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I've been getting back into this game recently, I used to play PWs like Ravenloft and others but I want to play a singleplayer campaign, I heard the Wailing Death it's not so good, any module I should consider for a longterm campaign? Hitting high levels and all that.
>>
>>4053438
Play the Wailing Death
Then play SoU, and import that character into HotU
>>
>>4053438
Wailing Death is fine it’s just very long and the expansions are better. I’d do the expansions first since you start those with a fresh lv 1 char anyway
>>
It’s been a while but iirc, wailing death is like sixty hours to get to Lv12, and the expansions together are 30 hours to get to Lv20. Expansions take you to more interesting places and go higher up the power scaling ladder too
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>>4053504
It’s been too long for me to estimate the time for the campaigns but your numbers sound pretty far off to me. Level wise, the wailing death will probably put you at 17-18 or so. SoU I don’t remember, but HotU will put you at about 28 or so.
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>>4053531
I’m probably wrong then. Just in general I’ll say that the expansions level you further, faster.
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>>4053438
Try the Aielund Saga
it makes a lot of changes to the magic system and makes bards way better, but there's a way to revert to the original rules
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>>4053438
>any module I should consider for a longterm campaign?
Seconding Aielund, it starts at level 1 and ends around level 37-38ish. I also wouldn't recommend un-modding the spell changes, because even though a handful of spells got nerfed, a lot of spells received buffs and at high levels your spells start to get metamagic automatically applied to them without changing their spell levels. iirc it's level 23 for auto-Empower and 27 for auto Empower + auto Maximize, which makes damaging spells from casters way more powerful at high levels than they are under vanilla rules so they can contribute more than throwing out save-or-dies.
There's a .tlk file that changes the spell descriptions to match the modded versions, but I've never used it myself
https://neverwintervault.org/project/nwn1/other/patch/ems-enhanced-magic-system-tlk-dialog
>>
>>4053438
Play all OCs because they get better, but the real draw are community modules. Have a look.

https://web.archive.org/web/20181107234219/https://lilura1.blogspot.com/2017/12/Core-Neverwinter-Nights-Adventure-Modules-and-Campaigns.html
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>>4053438
Anyone got a megalist of good modules?
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>>4065474
This is an old but still useful one
>https://web.archive.org/web/20181107234219/https://lilura1.blogspot.com/2017/12/Core-Neverwinter-Nights-Adventure-Modules-and-Campaigns.html
>>
>>4065545
Thanks fren
>>
>>4065474
>>4065545
>>4073505
Samefag
>>
>>4073513
meds
>>
>14 posts without mentioning the AGP simulator
Impressive /vg/
>>
>>4053438
Play The Prophet series. One of the best rpg experiences I've ever had.
Doesn't get to super high levels though, its more about the story than powergaming
>>
i'm trying to find a module I used to play as a kid, i pirated nwn and it came installed with like a thousand of them but the one i really liked was basically like
>you make a character
>you go and talk to like a couple of npcs and answer some questions
and you get levelled up super high, and there's a shop with all the super good gear for each class
and then you go around kind of like an arena fighting stuff
and i can't remember if it was something you could buy or something you were supposed to get from the dragon final boss but i think it was called something like dragon ass armor and it was super good

i was never able to find what the module was anywhere i asked, i think maybe whoever made the cracked version of the game may have made it himself and it was just a one of a kind that was never uploaded online anywhere?
i've given up on trying over a decade ago but might as well ask here
>>
doom of icewind dale is so bad lol
don't know what so premium about it, there's probably like a hundred better free modules
and the writing is literally just "but thou most" + "remember this piece of forgotten realms lore????"
>>
>>4075968
>there's probably like a hundred better free modules
Name them.
>>
I played through The Wailing Death (I just now learned the OG campaign is named this). It is the most boring campaign I've ever played. That being said, I played through it as a Monk class, which is extra boring.

>>4074398
Was it The Halls of Advanced Training (2002)?

https://neverwintervault.org/project/nwn1/module/halls-advanced-training-deluxe-hotusou-edition
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>>4065474
Buy the enhanced edition and it comes with a bunch of free fanmade ones preinstalled. That’s the list.

Beyond that, all the DLCs are good too except sadly the planescape one
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>https://neverwintervault.org/project/nwnee/hakpak/gearmod-visible-stowed-weapons-and-sheaths
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I'm about to get started with this game.
Anyone have any beginner tips I should know?
I'll be playing a wizard.
>>
>>4092401
Don’t trust the skull.
>>
>>4053438
Are any of the EE modules worth it? Officially sold ones, I mean.
>>
>>4065545
no idea why that cunt lilura removed this comprehensive list from the blog
>>
>>4078048
>2026-09-12
No fucking way this only now got made.
>>
>>4092443
put next to the best of community modules? no. also
>official
they're not made by original devs
>>
Is Darkness over Daggerford any good?
>>
>>4093352
It's basically a remade cancelled module. Kind of.
>>
>>4053438
ADWR is peak
>>
>>4093769
Also severely overlooked by people who think it's just smut. In reality it's also a terrific rogue module.
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>>4093808
i played both parts as rogue 1/wizard. was extremely soulful, from rags to riches with actual character motivation. i never saw anything as good or compelling.
>>
>>4092443
Tyrants of the Moonsea is a good higher level adventure. Pirates of the Sword Coast and Wyvern Crown of Cormyr are okay.
>>
>>4093808
people always say this, but i have no interest in playing as a bitch who gets fucked
>>
>>4096537
Afraid you'll like it? Whore.
>>
Did RogueKnight tell when the final chapter of Swordflight is releasing?
>>
I accidentally made a wizard that couldn't use conjuration spells, and I only just noticed when I tried to learn a summon spell. I'm level 5, just got to the snake cultist hideout in Beggar's Nest.

