Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The answer is mostly yes, but a couple of caveats. Like THAC0, a natural 1 on the die roll is always a failure. Saves are never automatic (unless you drink the potion of Magic Shielding that grants it). There are some situations as you mention, where you could still fail a save vs spell even with a negative saving throw number. One example is Chaos (and enemy mages love to throw it), it has a -4 to your save. So you could fail on a 1,or 2. Still low odds but you see what I mean. I would calculate that once you hit -3 or lower you will only fail on a "1".
EDIT: I can't add, a saving throw of -2 will always save "unless" you throw a "1" on your die roll.
Yes, Greater Malison will drop your save by another 4. But, I can't recall any enemies that use it off the top of my head either, however I would bet the SCS mod has mages use it.
There are so many items that help against mind altering spells I rarely use Chaotic commands myself. You can get Lilacor (+3 two handed sword with mind protection) very early and there are IIRC 3 helms of protection from charm. More than enough to keep the vampires and mages at bay. Those enemies typically target the closest party member, ie, the fighters and clerics.
But that said, I still take Chaotic Commands when facing with Illithids and such. I suspect their Psionic Blast has some severe penalties to saving throws, not to mention it is an AOE effect, because they seem to always stun at least a couple of my party if I don't.
I couple this with Mages Greater Malison and Emotion Hopelessnes, and Hold spells (Hold Monster works on close to anything after debuffing).
Even the lvl 1 Command is a valid spell for all of SOA, if it hits the next spell will likely auto hit the target.
Considering the potion of invulnerability gives a +5 and 2/3 of my current characters have high pickpocket though...maybe try branching out.
Which is kinda funny because in BG2 saving throws might actually help, whereas in the pathfinder games its "So...you need to roll a 28 to avoid it."
"...ok...well....I have a...+4....and my spell gives me a....+2..."
"well, Fk you 10 rounds of stun."
"ok..."
The potion of invulnerability is great, you might also consider the potion of magic shielding. With it, you automatically make all saves. It doesn't stop spells with no save but still pretty nice. There are not a lot of them but it is handy to have some for tough fight.
Yeah, I fully understand the Pathfinder logic. Saves and AC get so inflated and spiral to ridiculous levels in it (which we can thank 3.5 for).
In BG 2 i am fan of immunities too, and strive to have my frontliners 'immune' to the effectgs that ruin fights. So basically i get Chaotic Commands from abilities and or items.
When i really need it, like in Illithids fights, i make sure to memorize enough for all in need.
Not exactly true, BG (original and EE) never implemented critical failure on saving throws. Natural 1 rule applies to tabletop, but BioWare decided not to implement it. See here for more details:
https://forums.beamdog.com/discussion/71755/saving-throws-question-critical-fail-success
So yes, a character who has negative saves & Cloak of Reflection is practically immune to spellcasters, barring Imprisonment and such rare exceptions. Realistically, either Korgan, Mazzy or Fighter/Cleric dwarf MC gets their unbuffed Saves that low.
Do note that some creature abilities (ie. Alu-Fiends & Succubus in Watcher's Keep) have ridiculously high save penalty (around -8 or -10), which can still overcome your absurdly good saves.
OP: You can even throw Stinking Cloud on top of Web, that way you're adding a Save vs Death to the mix. For some reason, enemy mages have bloated Save vs Spell, but their Save vs Death is far more manageable.
You can also try Animate Dead + Stinking Cloud (+ Cloudkill if you have it) to imitate your current tactic, skeletons are naturally immune to poison effects.
Actually, my MC is a Cavalier, so cloud immunity comes naturally. Once I got Cloud Kill (SoD), that became the standard tactic. Spider's Bane+web+entangle+cloud kill. It's absolutely devastating. In this game I have put the Periapt on a second fighter for more fun in the clouds.
It is good to know about those exceptions. Of course that is not a hard buff either. Simulacrum+Protection from Magic Scroll! Spell casters become targets!
Assassin/fighter with time stop and simalacrum and tensers transformation is fun.