Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

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Aksolotli Oct 14, 2020 @ 9:08pm
Any Recommendations for Class selection for Main Module Playthroughs?
I Have never truly completed any of the main Modules and now with Baldur's Gate 3 release and Outbreak Lockdown was thinking about playing through them.

Just looking for general class suggestions or recommendations for the main Modules.
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Showing 1-15 of 25 comments
Hamtata Oct 15, 2020 @ 4:40am 
easiest i think would be fighter > bard (1 level) > Red dragon disciple (10 levels) If you want to play multiplayer for single campaign, lemme know
Wulfgar621 Oct 15, 2020 @ 5:28am 
A fighter/ rogue is very good for the OC. Opens up henchman options. Use a great sword and take cleave at level 1.
Tesseract Oct 15, 2020 @ 7:20am 
For a single class option, pure cleric is honestly pretty straightforward for the OC. You might want to multiclass a bit at epic levels. I believe fighter/WM, bard/RDD, and bard/PM are popular combos.
red255 Oct 15, 2020 @ 7:26am 
OK, so thoughts. Bard/Fighter/RDD. as a minor in bard you get good skills in Tumble and can use scrolls and whatnot to take part in the various mage and crafting elements of the OC.

and well as a fighter/RDD you have a ton of strength and an dominate with a Two handed weapon like a greatsword.

it can accomplish nearly everything in the campaign except some druid schenanigans in chapter 2. challenging the grove or something.

what I'm CURRENTLY doing is a Monk 1-Fighter 6-Weapon master 7.

I am making a master of the kama. No armor, not really much in the way of AC either, but Kamas that attack rapidly. Probably bring Monk up some at some point to raise Tumble. not actually that vulnerable so far.

using a companion to take hits its not too bad.

third thought is obviously the Cleric. or some variant of the cleric, who is stupidly broken in NWN with a variety of good spells from domain list, and basically everything that got nerfed in NWN2.
DrLoboto Oct 15, 2020 @ 5:21pm 
It totally depends on your preferences and on what kind of challenge you want. Melee fighters are the most straightforward but IMO also the less involved and most boring class to play and I don't find the stories of the official campaigns all that exciting anyway, so depending on your tastes that could become a snoozefest. And while rogues can be fun to play, all the stealth and checking for traps and using sneaky tactics can slow the game down quite a bit, especially with such long campaigns that do not specifically cater to them. So personally I prefer casters - cleric (or maybe also druid) for a solid, easy to play allrounder, sorcerer or mage for a powerful glass cannon.

I usually go with the tactics of summoning familiars and animals (for the cleric, Animal domain even gives you stronger versions) and use them as tanks while the arcane casters attacks from range, or the clerics buff themselves and then go into the fray as well. At least for the lower levels, which are said to be hard for casters in D&D, but in NWN, with these tactics, they arent. Just note that creating your own party like that will result in your character getting a little less xp for every additional member (animal) in the party. But I still think it's worth it, as it also results in a much faster pace. There is so much same-y combat in the official campaign that you might not want to waste time on defeating every single trash mob all on your own. Among the familiars, I find the panther and the (dire?) wolf to be decent tanks, while the pixie can take on the role of a rogue and pick locks or disarm traps for you.
Last edited by DrLoboto; Oct 15, 2020 @ 5:27pm
red255 Oct 15, 2020 @ 5:29pm 
buffing before a fight gets boring ALOT quicker than just charging in and cleaving everything with your mighty greatsword and bag of tricks.
DrLoboto Oct 15, 2020 @ 5:40pm 
Most buffs I would use on the cleric last for several hours, but that's still a fair point. Like I said, it all comes down to personal preferences in the end. I just like to be a little more flexible, have more options at my disposal than just click on attack and knockdown all the time, and that's it.
Last edited by DrLoboto; Oct 15, 2020 @ 5:41pm
Shiroi Ren Oct 15, 2020 @ 6:42pm 
I just hacked through OC with Sorc (n) / Pal (1). Easy walk...
red255 Oct 15, 2020 @ 6:58pm 
Originally posted by DrLoboto:
Most buffs I would use on the cleric last for several hours, but that's still a fair point. Like I said, it all comes down to personal preferences in the end. I just like to be a little more flexible, have more options at my disposal than just click on attack and knockdown all the time, and that's it.

you do. if you do a bard/Fighter/RDD, you can use wands for various effects. Use any item doesn't even need to be that high. Wands, Scrolls, the world is your oyster. no napping to memorize spells, just loot and shoot.
rubyismycat Oct 15, 2020 @ 7:27pm 
druid is insanely op BUT you have to be very careful about your alignment my advice is get six ranks of rogue be human chose skill focus open locks and skill focus traps the first six levels of thief are a struggle but chose you skill points wisely and you will be able to spot and recover any trap in the game and open any lock this is a huge advantage and it will make you very rich selling all those traps makes a ton of money next you turn to being a druid you will need to put as many points as poss into inelligence and wisdom dont worry about any other stat for now and you will need to stick to bows and spells for this build your druid level will quickly catch up with your thief level by which tome you are basically death incarnate
Shiroi Ren Oct 16, 2020 @ 1:44am 
Druid / Monk worked fine for me though. =)
red255 Oct 16, 2020 @ 5:41am 
Cleric/monk IMO is better. but yes Druid Monk gets rid of the need to figure out domains.

but it adds the need to keep your allignment lawful neutral which is a pain.

There are few lawful/chaotic shifts in the game so start lawful should be fine. got a massive amount of buffs that are hellishly overpowered. mainly greater magic weapon, stoneskin (domain) darkfire, Divine Favor, Battletide, Divine Strength. Divine Vestment.

Chapter 2 you reach level 12, your greater magic weapon and divine vestment are now +4, you can take a level of monk, wear the robes of the dark moon that have haste, and cast divine vestment on it.

and now your WIS mod goes to AC, and you get permanent haste (Which is 4 AC and an extra main hand attack per round and increased run speed)

if you use a Kama you can enchant it with Darkfire for 1d6 +6 fire damage per hit. and greater magic weapon so you can grab an inferior weapon with a good mod, I think maybe 1d4 acid damage or doom on hit. and make it a +4 weapon.

enchantment gears don't get targetted by dispels and last a good long time.

and then there are the short term buffs, Aid, Bless, Divine Strength, Divine Favor. we extend these with Extend spell.

and finally the level of monk adds Cleave and Flurry of blows for an EXTRA extra main hand attack per round.
Lady Crimson (RIP) Oct 16, 2020 @ 12:03pm 
Fighter is the best starting thing, besides maybe barbarian (which would give you more flexibility in weapons).

So maybe Barbarian is ideal.

Everything else requires planning like with magic, or other people to rely on.
Shiroi Ren Oct 16, 2020 @ 3:54pm 
Originally posted by red255:
Cleric/monk IMO is better. but yes Druid Monk gets rid of the need to figure out domains.
No, I prefer Druid/Monk because of transformation... Buff yourself, wear the best possible armor and weapon. Transform... Voila... You are armored and armed Monk while being still unarmed and unarmored becuase reasons.
Aksolotli Oct 16, 2020 @ 5:22pm 
Hey guys thinking about making a boring Fighter / Some other prestige Fighter class for Main Campaign with Tomi

And

For Shadows and Hordes of Underdark a Rogue /Assasin/Shadowdancer with Deekin
any cool tips for how to build Rogue classes?
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Date Posted: Oct 14, 2020 @ 9:08pm
Posts: 25