mne s hra hrozne kouse pokazde kdyz se postavicka nejak pohne se to zacne hryzat.zkousel sem menit nastaveni zatim sem na nic neprisel. mam win7.
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chyby hry
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Dishonored 2
In Dishonored player gets a lot of choices in character progression and story so we could called it an RPG.
This is concept art for upcoming sequel from gameinformer.
http://imgur.com/gallery/igSY2
This is concept art for upcoming sequel from gameinformer.
http://imgur.com/gallery/igSY2
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My first impressions (and my second impressions)
I've finished SoD for the first time just two days ago, and my playthrough gave me a lot to think about. I've played and loved the Baldur's Gate series since the original game's release, but up until I started playing SoD, I've never really put much thought into what the games' overall themes were.
I first played Dragonspear back in early April just after its release. I played it with two different parties, but neither has gotten past the starting stages of chapter 3. I think part of the reason why I didn't put much effort into finishing these playthroughs was that my initial experience with the game jarred with my prior expectations.
For me, Baldur's Gate represents many things, but two of the ones that typically come to mind when I think of BG are adventure and mystery. And I think the first two chapters of SoD, the ones I've originally played, gave me a false first impression of what the whole game is like. It seemed like adventure was gone, and it had been taken over by war and misery. I realize why these chapters are necessary from a storytelling standpoint, and they're certainly delivered competently, but they're not a good indication of what the player should expect from SoD going forward.
While the war theme is, of course, heavily present throughout the entire SoD story, luckily in the later chapters adventure returns and restores that happy equilibrium of tones that I think any successful Baldur's Gate game needs to aim for. While my first impression gave me reasons to worry, I'm now happy to say that I think SoD gets stronger as it goes along.
The game has also turned out to be a lot longer than I had thought, which, given my satisfaction with the middle to end parts of the game, is a good thing as far as I'm concerned. The third time around I played a solo character in order to be able to get through the game more quickly and actually finish it that time, and now that I'm done, I can't wait to return with another character to give some of those companions a try.
Overall I think Beamdog did a great job with SoD, and even though I was a bit discouraged at fist, after giving it a fair shake I think it might even be my favorite one of the Baldur's Gate expansions. I think it's more substantive than Tales of the Sword Coast (and not just from a play time perspective), and it gets closer to the essence of "the Baldur's Gate experience" than Throne of Bhaal ever managed to. (Though Watcher's Keep is still a kickass dungeon, for sure.)
So, to cut this rambling mess of a post short, I'm grateful to everyone who worked on this game. You all did a great job, and I'm really glad I've finally played it. It's now officially part of my BG head-canon, and I'm certain I'll return to play it many times in the coming years.
I first played Dragonspear back in early April just after its release. I played it with two different parties, but neither has gotten past the starting stages of chapter 3. I think part of the reason why I didn't put much effort into finishing these playthroughs was that my initial experience with the game jarred with my prior expectations.
For me, Baldur's Gate represents many things, but two of the ones that typically come to mind when I think of BG are adventure and mystery. And I think the first two chapters of SoD, the ones I've originally played, gave me a false first impression of what the whole game is like. It seemed like adventure was gone, and it had been taken over by war and misery. I realize why these chapters are necessary from a storytelling standpoint, and they're certainly delivered competently, but they're not a good indication of what the player should expect from SoD going forward.
While the war theme is, of course, heavily present throughout the entire SoD story, luckily in the later chapters adventure returns and restores that happy equilibrium of tones that I think any successful Baldur's Gate game needs to aim for. While my first impression gave me reasons to worry, I'm now happy to say that I think SoD gets stronger as it goes along.
The game has also turned out to be a lot longer than I had thought, which, given my satisfaction with the middle to end parts of the game, is a good thing as far as I'm concerned. The third time around I played a solo character in order to be able to get through the game more quickly and actually finish it that time, and now that I'm done, I can't wait to return with another character to give some of those companions a try.
Overall I think Beamdog did a great job with SoD, and even though I was a bit discouraged at fist, after giving it a fair shake I think it might even be my favorite one of the Baldur's Gate expansions. I think it's more substantive than Tales of the Sword Coast (and not just from a play time perspective), and it gets closer to the essence of "the Baldur's Gate experience" than Throne of Bhaal ever managed to. (Though Watcher's Keep is still a kickass dungeon, for sure.)
So, to cut this rambling mess of a post short, I'm grateful to everyone who worked on this game. You all did a great job, and I'm really glad I've finally played it. It's now officially part of my BG head-canon, and I'm certain I'll return to play it many times in the coming years.
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Transferring saves to iPad
Hi
Does anyone know the way to transfer saved games from pc to iPad?
For BG I just used to change the saved games to .bg1save and Mail to the iPad, it would then offer the option to copy to BG and then appear in the load menu.
Won't work with IWD - anyone able to offer any help?
Thanks
Does anyone know the way to transfer saved games from pc to iPad?
For BG I just used to change the saved games to .bg1save and Mail to the iPad, it would then offer the option to copy to BG and then appear in the load menu.
Won't work with IWD - anyone able to offer any help?
Thanks
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Do dwarves dream of magical shotguns?
Yes, Phillip K. Dick title pun intended
If you ask me there is some place for the steampunk realm hidden somewhere in Abeir-Toril.
What do you think of binding the 19th century Victorian steam engine era with fantasy in Forgotten realms ?
Imagine the battle with a rogue lich on zeppelin powered by magicaly infused steam engines which is crashing toward the mountain range. You need to figure it out how to survive the fight and the crash. Or,
fix the engine with the spell and make your fighter knock down the lich with the broken steam pipe.![:) :)]()
The endless question which gives me sleepless nights is:
Do dwarves dream of magical shotguns? And by that I mean pixie powder infused shotguns.
![]()
EDIT: Sorry for grammar error in second option but I can't fix it.

If you ask me there is some place for the steampunk realm hidden somewhere in Abeir-Toril.
What do you think of binding the 19th century Victorian steam engine era with fantasy in Forgotten realms ?
Imagine the battle with a rogue lich on zeppelin powered by magicaly infused steam engines which is crashing toward the mountain range. You need to figure it out how to survive the fight and the crash. Or,
fix the engine with the spell and make your fighter knock down the lich with the broken steam pipe.

The endless question which gives me sleepless nights is:
Do dwarves dream of magical shotguns? And by that I mean pixie powder infused shotguns.

EDIT: Sorry for grammar error in second option but I can't fix it.
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Is it possible to Solo Level 1 the BG Saga?
Is it possible to Solo Level 1 the BG Saga?
