NWN: Deviations from 3e.

Ysgarran

Registered User
I thought I would start a list of known differences between 3e and the NWN engine...

One that surprised me is that halflings (and probably gnomes) do not get a +1 to their AC due to size.

Others?
 

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Paladins don't get holy weapon. :(

XP is earned at 10% the rate earned in 3E.

You can't dual-wield scimitars.

A chain shirt is considered medium armor.
 

The differences are legion.

Bardic music is less flexible and more powerful in combat.
Diplomacy is now two skills: Taunt and Persuade.
Familiars are more powerful.
Parrying is now a skill, with many resulting differences.
Expertise is replaced by parrying.
Power Attack is an inflexible -5/+5 adjustment.
Dwarfs, gnomes, and halflings don't have reduced movements.
Discipline is now a skill that opposes special maneuvers and taunt.
Special maneuvers generally have a penalty to hit and are opposed by discipline, not by an attack roll.
Summoned critters last for 24 hours.
Hit points heal completely when resting.
Death costs 10% of your gold and 50 xp/level.

Any others?
Daniel
 

Pielorinho said:
Hit points heal completely when resting.

Toned down, this would probably not be such a bad idea for p&p games. One of the tougher assignments is usually bribing someone to be the party medic.
 

Just about everything stacks, from what I can tell.

This could either be a huge or minor problem, depending on how strictly the game adheres to a +10 max bonus.
 



Power Word Kill and Power Word, Stun are Divination Spells.

Mordekainen's Sword is a Transmutation spell

Incendiary Cloud is an Evocation

The new spell 'Greater Stoneskin' is a Transmutation

Specialist Wizards have their opposition school pre-chosen for them.
 
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Sorcerer can swap out spells.

No Magic Item Creation Feets.

Paladin has no Mount, Holy Sword and no Detect Evil.

Not all Feets and Skills are there and those who are, are different.

Have FUN!
Baumi
 
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