Is there a way to use console commands to change it? Should I just start over and clear the Prison again quickly? Is it even worth worrying about?
>>
>>4098386
Conjuration is for faggots. Don’t be some pussy who has to summon underlings to fight for you, anon.
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>>4098452
I also can't cast Mage Armor without conjuration.
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>>4093769
>>4093808
That's ok and all. But I don't play women Player Characters. And specially not sluts, because I hate sluts
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>>4098718
is this you?
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>>4098386
>Is it even worth worrying about?
Buffed summon + strong familiar turn wizard into possibly the strongest early game class, so it's kinda ass unless you're going to just blast everything to death and rest after every fight. Later it's not a big problem, especially if you'll focus on tanking hits with damage shields and stacked temporary HP - though a sorcerer is a much better class for that.

But generally, only Illusionist doesn't lose any must have spells. At worst, all crowd control from Enchantment can be replaced with something from a different school.
>>
Are any of these fanmade modules actually any good? I'm worried I'm going to waste a lot of time with buggy and amateurish content. I did enjoy the official campaigns SoU and HotD.
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>>4098831
And this is you, king
>>
>>4098718
You don't have to. Female character is not mandatory.
>>
>>4098386
You can fix it with Leto.
>>
>>4098997
The best fan modules of this game make the official campaigns feel amateurish.
Aileund saga. The Prophet saga. Swordflight, Tyrants of the Moonsea trilogy (the last module of this is a premium paid one tho). Shadowlords Trilogy.
Darkness over Daggerford is great too but also a paid premium module
>>
>>4098997
Aielund Saga Is hands down better than the original quest
>>
>>4099090
I'd argue some community modules put proper, commercial games to shame.
>>
>>4098997
A long as you stick with the ones that are good and there are quite a lot of them sure, just make sure you read a short description of the modules you are interested in and that people generally reccomend and you are good to go
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>>4099018
It literally is, the module simply won't start with a male character, besides the story won't make any sense at all
>>
>>4105238
You’re saying that someone would do that? Just go on 4chan and lie?
>>
>>4105244
I'm saying that 4chan is exactly the kind of place where one might try playing ADWR as a dude character, for strictly heterosexual reasons, of course. And fags aside, I'd rather not give OP false hope of any possible alternative route.
Unless he wants to play ADWS, in which case may god preserve his soul and sanity
>>
I'm level 6 on my chapter 1 wizarding run. I picked up Daelan as my henchman, which makes unlocking things quite a bit less convenient compared to having Tomi in the party.
Would it be worth it to grab a couple levels in thief so I can hold my own in a fight with a long sword or short bow, and maybe also disarm traps and pick locks? I know there are spells to do that, but spell slots don't grow on trees, and I need to save all of them that I can for more casts of Nighty-Night or Silly Cloud I'll forget to use.
So far, I've just been spamming the infinite ray of frost, or trying my light crossbow when it's not completely useless. One deals terrible damage consistently, and the other deals decent damage occasionally.
>>
>>4109522
Back when I played it as a dumb kid with two-handed axe wielding wizard I just tanked every trap and smashed every door and chest.
>>
>>4098997

there's a short and spooky one I think it's called Elegia something. Very Blair Witch. you only get to level 4 but it's a really well done utilisation of the NWN engine to create a unique little adventure.

There's another one....I always bring it up in these threads .. it's kind of a Zelda / village sim / D&D campaign where you defend a small community, upgrade your stronghold, it features really good use of little-used NWN mechanics like spot and listen to detect hidden collectibles. DAMNED IF I CAN REMEMBER WHAT IT WAS CALLED but I do remember the showdown with the dark lord at the end used a piece of music by Arcana called Serpent Rouge and it is awesome.
>>
>>4109522
You're going to have a really shitty base attack bonus no matter what. More Wizard levels = more spell slots.
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>>4053438
for me it's gnome rogue. yes I'm based how could you tell
>>
>>4109522
NWN1 doesn't have anything like Eldritch Knight or Arcane Trickster, so you're useless in combat without running specific extended spells, but even then, your attack bonus will suck and NWN1 doesn't have spells like heroism or magic tattoo to boost AB
What you can do though is cast mage armor, bull's strength, flame weapon, haste, and stoneskin on Daelen while you shut down enemy casters with magic missile and melf's acid arrow
>>
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>>4109522
No, it would stunt your wizard growth and be tactically out-of-line with what spellcasters should be doing in combat, so it is not worth it at any point before 40. Maybe consider a rogue level after 39 levels of wizard for a monstrous skill dump. I did that for flavory skills for this sorc, but it is much stronger for a wizard, as long as you do not mind being 1 level of spell penetration off-perfect.