Class: FMT
Difficulty: Core, except at Character Creation to maximize HP
Roll = 90
Str = 18/00, Dex 19, Con 17, Int 15, Wis 3, Cha 18
-Fighter for equipments
-Mage for scrolls and wands
-Thief for Find Traps, backstab, pickpocket
-Alignment: Chaotic Good, Find Familiar: One that has invisibility 10 Radius
-All Thief Points to Find Traps -> 55 + drink Potions of Perceptions
-18/00 Str can break locks -> 45 + occasional knock spells / drink Potions of Master of Thievery
-Starting HP = 15, +12 from Find Familiar, +4 from Larloin's Minor Drain, +1d6 from Vampiric Touch (special), +5 from Helmet of Balduran, Max HP ~ 40
-BG2 lose Vampiric Touch, but gain Armor of Balduran +4 HP
-Pips Longsword++, Longbow++
BG1 THACO:
-Range (max) = 2/0: +3 from Dex 19 / +5 from Dex 24, +1 Specialization, +1 Helm of Balduran, +2 Bracer of Archery, +3 Bow of Marksmanship, +4 Arrow of Piercing, +4 Potion of Power
-Melee (max) = 8/4 : +3 from Str 18/00 / +7 from Str 25, +1 Specialization, +1 Helm of Balduran, +1 Gaunlet of Weapon Expertise, +2 Longsword+2, +4 Potion of Power
BG2 THACO
-Range (max, Dex 24) = -1/-2, Same as BG1, replace Bow of Marksmanship with Elven Court Bow +4 THACO, Tarlash Bow +5 THACO, THACO actually increases because some enemies require +2 or +3 arrows (arrow of piercing is normal or +1 weapon?)
-Melee (max, Str 24) = 4/2, Same as BG1, replace Longsword+2 with Blade of Roses +3/Blackrazor +3, Angurvadal +5
-BG1 Strategy: Wand of Summoning/Fire/Cloudkill + Archer, occasional elemental/magic resistance from green scrolls/potions
-BG2 Strategy: Wand of Summoning/Fire, Simularcum + scroll exploits (helmet with 1 free casting per day), occasional elemental/magic resistance from green scrolls/potions
-ToB Strategy: Clay Golem (immune to all except death spell/blunt weapons), Wand of Summoning, Simularcum exploit, occasional elemental/magic resistance from green scrolls/potions
-I foresee that this setup should be able to overcome all storyline encounters except the Amelissan final battle. The only problem in this battle is the initial setup. Amelissan likes to summon a lot monsters and my solo PC will be overwhelmed.
-The only other difficult challenge is the level 3 Watcher's Keep where you have to face at least 1 demons encounter.
-I may miss equipments that can further enhance my PC survival and THACO.
Questions:
-Does a level 1 simulacrum clone automatically die because a level drain of level 1 = level 0?
-Is longsword the optimized melee weapon for the BG saga? I think a shield is necessary for AC purposes and longswords have the most variety, availability and effects.
-How to tell whether a monster deals blunt or slashing attack? It's trivial for opponents that use weapons. What about trolls, werewolves, mindflayers, demons, etc? Stab animation = piercing? Claw animation = slashing? Punch animation = blunt?
Class: FMT
Difficulty: Core, except at Character Creation to maximize HP
Roll = 90
Str = 18/00, Dex 19, Con 17, Int 15, Wis 3, Cha 18
-Fighter for equipments
-Mage for scrolls and wands
-Thief for Find Traps, backstab, pickpocket
-Alignment: Chaotic Good, Find Familiar: One that has invisibility 10 Radius
-All Thief Points to Find Traps -> 55 + drink Potions of Perceptions
-18/00 Str can break locks -> 45 + occasional knock spells / drink Potions of Master of Thievery
-Starting HP = 15, +12 from Find Familiar, +4 from Larloin's Minor Drain, +1d6 from Vampiric Touch (special), +5 from Helmet of Balduran, Max HP ~ 40
-BG2 lose Vampiric Touch, but gain Armor of Balduran +4 HP
-Pips Longsword++, Longbow++
BG1 THACO:
-Range (max) = 2/0: +3 from Dex 19 / +5 from Dex 24, +1 Specialization, +1 Helm of Balduran, +2 Bracer of Archery, +3 Bow of Marksmanship, +4 Arrow of Piercing, +4 Potion of Power
-Melee (max) = 8/4 : +3 from Str 18/00 / +7 from Str 25, +1 Specialization, +1 Helm of Balduran, +1 Gaunlet of Weapon Expertise, +2 Longsword+2, +4 Potion of Power
BG2 THACO
-Range (max, Dex 24) = -1/-2, Same as BG1, replace Bow of Marksmanship with Elven Court Bow +4 THACO, Tarlash Bow +5 THACO, THACO actually increases because some enemies require +2 or +3 arrows (arrow of piercing is normal or +1 weapon?)
-Melee (max, Str 24) = 4/2, Same as BG1, replace Longsword+2 with Blade of Roses +3/Blackrazor +3, Angurvadal +5
-BG1 Strategy: Wand of Summoning/Fire/Cloudkill + Archer, occasional elemental/magic resistance from green scrolls/potions
-BG2 Strategy: Wand of Summoning/Fire, Simularcum + scroll exploits (helmet with 1 free casting per day), occasional elemental/magic resistance from green scrolls/potions
-ToB Strategy: Clay Golem (immune to all except death spell/blunt weapons), Wand of Summoning, Simularcum exploit, occasional elemental/magic resistance from green scrolls/potions
-I foresee that this setup should be able to overcome all storyline encounters except the Amelissan final battle. The only problem in this battle is the initial setup. Amelissan likes to summon a lot monsters and my solo PC will be overwhelmed.
-The only other difficult challenge is the level 3 Watcher's Keep where you have to face at least 1 demons encounter.
-I may miss equipments that can further enhance my PC survival and THACO.
Questions:
-Does a level 1 simulacrum clone automatically die because a level drain of level 1 = level 0?
-Is longsword the optimized melee weapon for the BG saga? I think a shield is necessary for AC purposes and longswords have the most variety, availability and effects.
-How to tell whether a monster deals blunt or slashing attack? It's trivial for opponents that use weapons. What about trolls, werewolves, mindflayers, demons, etc? Stab animation = piercing? Claw animation = slashing? Punch animation = blunt?
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Is storing items in containers "safe?"
Like if I have an item(s) that I want to keep but don't want to have to carry it everywhere (with it taking up precious inventory space), can I store it in a chest or cupboard or bookshelf somewhere? Like say in a room at the Friendly Arm Inn, or at Firebead's house in Beregost? Or would the items disappear after a while? Thanks in advance!

