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Roleplaying 3.5E Class Abilities missing from NWN2?

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  • Roleplaying 3.5E Class Abilities missing from NWN2?

    I'm going to speak from the Shaman perspective here, since that's the class I'm playing on my main character, but this applies to a lot of other classes as well. A lot of class abilities are missing from NWN2 that are present in the 3.5 sourcebooks, simply because there was no mechanical use for them in NWN2.

    For the Shaman, we're talking about these three, yoinked from the Spirit Shaman entry of Complete Divine:

    Wild Empathy (Ex): Guided by insight into animal spirits, a spirit shaman can use body language, vocalizations, and demeanor to improve the attitude of an creature of the animal type. This functions like a Diplomacy check to improve a person's attitude. The spirit shaman rolls 1d20 and adds her spirit shaman level and her Charisma modifier to determine the wild empathy check result. Typical domestic animals start as indifferent, and typical wild animals start as unfriendly.

    To use wild empathy, the spirit shaman and the animal must be within 30' of each other and able to study one another. A typical check takes 1 minute. This ability cannot be used to influence magical beasts.
    Guide Magic (Su): Starting at 10th level, as a free action, a spirit shaman can assign a spirit guide the task of concentrating on a spell or spell-like ability that is maintained through concentration. The spirit shaman can act normally while the spirit guide concentrates on the spell. A spirit guide can concentrate on only one spell at a time. If necessary to maintain the spell, the spirit guide makes Concentration checks for the spirit shaman, using the spirit shaman's normal Concentration modifier. A spirit guide does not have to make Concentration checks for circumstances such as the spirit shaman taking damage. The spirit itself is not present for anyone to interrupt or otherwise interact with.
    Exorcism (Su): Starting at 13th level, as a full-round action, a spirit shaman can force a possessing creature or spirit out of the body it inhabits. To exorcise a possessing creature, the shaman makes a class level check, adding any Charisma modifier, against a DC of 10 + the possessing creature's HD + its Charisma modifier, if any. If the result equals or exceeds the DC, the spirit shaman succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.
    It's obvious why these abilities are missing in NWN2; they are abilities that only really apply with roleplaying, and each is extremely situational. I'm not proposing we try to give them any scripted function at all, as that would be pretty pointless.

    I'm asking how DMs feel about players using (or asking to use) such missing abilities, either during quests or events that involve a DM or just out and about when roleplaying with fellow players. As long as it's in the source material, is it okay to assume it's just an unlisted ability?
    Player of:
    Nadya Frost -
    Witchy Woman (http://www.sundren.org/forum/showthread.php?t=17774)
    Abigail Fryre - Short-Tempered (http://www.sundren.org/forum/showthread.php?t=16616)

  • #2
    DM's are usually very receptive to the use of PnP abilities in any event, because....well, it's PnP. Hard to argue a good reason that they shouldn't be there in a 'table-top' type of situation with a DM present.

    When they're not present, I'd be slightly more conscious of what you can and cannot affect. 'Guide Magic' might be able to be roleplayed, provided the other players are willing. But the other two you'd have some difficulties with.
    Characters:
    Peridan Twilight, one-eyed dog of the Legion, deceased.
    Daniel Nobody, adventurer and part time problem solver.

    [DM] Poltergeist :
    If you can dodge a wrench, you can dodge an intermediate deity's unbridled fury.

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    • #3
      Originally posted by Peridan View Post
      When they're not present, I'd be slightly more conscious of what you can and cannot affect. 'Guide Magic' might be able to be roleplayed, provided the other players are willing. But the other two you'd have some difficulties with.
      Very true, and from my own personal guidelines at least, non-mechanical abilities should never be "forced" on players. Both parties should agree OOC before any such use or attempt.
      Player of:
      Nadya Frost -
      Witchy Woman (http://www.sundren.org/forum/showthread.php?t=17774)
      Abigail Fryre - Short-Tempered (http://www.sundren.org/forum/showthread.php?t=16616)

      Comment


      • #4
        What Peridan said. Things such as scrying are possible with a DM present; playing it out without one present might touch a few nerves...

        Last server I played on had its own band of metagaming police who had official forum titles (asshole 1, asshole 2... you get the picture)... Needless to say it isnt fun when people find something to complain about. As long as you use a bit of initiative your alright roleplaying out alot of things.
        Originally posted by roguethree
        If I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.

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