If you want a magic fight reroll as a cleric and use Divine Power. Strongest class in 3e.
>>
>going through chapter 1
>still have a few side quests to complete
>"well okay, I'll get to them in a bit. For now, I'm eager to start the next part."
>turn in the last whatsit to Paladin lady
>dungeon to beat the traitor
>Chapter 2
>quest list is wiped clean
>no going back without undoing a ton of progress.
fuckin' oops, I guess.
>>
>>4109522
>>4115210
A wizard can safely dip into a rogue after level 17 (or better after 18 for an extra level 9 spell slot) even in hardcore modules. Before that point you delay getting better spells for no real benefit, after than point the only big power boost for stacking wizard levels is being impossible to dispel by most dispels at level 25, if I'm not mistaken (and simultaneusly reaching enough caster levels to penetrate most sources of MR). Getting ~37 wizard levels is still worth it for extra feats and caster level, unless you have some specific build in mind.

The OC ends before level 18, so dipping as a wizard is a net negative unless you're heavily into roleplaying.
>>
>>4116542
A build that only comes online at the end of the game is fundamentally stupid. A build should be playable for the entire game. If you’re going to take a tiny rogue dip as a wizard, take it at level 1.
>>
doing a fighter/weapon master build in the Aielund Saga, I got 7 levels in fighter and 7 in weapon master, what is the best third class to pick?
>>
>>4116634
If your module doesn't get to epic levels, don't even think about dipping. The point of a rogue dip is a skill dump, which won't happen at level 1.
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>>4116751
Aielund doesn't have Dev Crit, so you can go full rogue after 20 to bump your damage. But weapon master gets bonus AB at epic levels, so you can go without a third class. Technically there's space for a couple of levels of a third class, but Aielund ends at level 37-38.
>>
>>4093808
>>4093769
best boobs physics and fem armours.
>>
so in descending order of how smart the idea is
>take pixie familiar
>put 1 point into cross-class open lock and/or disarm trap
>take a level of rogue at or towards the end
>take a rogue level early
the rogue level suffers being either not present when you need it (if taken at level 18 or 40) or noticeably retarding spellcasting (if taken early)
>>
>>4116751
Rogue for skill dumping into Tumble and Persuade. Aielund also has a mechanic where you don't take sneak attacks if you have within a certain amount of rogue levels of your attacker.
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>>4116337
I remember Wailing Death is generally pretty good at telling you about points of no return. Pretty sure that one's on you.
>>
>>4117254
There would have first needed to be a reason to think there were points of no return.
When paladin lady asked twice if I was ready, I naturally assumed I wouldn't be able to leave the next section until I made it through a dungeon and beat a boss. Not that I'd never be going back to Neverwinter proper again.
>>
>>4117279
>Not that I'd never be going back to Neverwinter proper again
Don't worry, buddy. You'll be back.
>>
>>4117227
You forgot about wands. Swordflight is probably the only single player module where you don't get fucked over for crafting them, and a wizard with wands of Knock and Find Trap doesn't even need a rogue. A couple of rogue dumps are still very useful later on, to utilize your gorillion skill points.
>>
>>4117538
Oh, true, that's another choice. Wizards get extra feats so crafting wands on the fly is no trouble. OTOH, the Wailing Death spams locks and traps on literal garbage bins, though, so deploying wands against them could get expensive in that campaign.
>>
>>4116951
>If your module doesn't get to epic levels, don't even think about dipping.
The context of this reply chain is someone playing the OC and wanting a splash of rogue for utility to have more freedom in henchmen selection.
>The point of a rogue dip is a skill dump, which won't happen at level 1.
The point of a rogue dip is to add some rogue to one’s character, whether the purpose of that be for roleplaying flavor as the mage/thief archetype, or to gain some class skills he otherwise didn’t have access to, or features like weapon proficiencies or sneak attack. Or maximizing the skill points gained at level 1.
One potential (although gamey and silly) reason to take a level of rogue would be for a final skill dump. You’re operating under the assumption that what is going to be happening will be getting to level 40 and then playing there for a long time, and that what happens before level 40 doesn’t matter, and you’re optimizing solely for mechanical advantage at maximum level. That’s an extremely narrow and misguided view.
>>
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>>4116951
For dipping in general, it's worth it on martials even pre-epic. Your BAB only suffers a little bit, and it adds a ton of utility to your character that more than makes up for it. I'd never dip as a primary caster class though, even in something like Aielund where getting to 36+ is realistic. I'd absolutely run something like a Monk 8 / Cleric 3 / Rogue 1 in the early game though.
>The point of a rogue dip is a skill dump, which won't happen at level 1.
Actually it does happen at level 1. It's retarded for roleplay purposes, but almost every build benefits from starting Rogue at level 1 because you get 4x the skill points at level 1, which for a rogue means you start with 32 + 4x INT skill points instead of starting as a Fighter and getting 8 + 4x INT.
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Also levelling rogue a few times as you progress means you keep your Tumble rank near-maxed throughout the whole game instead of leaving all that extra AC on the table for the endgame where it barely matters anymore because everything's got giga AB
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>Dipping is powerful
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>>4117227
>open lock
Useless. You can just cast Fireball on locked chests/doors.
>disarm trap
Useless. Tank the damage of the trap and then click on the rest button.
>>
>>4117570
>You’re operating under the assumption that what is going to be happening will be getting to level 40 and then playing there for a long time, and that what happens before level 40 doesn’t matter, and you’re optimizing solely for mechanical advantage at maximum level. That’s an extremely narrow and misguided view.
No, I'm operating under assumption that a module is reaching epic levels, so you won't fuck yourself over by delaying your wizard's spellcasting progression. As I said, dipping before level 18-19 does way more harm than good, unless you're heavily into roleplaying.