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Soulmarine's BG:EE Wood GUI

ALL DOWNLOADS & UPDATES RELATED TO BG:EE WOOD GUI MOD
Soon... Currently Working on IWD:EE Frostwood Gui Mod
BGEE Wood GUI - INVENTORY WIP
![image]()
BGEE Wood GUI - INVENTORY ALTERNATIVE WIP
![image]()
BGEE Wood GUI - WORLDMAP WIP

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Dorn Romance Broken After Updating to V2.3?
So I updated to V2.3 while the Dorn romance was in progress. I've already had the first romance scene (my character slept with him once). I loaded up my game today, after updating, and finished the Resurrection Gorge quest. I know that there is supposed to be another romance scene with Dorn almost immediately after finishing Resurrection Gorge, but it didn't happen. It's supposed to happen, I believe, the first time you rest after finishing Resurrection Gorge. So I tried resting again. Still nothing. I tried reloading. Nothing. I tried resting several times in a row to see if Dorn would ever initiate the romance dialog. Big surprise: Didn't work.
So, um, did the update break existing romances? Because if it did, I'm going to have to start the entire game over AGAIN.
Does it have something to do with the fact that I trapped both demons in the Abyssal Blade, making Dorn a fallen blackguard? Because that was never a problem in the past.
I tried checking the romance variables with C:GetGlobal("DORN_ROMANCE","GLOBAL")
I got a message saying that that command or whatever doesn't exist.
So what to do now?
So, um, did the update break existing romances? Because if it did, I'm going to have to start the entire game over AGAIN.
Does it have something to do with the fact that I trapped both demons in the Abyssal Blade, making Dorn a fallen blackguard? Because that was never a problem in the past.
I tried checking the romance variables with C:GetGlobal("DORN_ROMANCE","GLOBAL")
I got a message saying that that command or whatever doesn't exist.
So what to do now?
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Ajantis or Yeslick?
So my party is:
Thief/Mage (multi) charname
Imoen
Garrick
Branwen
Ajantis
Coran
I initially planned for Yeslick to be my main tank and I picked up Ajantis right before the bandit camp (because I figured I could use the extra muscle up front). Now that I'm in the Cloakwood Mines, I kind of don't want to give up Ajantis. His personality seems to meld well with the party and Branwen is doing a fine tanking job.
I know Yeslick is probably the smart choice, but I'm open to hear why I should keep Ajantis. Also, Branwen is staying...at least I think so...
p.s. is the game easier since the latest updates? I'm playing on core, but things seems way easier than I remember before the expansion.
Thief/Mage (multi) charname
Imoen
Garrick
Branwen
Ajantis
Coran
I initially planned for Yeslick to be my main tank and I picked up Ajantis right before the bandit camp (because I figured I could use the extra muscle up front). Now that I'm in the Cloakwood Mines, I kind of don't want to give up Ajantis. His personality seems to meld well with the party and Branwen is doing a fine tanking job.
I know Yeslick is probably the smart choice, but I'm open to hear why I should keep Ajantis. Also, Branwen is staying...at least I think so...
p.s. is the game easier since the latest updates? I'm playing on core, but things seems way easier than I remember before the expansion.
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Kitted Multi-Classing
One of the exciting things that was added to the 2.0 Engine was the ability to select a kit for a multi-classed character during character creation. Currently this feels more like an engine hack than an intended functionality, but it is still a new option that should be explored. There are two ways to assign kits to multi-classes during CharGen, and each of them has some underlying issues.
The first method is to add a single-class kit to an appropriate multi-class kit table. For example, adding the Swashbuckler to the Fighter/Thief table enables the selection of the Swashbuckler for a Fighter/Thief character. You will get the appropriate kit bonuses, but the game will treat you as an unkitted multi-class during character creation (which means that you are not subject to alignment or ability score requirements for the kit, nor kit restrictions on weapon proficiencies or skills). In addition, once you load into the game, the game will say you are an unkitted multi-class in the class description of your character (under the portrait in your character record), and you would not be able to view the description of your kit.
The alternative method is to remake the class as a multi-class kit using the AddKit function of WeiDu and setting the base class of the kit to be a multi-class. This allows you to enforce kit restrictions during character generation, and also allows you to display a custom class name under your portrait and in your inventory (e.g. Fighter/Swashbuckler rather than Fighter/Thief). The disadvantage to this method, however, is that the engine completely disregards the CLAB file you provide for your kit, and instead chooses to use the base class CLAB files (so a Fighter/Swashbuckler would have the base Fighter and base Thief CLABs applied to them.) This prevents application of kit bonuses, making what would otherwise be the preferable solution veritably unusable.
To rectify this problem, and make the second method a viable option, I have developed a macro that handles the assignment of kit abilities within the base class CLAB files. This macro adds a single line to the six base classes that are able to multi-class (fighter, ranger, cleric, druid, mage, thief), and allows for an unlimited number of multi-class kit abilities to be applied via this single line. This system will have no impact on other classes that use these CLAB files. The first component of the mod attached to this post (KittedMulti.rar) demonstrates the installation of a Kensai/Thief kitted multi-class. (As an aside, this system could easily be automated to add single-kit options to each multi-class during character creation removing the need to go into EEKeeper to do this. I'd be willing to code such a mod if there was interest.)
What is possibly even more exciting is that this system enables the application of multiple kits on a single multi-class character. The second component of the attached mod demonstrates a very rough Berserker / Priest of Talos double-kitted multi-class.
To enable the selection of your kit from the multi-class kit table (and grant appropriate kit abilities), you simply need to include the attached library, add 8 lines of code to your mod installation file and include a couple files somewhere in your mod structure (the library and game files are in QD_MULTICLASS.rar). The actual function call should be included immediately after Wisp's fl#add_kit_ee function. You should also run the qd_multiclass_tables function at the beginning of any component that includes multi-class kits, to ensure that the necessary tables exist for ADD_KIT to use.
I should note that, as with any system like this one, there are inherent restrictions. The two requirements that I am aware of are 1) the spell files referenced in the CLAB (e.g. the AP_SPCL123 spells) cannot have filenames longer than 7 characters, and 2) the kit name cannot contain a WeiDu regexp character (any of these: $^.*+?[]\ ). I'm sure that more requirements will become apparent as people utilize this library and break it.
I am publishing this library so that others may make multi-class kits more reliably and efficiently. I do not require nor expect modders to contact me requesting permission to use this library. If you encounter errors in this library, please contact me so that I can provide fixes and updates.
The first method is to add a single-class kit to an appropriate multi-class kit table. For example, adding the Swashbuckler to the Fighter/Thief table enables the selection of the Swashbuckler for a Fighter/Thief character. You will get the appropriate kit bonuses, but the game will treat you as an unkitted multi-class during character creation (which means that you are not subject to alignment or ability score requirements for the kit, nor kit restrictions on weapon proficiencies or skills). In addition, once you load into the game, the game will say you are an unkitted multi-class in the class description of your character (under the portrait in your character record), and you would not be able to view the description of your kit.
