Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

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3.5 Edition Ranger and other improvements
I know Neverwinter Nights 1 is based on 3.0 rules but the ranger class has big problems which were fixed in the 3.5 edition pen & paper rules. So does anyone know if Beamdog has plans to bring these improvements in the base game? I'd like to carry a 3.5 ranger through the entire base game without having to use some random guy's approximation of a 3.5 edition ranger that isn't widely supported by modules and persistent worlds.
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Showing 1-10 of 10 comments
Selphea Apr 4, 2018 @ 9:37pm 
I prefer 3.5E in general too but I believe Beamdog is more focused on backward compatibility and will probably leave community modders and PW admins to do their own 3.5E implementation
Krieg_Engineer Apr 5, 2018 @ 6:19am 
They could maintain backward compatibility by implementing a toggleable "compatibility mode" in the game's options, so that you can select which ruleset you prefer. Newer modules could have code to detect this option and adapt to whichever ruleset is selected and the 3.0 ruleset could be used as the default if the module maker did not specifically make the module for 3.5. That would be the best of both worlds in my opinion.
What excatly changed in 3.5? I'm not famailar with DND rules. I plan to have a ranger build but you are telling me ranger has problems. Can you tell me more details? thanks.
they are doing custom spells and classes, who cares ? XD
Eilanzer Apr 5, 2018 @ 12:42pm 
i think this would change the core 3.0 feel...And would change too much. They have a LOT of work already to do fixing bugs and even add proper 3.0 rules that are missing in nwn...like pets levels/dmg...rogues have a bunch of them...
Krieg_Engineer Apr 5, 2018 @ 2:52pm 
The 3.5 edition Ranger has 6 + INT skill points per level instead of 4 + INT, focuses on Reflex saves instead of Fortitude, has HP based on D8 instead of D10, an improved spell list, different feats that allow a player to choose whether to specialise in dual-wielding or archery, hide in plain sight at level 17 and various other changes that make the class a lot more interesting to use as a character base or for multiclassing purposes.

That doesn't mean the 3.0 Ranger is unplayable, I just think the 3.5 version is better, that's all. I also understand people who want NWN to keep using the 3.0 ruleset, which is why I suggested a compatibility mode option so that it would be easy for players to keep playing with whatever ruleset they prefer.

Moreover, the devs don't have to include ALL the 3.5 edition changes if they don't want to, especially if the task would prove too difficult. They could do a partial implementation of the most important 3.5 changes and create a sort of 3.25 edition. That's another option they have.

The thing about custom spells and classes is that their implementation will likely be module-dependent, like subraces. So if you're a player who really likes playing Goblin characters for example, your options are to play modules where the subrace is implemented, attempt to modify the module (and potentially break it), use a mod or play something else. For that player, having a consistent experience with the game may prove difficult. But I do agree that custom spells and classes is an improvement overall and bugfixing should obviously be a priority before making the sort of changes I suggested.
DrFusion3000 Apr 5, 2018 @ 3:10pm 
agreed, 3.0 ranger was UP. when bioware made this game, they made the same mistake that obsidian made in the sequal in focusing on spells more classes can use, Though obsidian did it worse. all that does is make the classes more the same and ignores unique abilities that makes playing the game over again with a new class pointless.
What will it matter when we can make our own spells, and classes? "Soon"
Last edited by ɃƵ Crazy Cat Lady; Apr 5, 2018 @ 6:26pm
AvatarOfWar Apr 5, 2018 @ 6:54pm 
Anything that can be modded through scripts or hakpacks really doesn't belong on Beamdogs table. Its Beamdogs job to work with the game engine so that scripters and modders can make these changes, or make them more easily.
kaiyl_kariashi Apr 5, 2018 @ 7:00pm 
A toggle is a waste of time. Since modders can do it easily enough.

And if you start doing one class, you have to do all of them.

So it's better to do none of them and just improve the base tools for modders to do them more easily.
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Date Posted: Apr 4, 2018 @ 6:21pm
Posts: 10