I did exactly that in Tales of Arterra, because the combat there is very easy and your party doesn't even need your help in most of the fights. So I roleplayed as a very smart level 1 rogue who joined the thieves guild, heavily used traps at low levels, and learned magic from the snake mommy. It still ends at level 22-23, so a few rogue dips allow you to finish as a fully developed wizard.
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>>4117666
Martial characters are a different thing though. I was talking specifically about a wizard who won't suffer without a few more skill points in the long run, but will suffer from not having better spells when it matters.
>>
Looking for good modules for 1.
Also considering it's the sale the NW2:EE is like 12-15 bucks. Worth it at that price?
>>
>>4122298
Aielund is the only one I'd recommend unconditionally, and even then its magic system is modded so a lot of spells function slightly differently from their description.
>>
>>4122298
I can recommend starting with Aielund Saga, Prophet and Saleron's Gambit. All three use a lot of custom content instead of boring vanilla tilesets and cover different areas of NWN. Aielund is a fun action slop with a nice story and pretty good companions, that takes you from level 1 to ~37. Saleron's Gambit, on the other hand, is for the most part a very low level adventure, and manages to make it feel incredibly enjoyable - every piece of gold matters, even a weak spell like Sleep is devastating in combat, and even a +1 weapon is an absolutely amazing powerhouse. Prophet is by far the best written series with a really good story, and it manages to make NWN1 look beautiful.

I also heard a lot of good things about Against the Cult of the Reptile God, but didn't play it yet.
>Also considering it's the sale the NW2:EE is like 12-15 bucks. Worth it at that price?
It's perfectly playable. The negative reviews on Steam are solely because the lazy devs barely did anything outside of controller support, and because high rest textures change literally nothing besides making equipped weapons and armor look better, but nerf FPS and bloat loading times.
The controller support, however, makes the game feel much better. Especially with a Steam Deck/Contoller, extra buttons and touch controls allow you to customize it for yoursellf.
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>>4122701
>>4122825
Thenks, I'll check them out. I'll muse on getting 2.
>>
>>4122829
>I'll muse on getting 2
The OC and MotB are definitely worth playing. SoZ can be very enjoyable if you're into build autism and the way it does adventuring, but it obviously had much less budget. MoW is pretty decent, but I hate that it uses cinematic dialogues with no voice acting instead of simple silent dialogue windows.
>>
>>4122883
I think i have it on gog maybe, but I'll need to check. I was wondering if it added anything worthwhile. That way if I didn't have it, then I wouldd snag it on steam.
>>
I got NWN2:EE, so far it's crashed once.
I guess it looks nicer and seems to run smoother. I suppose anything new coming out will be relevant for this and it was on sale so worth 13 bucks.
>>
>>4123707
It's still about a 50/50 for NWN1 and NWN2 based on the vault submissions. NWN1 historically has a way better toolkit.
>>
Well I've been giving Aielund saga a shot and so far I'm pretty impressed. I went druid because I didn't know what else to be and can become a shoofter and shooft.
>>
Mm wait, I think I already fucked my feats up. I think I want cleave for when I shooft.
>>
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>>4124676
Druid was one of my favourite playthroughs of it. It's not a complete walk in the park, but you'll always have spells available to fit any situation and it's itemised pretty well. Shifter's pretty hard though, so you might want to stay pure.
>>
>>4124989
I did shifter in the last two base game modules and it was fun, but underwhelming. I think it really desires a specific build to get the most out of it and sadly you don't really get to play with the fun forms until the very end. And when you do all the enemy stats are bloated. Maybe I'll go pure this time, I do like the utility. Debating a single level of monk for ac so I can fight better while wildshaped.
>>
>>4125152
It might just be that I suck at using Shifter to its full potential.
>>
>>4125152
Monk dip is absolutely worth it because Aielund has a good number of genuinely challenging enconters where you really want to have a good AC. An air/water elemental shape will become your designated tanking shape even after unlocking the dragon shape, because it gets unlimited uses at druid's level 26. Though the lack of Displacement/Improved Invisibility will hurt, especially because you can buy a cloak with infinite casts of Displacement in mages guild in chapter 2, but can't use it while shapeshifted.

On the other hand, I can't personally recommend a druid in Aielund because the custom rebalance it uses nerfs the shit out of the class, even though it's objectively the least powerful full caster. It even deleted Owl's Insight which literally exists to bandaid the bug that removes your memorized bonus spells after every shapeshifting. Though the other anon finished it as a druid, so he is more qualified to talk about the actual experience.
>>
>>4125177
>Though the other anon finished it as a druid, so he is more qualified to talk about the actual experience.
I eschewed shapeshifting entirely until the endgame where dragon shift helped a lot in the final dungeon, and just WISmaxed with a panther familiar for sneak attack spam. Most druid spells were objectively buffed in practice - Wall of Fire has no save so it destroys thieves, most summons are numerically stronger in return for having shorter duration (measured in turns instead of 24 hours, so still plenty lengthy), Icestorm hits harder than in vanilla rules and still has no save, Stoneskin grants crit immunity, Stonehold is still absolutely fucking busted even though Aielund has plenty of mind-immune enemies in the mid/late game, probably intended so wizards don't just delete literally everything with Weird, and so on.
You also benefit from auto-empower, auto-maximize and auto-extend at (iirc) 23, 25 and 27 which makes all your spells absolutely fucking cracked and frees up a lot of spell slots, allowing you to run like 20 full-strength empowered+maximized firestorms or whatever per rest. And it's not like pure druid is even that bad at martial combat. There are plenty of unique high-powered scimitars and enemies with mediocre AC to carve up.
The fights I remember being the most damage soaky were the climax of act 3 and the Eldar Water Elementals in the final module, of all things
>>
I bounced off the last chapter of Swordflight and haven't returned since, I've been meaning to finish it but uuuuuuuuuuuurgh
I get that some people like the hack and slash but the endless abyss spam was (perhaps appropriately) soul draining