The alternative method is to remake the class as a multi-class kit using the AddKit function of WeiDu and setting the base class of the kit to be a multi-class. This allows you to enforce kit restrictions during character generation, and also allows you to display a custom class name under your portrait and in your inventory (e.g. Fighter/Swashbuckler rather than Fighter/Thief). The disadvantage to this method, however, is that the engine completely disregards the CLAB file you provide for your kit, and instead chooses to use the base class CLAB files (so a Fighter/Swashbuckler would have the base Fighter and base Thief CLABs applied to them.) This prevents application of kit bonuses, making what would otherwise be the preferable solution veritably unusable.
To rectify this problem, and make the second method a viable option, I have developed a macro that handles the assignment of kit abilities within the base class CLAB files. This macro adds a single line to the six base classes that are able to multi-class (fighter, ranger, cleric, druid, mage, thief), and allows for an unlimited number of multi-class kit abilities to be applied via this single line. This system will have no impact on other classes that use these CLAB files. The first component of the mod attached to this post (KittedMulti.rar) demonstrates the installation of a Kensai/Thief kitted multi-class. (As an aside, this system could easily be automated to add single-kit options to each multi-class during character creation removing the need to go into EEKeeper to do this. I'd be willing to code such a mod if there was interest.)
What is possibly even more exciting is that this system enables the application of multiple kits on a single multi-class character. The second component of the attached mod demonstrates a very rough Berserker / Priest of Talos double-kitted multi-class.
To enable the selection of your kit from the multi-class kit table (and grant appropriate kit abilities), you simply need to include the attached library, add 8 lines of code to your mod installation file and include a couple files somewhere in your mod structure (the library and game files are in QD_MULTICLASS.rar). The actual function call should be included immediately after Wisp's fl#add_kit_ee function. You should also run the qd_multiclass_tables function at the beginning of any component that includes multi-class kits, to ensure that the necessary tables exist for ADD_KIT to use.
LAF qd_multiclass_tables STR_VAR mc_dir = ~YourMod/data/structure/here~ END
ADD_KIT ~EXAMPLE~
[...]
LAF fl#add_kit_ee
[...]
END
LAF qd_multiclass
STR_VAR
kit_name = [the internal name of the kit]
kit_clab = [the CLAB file you would like used; this file must exist prior to using this macro]
base_class = [the first letter of base class that you wish to tie the abilities to; accepts F, R, P, D, M, T]
mc_dir = [the directory in your mod file structure that includes the four accompanying IE files]
END
I should note that, as with any system like this one, there are inherent restrictions. The two requirements that I am aware of are 1) the spell files referenced in the CLAB (e.g. the AP_SPCL123 spells) cannot have filenames longer than 7 characters, and 2) the kit name cannot contain a WeiDu regexp character (any of these: $^.*+?[]\ ). I'm sure that more requirements will become apparent as people utilize this library and break it.
I am publishing this library so that others may make multi-class kits more reliably and efficiently. I do not require nor expect modders to contact me requesting permission to use this library. If you encounter errors in this library, please contact me so that I can provide fixes and updates.
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[MOD] NPC Mod for BGEE: Helarine, Doomguide of Kelemvor (Beta v1)
The first "Alpha" release of this mod is available for download! See links below...
Download Helarine NPC Mod: (Current Version: Beta v1)
* BioWare Social Network Project Page
Preview
----
![image]()
"Death is something I am familiar with..." - Helarine
Features
----
- Helarine, the Doomguide of Kelemvor NPC Cleric (Found in the Friendly Arm Inn, within the walls but outside of the inn. AR2300 for those who think in internal area names.)
- Four-conversation friendship track.
- Three plot-reaction conversations.
- Banters with Faldorn, Branwen, Kivan, Neera, Xzar, Xan, Dorn, Edwin, Eldoth, and Tiax.
Known Bugs
----
- n/a
Reporting Bugs
----
If you find a bug that isn't on the "known bugs" list that you think may have originated in this mod, the best place to let me know would be on the Baldur's Gate forums thread at: "http://forum.baldursgate.com/discussion/comment/257345/".
History
----
- Alpha v1 ("v0.01"): Initial alpha release.
- Alpha v2 ("v0.02"): Fixed kit ability issue. Modifed Helarine's starting inventory. Added 3 new Branwen banters.
- Alpha v3 ("v0.03"): Fixed a number of bugs. Removing Helarine from the party with send her to Friendly Arm Inn. Added 9 new banters (3 Edwin, 3 Eldoth, 2 Dorn, 1 Dorn romance reaction). Separated friendship track from plot reactions. Reduced scroll of protection from undead to one use. Added plot reactions for chapter 4, 5, and a specific scene in chapter 6.
- Beta v1: Added a new friendship track conversation and banter accelerators for all available banters.
Credits
----
Jackkel Dragon (Writing and Design)
@Requiem (Doomguide Kit)
@Isandir (Custom Portrait)
@Drugar (Lore and NPC advice)
@Erg (WeiDU scripting advice)
Updated and Abbreviated Summary of Planned Features (Not Included Yet)
----
- Banters with more of the core NPCs.
- Custom Soundset
* BG2EE continuation (SoA + ToB)
Tentative Summary of Planned Features for BG2EE
----
Shadows of Amn:
Throne of Bhaal:
-------------
(Original Post Below)
Download Helarine NPC Mod: (Current Version: Beta v1)
* BioWare Social Network Project Page
Preview
----

"Death is something I am familiar with..." - Helarine
Features
----
- Helarine, the Doomguide of Kelemvor NPC Cleric (Found in the Friendly Arm Inn, within the walls but outside of the inn. AR2300 for those who think in internal area names.)
- Four-conversation friendship track.
- Three plot-reaction conversations.
- Banters with Faldorn, Branwen, Kivan, Neera, Xzar, Xan, Dorn, Edwin, Eldoth, and Tiax.
Known Bugs
----
- n/a
Reporting Bugs
----
If you find a bug that isn't on the "known bugs" list that you think may have originated in this mod, the best place to let me know would be on the Baldur's Gate forums thread at: "http://forum.baldursgate.com/discussion/comment/257345/".
History
----
- Alpha v1 ("v0.01"): Initial alpha release.
- Alpha v2 ("v0.02"): Fixed kit ability issue. Modifed Helarine's starting inventory. Added 3 new Branwen banters.
