
Joined: Wed Jan 07, 2004 7:00 pm
Location: The Big Nowhere

Re: Suggestions

Post by Magile »

Regas Seive wrote:Could we please give some serious consideration to allowing travel up and down the river via boats? I hate haveing to spend half my play time slogging up and down the road just to try and find some pcs to interact with.

The old Silvy mod had a nice little system of boats to move the pcs around.

Thank you,

Regas
... and make it affordable :|
Part of ALFA since May 2000.
NWN 2 PC (BG): Layali Mae (Arcane Trickster)
NWN 2 PC (MS): Marius Lobhdain (Druid)
Curmudgeon in IRC wrote:(2:29:40 PM) Curmudgeon: The community wants 24/7 DM coverage, free xp, and a suit of mithral plate mail in every pchest.
Dorn
Haste Bear
Posts: 2196
Joined: Sat Apr 17, 2004 5:00 pm
Location: Australia (West - GMT+8)

Re: Suggestions

Post by Dorn »

Something uthgardt. It is afterall the only place in faerun they're found. Unless i just need to explore more and haven't seen it.

...........if someone were to make Beorunnas Well for the DM team would it get a look in? or too far off the beatin' track?
playing Nathaniel Ward - Paladin of the Morninglord and devout of Torm (cookie cutter and proud of it)
User avatar
AsteroidX
Brown Bear
Posts: 249
Joined: Wed May 07, 2008 8:06 am

Re: Suggestions

Post by AsteroidX »

There is something Uhtgarth on the server (no spoiler added)

Uthgarth are found in various tribes elsewhere in Fauren as well. The High Forest actually has a tribe there as well. Guardians of the Great Oak or some such. More info on the Uthgarth can be found in Forgotten Realms campaign settings resource manual but Ill do a quick summary:

Black Lion tribe: betrayers of Uthgarth tradition settled near Beorums well and have given uop worshiping Uthgar in liue of Helm, and the Triad. Ancestral mound: Beorunnas well. Ritual enemy: Tundra Barbarians

Black Raven Tribe: Most traditional tribe They fly into battle atop giant ravens. Ritual mound: Raven Rock . Ritual Enemy: Griffon tribe, foreign merchants and clerics.

Elk Tribe: wanderers of the Evermoors and around the Dessarin river. Bandits. Most gave up worship of Uthgar in favor of Talos. Ancestral mound: Flint rock Ritual enemt: A dead northern civilization

Gray Wolf tribe: Lycanthropes that turn into wolves on full moons. This curse leaves after several years absent the tribe. Ancestral mound: Raven Rock Ritual enemy: Orcs

Great Worm tribe: Lead bt a dead draconic creatuire the leaders where armor made from its hide mainaining there faith. Ancestral Mound: Great Worm Cavern. Ritual enemy: Evil Creatures

Griffon Tribe: Ancestral mound: Shinig White Ritual Enemy: Northern Cities\

Red Tiger tribe: Nomadic hunters using stone sharpened triple claw daggers called "tigers claws". Found around Beorunnas well. Ancestral mound: Beorunnas well. Ritual enemy: Blue Bear Tribe (deceased)

Sky Pony tribe: Mosta ctive tribe. Faithfyl followers of Tempus. Ancestral Mound: One Rock Ritual enemy: Orcs

Thunderbeast tribe: Most civilized tribe living near the High Forest (non farming) Clans totem is a Giant dinosaur Ancestral mound Morgurs mound Ritual enemy: Wolves

Tree Ghost tribe: After years of conflict the tribe has declared themselves t6o be protectors of the Grandfaqther Tree (High Forest) They live in peace with other inhabitants that have respect for the tree. Ancestral mound: Grandfather Tree Ritual enemy: Evil undead creatures.


And there ya have it everything you ever wanted to know Uthgarth and probably more......... :coffee:
Locked