Series still isn't finished right? One more chapter to go?
>>
Why do people keep recommending Aielund Saga? It's kinda boring.... as is Swordflight.
>>
The dreamcatcher/shadowlords/demon campaigns are pretty fun, you have to have some kind of appreciation for that kind of early internet lol so whacky humor or you are not going to have a good time though, I can see how it might be grating if you don't.
>>
Is it okay if we talk about Neverwinter Nights 2 here?

I’m going to be playing tabletop D&D for the first time soon and wanted to familiarize myself with the system by playing this game. Does that make sense to do? We’ll be playing 5.5e but i’m assuming whatever edition this is is close enough to get familiar with. Also the videogame is really boring, really not my cup of tea because storylines put me to sleep.

Please inform me if i’m a dumbass and what other steps I should take.
>>
>>4125580
If you want to play a game that will familiarize you with 5th ed, play Solasta.
>>
>>4125580
2 is fine, it gets clowned on for being yet another babby's first BBEG campaign and blatantly rushed/unfinished in parts but it's enjoyable enough
The expansion pack got more work and is generally a better experience
>>
I guess Aielund saga has special shit for a bard so I might actually roll one of those up. Reading around the guy likes that class so he had to jerk it off a bit. Druid is fun but I did do a campaign of it so I'd like to try something else.
>>
>>4125644
It has special shit for every class. Some classes and races have exclusive quests, almost everything gets unique dialogue (Dwarves will comment on the specifics of underground locations, for example), there are a lot of class-locked items and it generally does a good job of giving each class time to shine.
>>
>>4125644
Bard is super good there. Not only the class itself is buffed in all ways and the song scales up to level 40, he also gets a lot of class exclusive equipment. Including gloves that give you rapier feats for free, in later chapters even with a fighter-exclusive epic weapon specialization.
>>
>>4125532
>zero to godslayer progression
>difficulty is balanced to be challenging without being Swordflight-levels of RNG bullshit
>decent writing
>enough story to care about why you're doing what you're doing, but doesn't get in your way (it's really easy to mash through on replays, too)
>unique magical items with a fantastic spread so pretty much every build has something cool to use
>good mix of enemy types, strikes the perfect balance for rangers' Favoured Enemy feats
>lots of custom music and environments
It's a fantasy adventure that lets you get near to the highest levels of D&D. Just because the first chapter starts with "kill rats lmao" doesn't make it a bad module.
>>4126072
Yeah, it's a really powerful class for aielund. I've done a martial bard through it before and not only are there really good Bard-only items, you can use pretty much every other class' broken exclusive items with Use Magical Device as long as you spend feats on the proficiencies you need (well worth it imo).
>>
>>4126137
>kill rats lmao
You're putting words in my mouth. The first module is fine but the story as a whole meanders and it's repetitive. Especially when it asks you to gather allies a second time after another BBEG pops up. I guess 0 to 40 modules are rare but that doesn't mean it's automatically good. And yeah you can ignore the dialogue because there isn't much roleplaying, often just having one option in dialogue last I played.
>>
>>4126137
>as long as you spend feats on the proficiencies you need (well worth it imo)
Just take a few fighter levels. You don't really need any weapons other than rapiers and the lategame lifestealing dagger, fighter unlocks all armor, and you can use all magic staves with UMD.
>>
I'm still going through Wailing Death for the first time.
Can/Should you import your existing character to a bunch of different modules to keep leveling it up higher than one campaign allows?
I can kind of see it being like a usual open world or MMO situation where there are dozens of storylines to go through that don't necessarily need to connect or give challenge, but it's fun to do regardless.
>>
>>4117857
>Tank the damage of the trap and then click on the rest button.

Any module that allows free resting whenever you want is not worth playing. It shows the developer doesnt understand resource managament at all and therefore the rest of the module is also going to be shit.
>>
>>4053438
There's others modules like Aielund Saga
>>
>>4126499
?
>>
>>4126501
It's the first module series everyone always recommends and it's a glorified hack and slash with how little choice there is in it