- Alpha v3 ("v0.03"): Fixed a number of bugs. Removing Helarine from the party with send her to Friendly Arm Inn. Added 9 new banters (3 Edwin, 3 Eldoth, 2 Dorn, 1 Dorn romance reaction). Separated friendship track from plot reactions. Reduced scroll of protection from undead to one use. Added plot reactions for chapter 4, 5, and a specific scene in chapter 6.
- Beta v1: Added a new friendship track conversation and banter accelerators for all available banters.
Credits
----
Jackkel Dragon (Writing and Design)
@Requiem (Doomguide Kit)
@Isandir (Custom Portrait)
@Drugar (Lore and NPC advice)
@Erg (WeiDU scripting advice)
Updated and Abbreviated Summary of Planned Features (Not Included Yet)
----
- Banters with more of the core NPCs.
- Custom Soundset
* BG2EE continuation (SoA + ToB)
Tentative Summary of Planned Features for BG2EE
----
Shadows of Amn:
- 6 conversation friendship track
- 6 conversation "loyalty" track
- Banters with most core NPCs
- Reactivity to core and Overhaul romances
- 6 conversation "loyalty" track
- Banters with most core NPCs
- Reactivity to core and Overhaul romances
Throne of Bhaal:
- 4 conversation friendship track
- 3 conversation "loyalty" track
- Banters with most core NPCs
- Reactivity to core and Overhaul romances
- Epilogue scene(s) based on loyalty to Kelemvor or PC
- 3 conversation "loyalty" track
- Banters with most core NPCs
- Reactivity to core and Overhaul romances
- Epilogue scene(s) based on loyalty to Kelemvor or PC
-------------
(Original Post Below)
Thanks to BGEE, I've been sucked into modding for Baldur's Gate when I'm not working on my other writing projects. Aside from some tinkering, this will be my first major mod for the BG series. But I'm sure people are more interested in reading about the mod than how I came to start working on it, so moving onward...
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Helarine, Doomguide of Kelemvor
Planned Features for Basic Release:
- New human cleric NPC (100%)
- NPC and Player initiated conversations (2/7, 0/?)
- Reactivity to romances and plot stages (1/7)
- Banters with some core NPCs (8/?)
Other Intended Features (may not make the cut):
- Custom Doomguide of Kelemvor kit (100%)
- Interjections in major conversations (0/?)
- Longer relationship track*
- Divergent relationship*
* SoA/ToB continuation *
Features that are NOT Planned:
- Romance
- Banter with other mod NPCs
Before I explain each feature that I feel needs explaining, here's Helarine's in-game Biography (subject to change):
When asked about her past, Helarine becomes quiet and hugs herself tightly. She explains that she once was the servant of an important deity that perished during the Time of Troubles, but refuses to specify which one. Unwilling to relinquish her divine powers, she began her service to the new God of Death, Kelemvor. She claims that she had to go through a significant change of personality to adhere to Kelemvor's wishes, but she doesn't tell you what she was like before her conversion to Kelemvor's clergy. Once the tale is told, she becomes distant and formal once more, leaving further questions unanswered.
Personality
Helarine is cold and aloof, preferring to stay out of the spotlight. When she does talk, she seems to have an obsession with death, and will steer conversations to the subject of mortality. She shifts into a preacher's role when people downplay or refuse to acknowledge the nature of death, but is otherwise calm and formal.
History (Spoilers for intended SoA continuation)
Reactivity to Romances and Plot Stages
As of right now, this mostly means "Helarine will mention this in one conversation and then leave you alone." A draft of a very confrontational reaction to the BGEE romances (focused on the possiblity of death, of course) has already been written. I also plan to make Helarine comment on certain plot developments, such as clearing out the Nashkel mines and a certain reveal about the protagonist's past. Depending on how well I can code the conditions without a GUI conversation editor, I might also make a few more specific romance and plot reactions for Helarine.
Note: For the time being, I only plan to react to core game plot states and BGEE romances.
Custom Doomguide Kit
While a BGEE Doomguide kit *has* been created (here: http://www.shsforums.net/topic/55638-mod-bgee-kitpack/), I'm wary about using a mod to make a mod (and that's not even getting into figuring out if the mod author is okay with me using their work in my mod). I'm also not sure how to make a custom kit, so I doubt I'll be making such a thing very soon without a detailed tutorial.
Interjections in Major Conversations
This goes with the reactivity thing as a "nice to have" element that I might not get to work right. According to the dialogue guide I've read it's a lot easier to make new interjections than in other games I've modded, but I'll still have to find a way to debug conversations I can't control.
"Divergent Relationship"
This is sort of the replacement of a romance track that I have in mind for Helarine. It probably won't show up much in BGEE, but in SoA and ToB Helarine's relationship with the player will potentially alter her alignment and loyalty to the protagonist. If the player works to understand the conflict Helarine has between her old patron deity and her new deity, they can influence whether she stays loyal to Kelemvor or tries to find another patron. If the player is dismissive of Helarine, she becomes even more distant and cold and her loyalty to Kelemvor is assured. (As with interjections, this is a "nice to have" element that isn't necessary, especially in BGEE).
Shadows of Amn/Throne of Bhaal Continuation
When BG2EE comes out, I hope to create a continuation of this mod that completes Helarine's story arc. I suppose I can start writing it as soon as I'm done with the BGEE content, but I doubt it'll get far enough to release until I have some version of BG2 installed again.
Planned Story Arc
This is mostly for my benefit and the benefit of people who can't wait for release (or want to know if they should bother with this mod), but here's my plans for Helarine's story arcs. Hopefully if I get eaten by gibberlings tomorrow and can't finish the mod, at least this thread won't be a complete waste of everyone's time thanks to these plan summaries.
BG1 (BGEE)
Total planned conversations: 11
BG2: SoA (BG2EE)
Total planned conversations: 13
BG2: ToB (BG2EE)
Total planned conversations: 8
How You Can Help
While I have Helarine's personal and plot-based story arcs figured out, I don't know what kind of banters and interjections are expected. Having only secondhand knowledge of some plot scenes in the BG series (I've only got as far as Chapter 5 in BG1 and SoA, and the rest of my knowledge is from guides and videos), I'm not sure where the major plot points are to insert the interjections. If someone could come up with the major points where core and mod NPCs are expected to have interjections, I'll make sure those are worked on.
I'm also not sure what I should put in the player-initiated dialogue section. While I'm not adverse to adding flirts if people require that in an NPC mod, it'd be kind of awkward with Helarine since she's simply not interested in a romance. Aside from that, I can only think of basic questions to ask Helarine that would get old after the first use.
I also might need an editor/beta reader to ensure I don't do anything [i]too[/i] lore-breaking. While I've played a lot of Forgotten Realms-inspired CRPGs, I'm not master of the FR setting, especially during the 2nd Edition timeline.
