Description
Features
Requirements
Abilities
races
classes
Skills
feats
combat
NW
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Combat |
Combat
is an integral part of any RPG, and Neverwinter Nights
is no exception! NWN is going to take RPG combat to
where it should be; you will be able to attack, but
enemies will dodge and parry. If you wish to, your
character can parry incoming attacks, make called shots,
attempt to overbear and even disarm opponents. |
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Real-Time
Combat |
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Combat
in Neverwinter Nights will be in real-time but it will not be a
click-fest. Your turn to perform an action arises once every six
seconds. Once you give the command to attack a given creature,
your character will continue to do so until the enemy is dead or
you have given them a new command. However, special attacks like
called shots, parries, disarms, and spell-casting will not
automatically repeat. Unlike Baldur's Gate, players will not
have the ability to pause (however if a live DM is involved,
they will be able to pause the game). |
Armour
Class |
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Armor
Class (AC) represents the difficulty for an opponent to score a
hit that inflicts damage on a scale from 10 to 30. AC is
determined by the type of armor your character wears and is
modified by factors such as Dexterity, magical effects, and
combat modifiers. This new system replaces the old THACO system
of previous editions. You just roll a d20 and add modifiers for
Strength, magical effects, class, level, etc. and that's the AC
you can hit. |
Saving
Throws |
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There
are three categories for saving throws: Reflex (dodge, area
effect spells), Will (mind-influence, charms), and Fortitude
(poison, etc.). There will be one base number to achieve
modified by ability, class, and level bonuses. Dexterity will
affect Reflex saves; Wisdom will affect Mental saves; and
Constitution will affect Fortitude saves.
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Spell
Casting |
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Clerics,
Druids, Wizards, Sorcerers, and Bards can all cast spells. The
number of spells per level that can be cast per day is
determined by the character's class and level. Additional spells
are granted for high Wisdom (Clerics and Druids), Intelligence
(Wizards), or Charisma (Sorcerers and Bards). Wizards also have
a certain number of cantrips (lower level spells such as Read
Magic and Detect Magic) they can learn per day. Clerics and
Druids no longer have to pray for healing spells, but can now
"Convert" spells into healing magic (d8 per spell
level).
Spellcasters who are
injured during a round will still have an opportunity to cast a
spell that round by making a successful Concentration check (DC
= 10 + HP of damage taken + level of spell). Opponents will have
three other methods of disrupting a spell:
- Ready - an action
that allows a combatant to specify a trigger event on which
to act (such as a spellcaster beginning a spell)
- Counterspell - an
action where one spellcaster attempts to thwart the spell of
another by casting the same spell at the same time.
- Disrupt - a
specialized use of the spell "Dispel Magic".
3rd Edition uses a concept
called an "Attack of Opportunity". This allows
opponents within melee range a free attack when you do something
that would drop your guard (such as spellcasting). So when a
spellcaster begins a spell, opponents within melee range get
free attacks (assuming that they are capable of doing so within
certain restrictions on levels and abilities). This could have
the dual negative effects of causing the caster to take damage
and lose the spell being cast. |
Death |
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The
penalty for death can be set by the server hosting the module.
They can range from immediate resurrection with no losses to
having a high level Cleric resurrect you or losing items, gold
and XP. Servers can even be set so that death is permanent.
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