Parenthetically didn't it also get made into a book? How is that anyway?
>>
>>4126505
Fuck my mistake, I misread that as "There's other modules other than Aielund saga"
My point stands though
>>
>>4126505
>>4126508
Yes for me is the best module I every played, this is why I would know if there's another one like that
>>
>>4126505
>and it's a glorified hack and slash with how little choice there is in it
It's a free ~40 hour campaign made by 1 guy based on a pen and paper campaign he DM'd for his players. There aren't teams of paid devs making these modules.
>>
>>4126505
It gets recommended because it's a fun fantasy romp where you save the world and marry a princess, almost reach level 40 and find good equipment for every class. It's a good series for what it does, even though it obviosuly has downsides and some dialogue writing didn't age well.
>>
Why is the only porn of neeshka from nwn2 involving master chief from halo?
Someone has some weird fetish and commission ideas huh?
>>
>>4127133
cheef was here lololololololo!!!!1111
>>
I'm level 9 as a wizard, and I still feel like I'm getting hard carried by my summons and companion.
I'm in chapter 2, using Linu. I've got a +2 crossbow, and a bunch of crowd control spells attuned. They barely ever work though, and it's hard to tell whether an attempt failed because of bad numbers, or because the enemy type is immune to them.
>>
>>4127370
You can check enemies' immunities by right-clicking and examining them, and you can read the combat log to see if they made a saving throw and succeeded at it (use the pause to do that during combat). Also, increase your DCs by using +Int gear and learn basic mechanics, e.g. undead are basically all immune to will-saving throw based crowd control spells because they are immune to mind effects.
>>
>>4127370
I saw a random reddit comment saying that Polymorph self was OP. I tried it out, and now I'm a spider that can't attack anything for some reason.
>>
>>4127370
>I'm level 9 as a wizard, and I still feel like I'm getting hard carried by my summons and companion.
This is normal, buffs and summons carry you for a very long time. After that you usually cast a few Bigbys and let your party kill helpless enemies, or oneshot everyone with Wail of the Banshee. But Evard's Black Tentacles is OP at low levels.
Using damage shields to kill any melee enemy is also an option, but a sorcerer is much more suitable for that as the main strategy. For a wizard it's just a way to easily kill some very strong enemy.
>>
>>4126505
I could never finish it, I got very far in but the repetition wore out my patience after a while. Bloodright - the Blood Royal, Enigma Island, Tales of Arterra and Sanctum of the Archmage are my recommendations.
>>
Oh yeah I forgot to mention Almraiven.

Btw another popular module I didn't like at all was Prophet, from up to the point where I played it was just:

>get prophesy that x tragedy will happen
>try to prevent x tragedy
>it happens anyway, very sad
>repeat

This is so deep. Groundbreaking stuff dude.
>>
>>4127524
I was laughing at it after a while, at certain points it was like an episode of Xavier: Renegade Angel
Like that friggin dream where you have to save a tree by cutting off the parasites and then it turns out that they were the roots
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>>4127529
>it turns out that they were the roots
KEK maybe I should give it a second try after all.
>>
>hear about Pale Master
>realize that it fits perfectly with my whole character's theme better than I thought it ever would
>need to not be good
>chaotic good alignment
>Used to be Lawful Neutral in Baldur's Gate, but realized that it didn't fit how I play my character at all, so I did differently this time.

Just once, I'd like to play an RPG without making some mild yet critical mistake that locks me out of some fun roleplaying opportunity.

We like to clown on Skyrim a lot here, but that game at least has the decency to let you change what your character does at the mild cost of being a bit underpowered for a while as you catch up to where you were. They even added a way to respec perks and reset skills to level them again in one of the DLCs. A bit late in the game, but it's better than never.

I already reset the game once when I made it through the prison level not realizing that I accidentally locked myself out of Conjuration magic. Restarting as a Necromancer. I'm not doing that again.
>>
>>4128167
>Just once, I'd like to play an RPG without making some mild yet critical mistake that locks me out of some fun roleplaying opportunity.
The roleplaying is supposed to come first, and then mechanical build considerations are downstream of that. Who looks at a horrible undead monster class and goes yup that’ll fit well with my happy-go-lucky chaotic good character?
you can also change your alignment by roleplaying in game, though I’m not sure if you’d be able to get enough points to flip it in time
>>
>>4128169
It's based on my world of warcraft character. A forsaken mage who was killed by Arthas personally, and somehow managed to retain a bit more of his humanly sensibilities, if not his intelligence. So he wanders the land trying to help the people of the horde focus less on their external problems, and more on introspecting to hopefully creating a wiser world who can understand that their world leaders are just as human and fallible as the rest of us. Also I made a lot of gay jokes about looking back fondly on Arthas thrusting his girthy blade in my back.
The mechanics are getting in the way of my roleplay. I get having some restrictions for balancing reasons, but at the moment, I don't have any options for prestige classes because the Purple Dragon Knight doesn't take Chaotic, Red Dragon Knight doesn't take Wizards, and Arcane Archer needs some form of bow proficiency.

I checked my alignment score, and I'm at 100 Good. I just finished with the Charwood section of chapter 2. I think I'm about to go to Luskan after I bring this evidence to Aribeth.
My question is what evil options am I supposed to be taking? The only actual choices I get are "Yes" "Yes, but refuse reward" "Yes, but only for money" and "I'll come back later if I decide to say yes" Aside from that, there are a few options to threaten a quest giver for more gold, or lie to get an advancement on the payment.

I even went back and killed the Nymph who I had previously let off the hook, and the number hadn't changed at all.
Is there some sort of way I can repeatably be a dick to someone to lower my score? Maybe telling Revat that I killed his mommy so that he starts crying, forgets why he was sad ten seconds later, then tell him again.
I'd even consider "villain turning point" to be a fine roleplay. Like I'm preparing for a dark ritual or something.
>>
>>4128185
Alright, I found a steam workshop mod that lets you change your alignment to whatever you want.
https://steamcommunity.com/sharedfiles/filedetails/?id=1348285439
It doesn't entirely work in the OC though, so I had to do what one of the commenters said and directly run the script to trigger the conversation. (which was less convoluted anyway, so not sure why that's not default.)