(It might also be nice to have a custom portrait and some VO for Helarine's combat soundset, but I'll wait until her core content is done before I start begging for an artist or voice actor. :P )
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And that's about it. If you'll excuse me, posting this kinda obligated me to writing 11 BGEE conversations and a few banters to live up to such a big plan. With only 3 drafted, that means I have some work to do.
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Helarine, Doomguide of Kelemvor
Planned Features for Basic Release:
- New human cleric NPC (100%)
- NPC and Player initiated conversations (2/7, 0/?)
- Reactivity to romances and plot stages (1/7)
- Banters with some core NPCs (8/?)
Other Intended Features (may not make the cut):
- Custom Doomguide of Kelemvor kit (100%)
- Interjections in major conversations (0/?)
- Longer relationship track*
- Divergent relationship*
* SoA/ToB continuation *
Features that are NOT Planned:
- Romance
- Banter with other mod NPCs
Before I explain each feature that I feel needs explaining, here's Helarine's in-game Biography (subject to change):
When asked about her past, Helarine becomes quiet and hugs herself tightly. She explains that she once was the servant of an important deity that perished during the Time of Troubles, but refuses to specify which one. Unwilling to relinquish her divine powers, she began her service to the new God of Death, Kelemvor. She claims that she had to go through a significant change of personality to adhere to Kelemvor's wishes, but she doesn't tell you what she was like before her conversion to Kelemvor's clergy. Once the tale is told, she becomes distant and formal once more, leaving further questions unanswered.
Personality
Helarine is cold and aloof, preferring to stay out of the spotlight. When she does talk, she seems to have an obsession with death, and will steer conversations to the subject of mortality. She shifts into a preacher's role when people downplay or refuse to acknowledge the nature of death, but is otherwise calm and formal.
History (Spoilers for intended SoA continuation)
Before the Time of Troubles, Helarine was the daughter of a priest of Bhaal and had begun her training as an acolyte. Once the Godswar began, she and her parents took it upon themselves to kill the followers of other gods to live up to the expectations of the Lord of Murder. After Bhaal's death and Cyric's ascension, Helarine barely escaped the murder of her family by followers of the Dark Sun. Angry and spiteful, Helarine hid away and planned to avenge her deity's death. After the Time of Troubles ended, Helarine began to hunt down followers of the new God of the Dead, Kelemvor. She was killed by one of the clerics she attempted to murder, and her soul was greeted by Kelemvor in the Fugue plane. As her patron deity was dead, Kelemvor was duty-bound to force Helarine's soul to be attached to the Wall of the Faithless, but he offered her a chance to convert. Planning on double-crossing the god, Helarine agreed to take him as her new patron and allowed herself to be raised by the very priest she had tried to kill. As time went on however, she began to feel her personality shifting to match her patron deity, and while she suspected that Kelemvor's priest had placed a geas on her she didn't resist the change. Over the years since her conversion, she has travelled the Sword Coast from Luskan to Baldur's Gate. When the Sword Coast iron crisis begins, she finds herself at the Friendly Arm Inn, and waits there patiently for the problem to smooth itself out.
Reactivity to Romances and Plot Stages
As of right now, this mostly means "Helarine will mention this in one conversation and then leave you alone." A draft of a very confrontational reaction to the BGEE romances (focused on the possiblity of death, of course) has already been written. I also plan to make Helarine comment on certain plot developments, such as clearing out the Nashkel mines and a certain reveal about the protagonist's past. Depending on how well I can code the conditions without a GUI conversation editor, I might also make a few more specific romance and plot reactions for Helarine.
Note: For the time being, I only plan to react to core game plot states and BGEE romances.
Custom Doomguide Kit
While a BGEE Doomguide kit *has* been created (here: http://www.shsforums.net/topic/55638-mod-bgee-kitpack/), I'm wary about using a mod to make a mod (and that's not even getting into figuring out if the mod author is okay with me using their work in my mod). I'm also not sure how to make a custom kit, so I doubt I'll be making such a thing very soon without a detailed tutorial.
Interjections in Major Conversations
This goes with the reactivity thing as a "nice to have" element that I might not get to work right. According to the dialogue guide I've read it's a lot easier to make new interjections than in other games I've modded, but I'll still have to find a way to debug conversations I can't control.
"Divergent Relationship"
This is sort of the replacement of a romance track that I have in mind for Helarine. It probably won't show up much in BGEE, but in SoA and ToB Helarine's relationship with the player will potentially alter her alignment and loyalty to the protagonist. If the player works to understand the conflict Helarine has between her old patron deity and her new deity, they can influence whether she stays loyal to Kelemvor or tries to find another patron. If the player is dismissive of Helarine, she becomes even more distant and cold and her loyalty to Kelemvor is assured. (As with interjections, this is a "nice to have" element that isn't necessary, especially in BGEE).
Shadows of Amn/Throne of Bhaal Continuation
When BG2EE comes out, I hope to create a continuation of this mod that completes Helarine's story arc. I suppose I can start writing it as soon as I'm done with the BGEE content, but I doubt it'll get far enough to release until I have some version of BG2 installed again.
Planned Story Arc
This is mostly for my benefit and the benefit of people who can't wait for release (or want to know if they should bother with this mod), but here's my plans for Helarine's story arcs. Hopefully if I get eaten by gibberlings tomorrow and can't finish the mod, at least this thread won't be a complete waste of everyone's time thanks to these plan summaries.
BG1 (BGEE)
Helarine notices the divine spark in the protagonist, but doesn't recognize what it means. She makes an excuse to join the party when met at the Friendly Arm Inn. She grills the protagonist about their feelings on death, trying to learn anything useful about the protagonist's mindset. Eventually, she realizes that she's being unfair and stops (though she'll start up again briefly if the player starts a romance). In an attempt to fit in again, Helarine shares some stories about her travels after becoming a Doomguide. Even in these she'll focus on the people she's seen die and performed funerals for, however. Once the majority of her stories are over, she'll offer to perfom the protagonist's funeral should they die (along with a separate offer for any romance interest).
While Helarine will note when the protagonist's Bhaalspawn nature is revealed, she only makes a small comment about it possibly being what she saw in the protagonist when she was recruited.
While Helarine will note when the protagonist's Bhaalspawn nature is revealed, she only makes a small comment about it possibly being what she saw in the protagonist when she was recruited.
Total planned conversations: 11
(3 feelings on death, 3 romance, 4 doomguide stories + funeral offer, 1 bhaalspawn revelation)
BG2: SoA (BG2EE)
Helarine will be in Athkatla from the start of Chapter 2. If she was not recruited in BGEE (chosen by player), she won't repeat any of that content (she'll have learned of the protagonist's Bhaalspawn nature and basic tales of their travels).
Before Spellhold (skipped if recruited after), Helarine will question the player's relationship to Imoen. She will also have some extra dialogue in Spellhold that is skipped if recruited later. (If Helarine is recruited after Spellhold, she'll get the basic idea of what happened from the other companions and will still have post-Spellhold dialogues normally.)
In her non-plot dependant arc, Helarine admits early on about her upbringing as an acolyte of Bhaal. If the player is dismissive of her in this conversation or later related conversations, she'll stop speaking of the topic and devote herself to Kelemvor. If the player is receptive, she'll tell stories about her family's attempts to honor Bhaal during the Time of Troubles. If the player finishes Shadows of Amn without dismissing or angering Helarine, her loyalty path will be open in Throne of Bhaal.
Regardless of her loyalty track, Helarine will eventually tell the story of her conversion to Kelemvor (which will be slightly altered based on current loyalty).
Helarine will also have a short friendship track separate from her loyalty conversations. These will be more generic conversations, and the track won't cut short if the player is dismissive.
Helarine will also take note of core and BGEE romances, and have some comments based on the romance in question.
Before Spellhold (skipped if recruited after), Helarine will question the player's relationship to Imoen. She will also have some extra dialogue in Spellhold that is skipped if recruited later. (If Helarine is recruited after Spellhold, she'll get the basic idea of what happened from the other companions and will still have post-Spellhold dialogues normally.)
In her non-plot dependant arc, Helarine admits early on about her upbringing as an acolyte of Bhaal. If the player is dismissive of her in this conversation or later related conversations, she'll stop speaking of the topic and devote herself to Kelemvor. If the player is receptive, she'll tell stories about her family's attempts to honor Bhaal during the Time of Troubles. If the player finishes Shadows of Amn without dismissing or angering Helarine, her loyalty path will be open in Throne of Bhaal.
Regardless of her loyalty track, Helarine will eventually tell the story of her conversion to Kelemvor (which will be slightly altered based on current loyalty).
Helarine will also have a short friendship track separate from her loyalty conversations. These will be more generic conversations, and the track won't cut short if the player is dismissive.
Helarine will also take note of core and BGEE romances, and have some comments based on the romance in question.
Total planned conversations: 13
(2 missable plot, 5 loyalty, 1 death story, 3 friendship, 2 romance)
BG2: ToB (BG2EE)
Shortly after rejoining the party, Helarine will ask the protagonist how they feel about fighting their Bhaalspawn relatives. This conversation doesn't affect the loyalty track.
If Helarine's loyalty track wasn't broken, she'll have 2-3 conversations that cement her personality for the endgame. She'll either be convinced to devote herself to Kelemvor (especially if loyalty is broken) or decide to be open minded and seek out a new deity.
Helarine will also have a short friendship track and one final comment about potential romantic interests.
In the endgame, Helarine's reaction depends on her loyalty choice:
Player becomes a god (good version), Helarine devoted to Kelemvor: Helarine is somwhat dismayed at the protagonist's decision, and will comment on what the protagonist must give up to become a deity.
Player becomes a god (evil version), Helarine devoted to Kelemvor:
Helarine is appalled at the protagonist's decision, and vows to put down the protagonist once she's amassed enough power to kill a god.
Player becomes a god, Helarine became open to change:
Helarine offers to become the protagonist's Herald and enforce their will. Her alignment will have shifted toward the player's on this loyalty track, and her offer will be altered by alignment.
Player refuses godhood:
Helarine is surprised that the protagonist was willing to give up the power to become a god, but is pleased by the result.
If Helarine's loyalty track wasn't broken, she'll have 2-3 conversations that cement her personality for the endgame. She'll either be convinced to devote herself to Kelemvor (especially if loyalty is broken) or decide to be open minded and seek out a new deity.
Helarine will also have a short friendship track and one final comment about potential romantic interests.
In the endgame, Helarine's reaction depends on her loyalty choice:
Player becomes a god (good version), Helarine devoted to Kelemvor: Helarine is somwhat dismayed at the protagonist's decision, and will comment on what the protagonist must give up to become a deity.
Player becomes a god (evil version), Helarine devoted to Kelemvor:
Helarine is appalled at the protagonist's decision, and vows to put down the protagonist once she's amassed enough power to kill a god.
Player becomes a god, Helarine became open to change:
Helarine offers to become the protagonist's Herald and enforce their will. Her alignment will have shifted toward the player's on this loyalty track, and her offer will be altered by alignment.
Player refuses godhood:
Helarine is surprised that the protagonist was willing to give up the power to become a god, but is pleased by the result.
Total planned conversations: 8
(opening, 3 loyalty, 3 friendship, 1 romance)
How You Can Help
While I have Helarine's personal and plot-based story arcs figured out, I don't know what kind of banters and interjections are expected. Having only secondhand knowledge of some plot scenes in the BG series (I've only got as far as Chapter 5 in BG1 and SoA, and the rest of my knowledge is from guides and videos), I'm not sure where the major plot points are to insert the interjections. If someone could come up with the major points where core and mod NPCs are expected to have interjections, I'll make sure those are worked on.
I'm also not sure what I should put in the player-initiated dialogue section. While I'm not adverse to adding flirts if people require that in an NPC mod, it'd be kind of awkward with Helarine since she's simply not interested in a romance. Aside from that, I can only think of basic questions to ask Helarine that would get old after the first use.
I also might need an editor/beta reader to ensure I don't do anything [i]too[/i] lore-breaking. While I've played a lot of Forgotten Realms-inspired CRPGs, I'm not master of the FR setting, especially during the 2nd Edition timeline.
(It might also be nice to have a custom portrait and some VO for Helarine's combat soundset, but I'll wait until her core content is done before I start begging for an artist or voice actor. :P )
---------------
And that's about it. If you'll excuse me, posting this kinda obligated me to writing 11 BGEE conversations and a few banters to live up to such a big plan. With only 3 drafted, that means I have some work to do.
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What is your favorite Icewind Dale II monster
the title sums up this thread rather well. My personal favorite is the Werebadger
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Can't access chapter ten ToB
I looked into a discussion on here but could not comment on it for some reason.
I believe I am having the 'Neera problem' where after completing her quest in ToB the quest will not complete itself in the journal and as such I can not access chapter ten and close the pocket plane.
I have done ALL the challenges in the pocket plane.
thank you in advance for any help i receive.
I'm trying to include my save file but the site says "file not allowed", maybe because I'm using a mac
I believe I am having the 'Neera problem' where after completing her quest in ToB the quest will not complete itself in the journal and as such I can not access chapter ten and close the pocket plane.