I don't know why, but this kind of random "no fun allowed" roadblock gets even worse when I have to cheat to fix it. Playing through BG2, Viconia's romance bugged out on me, and I had to artificially start it back up again. Even though I knew I did nothing wrong, it still felt like watching the end cutscene of a game on youtube instead of actually beating the game yourself. (Which also happened in my Arcanum playthrough because the game bugged out)
I'm going to be the deadliest of Chaotic Neutral Lich Lords that has ever un-lived. Still, this killed a lot of the enthusiasm I had for playing the game, and killed my immersion.
>>
>>4128195
Prestige classes weren't in the base game at all. You would have just been an amoral wizard like hundreds of others.
>>
>>4128198
I also wouldn't have been a sick undead lord with a bone arm who can kill things with just a touch.
>>
>>4128195
>this kind of random "no fun allowed" roadblock
“Horrible undead monsters aren’t allowed to be good-aligned” is not random at all.
>>
none of the oc campaigns are worth a shit (including nwn2)

play a dance with rogues 1/2 then uninstall
>>
>>4128392
Not 2... never 2.
>>
>>4128393
ADWR part 2 is fine, even if it's 6/10. Unless anon meant ADWS, but it's best not to mention that horrendous fanfic cuckshit in any respectful company
>>
>>4128408
nope I meant adwr part 2
>>
>>4128408
Nah I meant part 2. I mean the dog rape, orc rape, regular rape, forced feminization etc was a bit tasteless even for ADWR. In addition, the maps, story and pacing are a lot worse than 1 IMO. Certain dungeons went on for way too long as well, especially the undead prison one. And I know ADWR 1 used to have demon rape and dragon rape but that stuff was removed luckily, even then the module itself had far better pacing and maps.

ADWS I never played so I can't comment, I only heard some things...

>>4128410
Who are you?
>>
>>4128411
I do agree that part two is worse than 2, even if you avoid all the things listed. But I also believe that it's a matter of time and Valine's experience.
The first iteration of ADWR back in the days was simpler. Some things I wish she left in EE edition, some things needed to be reworked for sure, but the point is - fifteen IRL years separate them. When you play EE edition and then switch to 2, you are going back in time, to the beginner writer cringetopia.

It also seemed to me that Valine wasn't much interested in dungeon crawler parts of 2, making them just a decoration for her play. Which is okay, but Betancuria and citypunk felt much more like her "thing" than the classic RPG journey that came after. It would've been better for her style to jump into Sargoza or Dhorn, so Valine could unleash her ASoIaF and political intrigue shtick, but we got Delberg and and a pregnant women vomiting every five minutes while she tries to navigate layers of Hell instead. Which was an interesting experience, but Part 2 is undoubtedly tacky. Part 1, on the other hand, is elegant. Gentle, even, especially in EE. There is a lot of thought put into the narrative, the reactions, the motivation, and pacing. I think she knows that, and this difference, and maybe this is the reason why she doesn't want to remake part 2. It's just too much work. And we are left with this 1 1/2 of the game.
I still think it's worth checking out, thought.
>>
>>4128434
Well I do agree with you, and if nothing else part 2 is quite unique. Certainly I've seen nothing else like it so just for the unique experience, maybe it's worth playing. Though I can't say I've personally had much fun with it, it isn't something I'll ever forget lmao. In regards to chapter 2 never being remade, Part 1 did have a very obscure side quest that isn't finished yet, seemingly it was supposed to continue in part 2. So at least at the time she was remaking part 1 she was thinking of remaking part 2 I would guess. Could be that it just takes that long for her to finish it, no idea how long it took her to remake part 1 in the first place. (unless she confirmed somewhere she's not working on it, in that case ignore that whole point entirely.)
>>
>>4128470
She didn't exactly confirm it, but she did say that part 1 EE is a standalone experience until proven otherwise. Considering that the paintings quest was left halfdone, I can only assume that too much reworking soon turned into a massive project even Valine couldn't finish. But yeah, there's shitton of NPCs leaving the city with a hint of returning, and the ending was heavily remade. With a cliffhanger. So I'd say there are really many doors and plotlines left open, waiting for hopeful continuation.

Also, the demonic(?) plotline is much heavier, grand and obscure than it was on the original pt 1 and its iterations. I suppose the Thirteenth's stations of power should've come into play in part 2, but the way it forces you into commiting evil deeds didn't exactly feel good, pardon the pun. There's too much of it, and it makes me wonder that kind of plot Valine was pushing for with the stuff.
>>
>>4128508
>she did say that part 1 EE is a standalone experience until proven otherwise
Ah that doesn't inspire much confidence, I'll probably still keep an eye on it just in case, once in a while. It really would be a massive undertaking, she'd have to remake and add even more stuff than she did in pt 1 with how she left off the plotlines. Wouldn't even have the benefit of only having to remake one big city + some wilderness areas and catacombs either with how many different locales there are.