I have done ALL the challenges in the pocket plane.
thank you in advance for any help i receive.
I'm trying to include my save file but the site says "file not allowed", maybe because I'm using a mac
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Why CRPGs are so niche?
Have you wondered why computer RPGs never manage to get even half of the popularity of other indipendent games like Undertale? I don't mention the juggernaut that is FNAF because that would be an unfair fight.
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Ring of Wizardry bug: does it still work?
I just had some sort of illumination, an old, 15yo memory that surged through my mind.
A bug I randomly discovered when playing BG (original, 5+1CD version):
Ring of Wizardry in BG doubles the number of spells you get, and you may get 2 or 3 of these rings in BG, which means you could have 20 level 1 spells.
And if you had them memorized with the rings equipped, upon carrying your PC to BG2, you could still have those 20 spells memorized. You wouldn't be able to change them in the book, but you'd still be able to cast them and to get them back upon resting.
This might not seem that good but it really was quite decent one you had Improved Alacrity (20 magic missile with instant casting deals like 350 damage).
So is that still possible in with EE games?
A bug I randomly discovered when playing BG (original, 5+1CD version):
Ring of Wizardry in BG doubles the number of spells you get, and you may get 2 or 3 of these rings in BG, which means you could have 20 level 1 spells.
And if you had them memorized with the rings equipped, upon carrying your PC to BG2, you could still have those 20 spells memorized. You wouldn't be able to change them in the book, but you'd still be able to cast them and to get them back upon resting.
This might not seem that good but it really was quite decent one you had Improved Alacrity (20 magic missile with instant casting deals like 350 damage).
So is that still possible in with EE games?
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Melee Weapons
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The New Mutants: Superheroes and the Radical Imagination of American Comics
Some of you might enjoy this interview with Ramzi Fawaz:
https://kpfa.org/episode/against-the-grain-april-25-2016/
Fawaz argues, amongst other things, that the X-men only became successful when it became an analogue for internationalism. The first version of the X men was made up entirely of white Americans. The reboot made the team international -- a Russian colossus, German teleporter, a Kenyan who could control the weather . . .
Also makes some interesting analogues between queer / trans families and the fantastic four.
Stan Lee -- stop inserting politics into comics! It's making them wildly successful and I don't like that.
http://nyupress.org/books/9781479823086/
https://kpfa.org/episode/against-the-grain-april-25-2016/
Fawaz argues, amongst other things, that the X-men only became successful when it became an analogue for internationalism. The first version of the X men was made up entirely of white Americans. The reboot made the team international -- a Russian colossus, German teleporter, a Kenyan who could control the weather . . .
Also makes some interesting analogues between queer / trans families and the fantastic four.
Stan Lee -- stop inserting politics into comics! It's making them wildly successful and I don't like that.
http://nyupress.org/books/9781479823086/
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Hi. Sarevok here. Newbie style. Just starting with AD&D 2nd Edition Rules. Baldur's Gate.
Hi there.
It's good to be here.
Not many people close here to even know what Dungeons and Dragons is.
Neither Forgotten Realms.
Neither Baldur's Gate.
That's a good thing.
I'm starting to read about this old thing from the 80's or so.
About Ed Greenwood, and his Wisconsin works, and many books and stories.
It's really good this bast awesomeness.
It's really interesting the dice throws and all that.
I would love to have those dices d20 and d10.
I just have a d6 regular dice.
I'm gonna throw it...
it's a 4. not bad. not bad at all.
1d6 could be a short sword or a dagger hit dice, (maybe, I don't know, I'm just starting)
I have to play without people realizing what I'm doing.
I sometimes think people around would think playing games could be kind of weird or waste of time.
Anyways, I really like it and have played Final Fantasy VII many hours like 10 years ago.
I'm starting to think maybe it's about time to enjoy the greater depths of the Ed Greenwood works and Dungeons and Dragons Franchise.
...
Anyways, thank you for saying hello.
I will enjoy to see you out there.
P.S. I'm playing Half Elf Male Fighter/Mage Level 3
I'll throw again 1d6...
It's a 2. not good at all.
Cheers and go and play as long as you wish, and think about so many people even don't have games neither time to play.
Godspeed you all
Summons Fireworks...
Beautiful colors...
and It has no effect.
Cheers!
Oz.
It's good to be here.
Not many people close here to even know what Dungeons and Dragons is.
Neither Forgotten Realms.
Neither Baldur's Gate.
That's a good thing.
I'm starting to read about this old thing from the 80's or so.
About Ed Greenwood, and his Wisconsin works, and many books and stories.
It's really good this bast awesomeness.
It's really interesting the dice throws and all that.
I would love to have those dices d20 and d10.
I just have a d6 regular dice.
I'm gonna throw it...
it's a 4. not bad. not bad at all.
1d6 could be a short sword or a dagger hit dice, (maybe, I don't know, I'm just starting)
I have to play without people realizing what I'm doing.
I sometimes think people around would think playing games could be kind of weird or waste of time.
Anyways, I really like it and have played Final Fantasy VII many hours like 10 years ago.
I'm starting to think maybe it's about time to enjoy the greater depths of the Ed Greenwood works and Dungeons and Dragons Franchise.
...
Anyways, thank you for saying hello.
I will enjoy to see you out there.
P.S. I'm playing Half Elf Male Fighter/Mage Level 3
I'll throw again 1d6...
It's a 2. not good at all.


Cheers and go and play as long as you wish, and think about so many people even don't have games neither time to play.
Godspeed you all
Summons Fireworks...
Beautiful colors...
and It has no effect.
Cheers!
Oz.
↧
Come share your odd gaming habits! What do you refuse to do in BG? What wierd ideas do you love?
It seems like a lot of people like to make their games more "realistic" or more "awesome!" by creating their own rules or play-styles. Many people refuse to use certain tactics, or like to adopt some odd, unorthodox techniques for roleplaying reasons. Many others like to sacrifice POWER! for STYLE . Other times people do things or refuse to do things because it would be out of character (like refuse to case Animate Dead with cute little Aerie like @Dragonspear ). Others, like @belgarathmth don't enjoy using bags of holding or switching/carrying copious amounts of items because they think it breaks immersion.
So I thought I'd start a thread where everyone can share their oddities! A chance to share your ideas and eccentricities.
Okay, I'll start.
I never backstab with quarterstaves, because I think sneaking around then poking someone looks lame!
Who's next?
So I thought I'd start a thread where everyone can share their oddities! A chance to share your ideas and eccentricities.
Okay, I'll start.
I never backstab with quarterstaves, because I think sneaking around then poking someone looks lame!
Who's next?
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