And honestly I have to wonder if the whole paintings quest was even worth the effort with how obscure it was, I wouldn't have even known about it had I not read the comments under the module.
>>
>>4128520
True, I didn't even find the temple in my first EE run kek.
There is also that extremely high persuasion check on the isle of the dead related to "Kena", but the fact that it's borderline impossible to achieve without dedicated investment made me go "screw it" and just proceed with the main story instead. Or the death cult rings quest. Or the demonic book that costs about 100k if sold to Jacia - and it's tied to the kingdom of shadow, again. There's a lot of this hidden stuff in EE, so much that it feels out of place or belonging to a separate module. But this sort of autism I find admirable, the details certainly do add to the sheer scale of the module.
>>
>>4128578
>But this sort of autism I find admirable, the details certainly do add to the sheer scale of the module.
Yea this type of hyper obscure stuff that you'd pretty much only find in user-generated content is definitely appealing, just sad it'll probably never be finished. But that's the case for most of my favorite modules so, oh well!
>>
What are some good quick modules to just try out a class without investing a whole campaign for?
>>
>>4053448
Wailing Death is the name of the campaign for the base game?
>>
Anyone else have fond memories of Stefan Gagne’s mods/campaigns? They were fun and silly, usually.
>>4126383
Have your Shadows of Undrentide character be the one you import into Hordes of the Underdark
Canonically the Hero of Neverwinter is someone else
I dunno about all the other mods
>>
>>4129065
https://neverwintervault.org/project/nwn1/module/pretty-good-character-creator-customizer-pgc3-powered-igipe
Just create a character, set any desired level, generate items and test against desired enemies.
>>
>>4129154
>Have your Shadows of Undrentide character be the one you import into Hordes of the Underdark
>Canonically the Hero of Neverwinter is someone else
This is correct.
I was often a cheesy faggot who’d export from OC chapter 1 into the dark rangers treasure then into the OC chapter 2. I’d haul my six gorillion pounds of magic armor back to the start and sell it all
>>
>>4129154
Yesterday, I came to the idea that I'll just import my already leveled character after Wailing Death into Shadows of Undrentide. Even if I know it'll be way too easy.
Are the encounters fun enough on level to make me not want to do that?
>>
>>4129915
Depends on whether you think it'll be more fun to gain levels as you progress, or spend 15 hours killing kobolds and bugbears with your level 20ish character. SoU is way less of a hack and slash module than Wailing Death though.
>>
>>4129915
Not really, no
SoU is kind of a sotto-voce near-snoozefest compared to Wailing Death and Hordes
But it sets up Hordes nicely
I liked the desert druids and the Ao worshippers
>>
>>4129938
See I like the low level adventure in the first chapter but Undrentide itself was such a chore to go through
>Do a thing 4 times 4 times at opposite corners of the map
They lampshade in underdark with Deekin saying that the latter half was rushed and it shows.
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>>4129152
>>4129702
>>4129915
>>4129938
>>4129959

You'd miss the subtle triumph of SoU Act 1 if you did import a high-level Original Campaign (wailing death) character.
The effort to level up and the journey to the end of ACT 1 in SoU is the best part of the game as it sets your character up for the following acts with incredible gear + monies if you know its secrets. It is still hidden and not fully discussed on any remaining forum.

When you level up beyond the module/ACT is designed for - you actually make it much harder on yourself. Just be advised.
>>
>>4130534
Honestly, I was only thinking of carrying over my OC character because I wanted to grow it to the highest levels. And because I'm already presuming that I'll be ready to finish with the game and move on to something else at that point.
It sounds like those DLC modules are where the real game is, judging from how highly everyone is talking about them.
Now I've just got to decide whether to remake my current character, but "properly" this time, or make something all new.
>>
>>4130549
you could do that for HOTU as that needs a level 17+ Character - but that will cut the two expansions in half.
best just to roll again and see what you want at epic levels/prestige.
>>
>>4130551
>as that needs a level 17+ Character
Bro, you're supposed to play HOTU with your SoU character who will be around level 12 at the end.
>>
>>4130552
Yes, and also HotU will bump up your level to the intended starting level if it’s too low. You’re not intended to start HotU at 12.
>>
>>4128392
>>4128393
>>4128408
>>4128411
>>4128434
Crazy to me people actually recommend this shitty mentally ill tranny fetishist module. Just go play a hentai game at that point nigga
>>
>>4130732
Thank you for sharing your opinion anon, it is valued.
>>
>>4129938
>>4129959
>>4130534
I liked SoU and felt like it fixed many of the design problems of the OC (not having to unlock 100 chests with trash in them). Even if the plot might have been weaker and lacking on interesting characters like the OC.
I think HotU is kinda overrated too. Like, it's not bad. But it's not that good either to say SoU is shit in comparison
>>
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I've been doing a 10 APR dual kama memebuild through Aielund for the past couple of weeks. It's a pretty funny build but Aielund actually isn't that good of a module to do it in
>lots of enemies have physical resistances, which low damage per hit and high APR get screwed by (can be mitigated a bit by elemental enchantments, but still)
>Kamas are probably the worst itemised weapon type in Aielund with zero uniques and scarce enchantment upgrades. Even Gaston only gives you a generic Kama +5, and you'll be using that +5 and a +4 offhand all the way until the end of Twilight where you unlock the shop that sells +7s, which means from about the end of part 4-2 onwards you'll be getting soaked by pretty much everything
>all while the module throws excellent unarmed monk gloves at you left and right
The campaign is well designed enough that it's far from unplayable even like this, but it's been a somewhat uncozy run, and unlike the time I did a scythe Weaponmaster run which had similar issues I'm not critting for 250
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On the plus side, this build + favoured enemy absolutely tore through the 8 Saqaarin Juggernaut golems faster than anything I've seen before
>>
>>4131288
>>lots of enemies have physical resistances, which low damage per hit and high APR get screwed by (can be mitigated a bit by elemental enchantments, but still)
That's the problem of all DEX builds. I feel that the best "pure" ranger build dips into a fighter to wear heavy armor and goes full STR with crits, while favored enemies cover crit immune enemies. Unless heavy armor disables favored enemies, I don't really remember which abilities besides free dual wielding you lose.
>>
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>>4111967
>not rolling as kobold



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