DnD 2nd ed help
badbromance
Member Posts: 238
in Off-Topic
Hey Guys!
It looks like I might be getting into a 2nd ed game (With other Australians, YAY!!) and I have zero experience with 2nd ed. I have played plenty of 3.5/4th and some Star Wars: Edge of the Empire lately - which is awesome, so I should be able to roll up a character and hit the ground running.
If anyone could give some advice it would be awesome, mainly about chargen. If all goes to plan I would prefer to play a Bard (lore master kit if allowed) or a Thief. I don't need charop advice just general advice would be great.
A lot of people talk about how good 2nd ed is and lets be honest BG1/2 are awesome so i'm keen to give this a real crack and enjoy the hell out of it
It looks like I might be getting into a 2nd ed game (With other Australians, YAY!!) and I have zero experience with 2nd ed. I have played plenty of 3.5/4th and some Star Wars: Edge of the Empire lately - which is awesome, so I should be able to roll up a character and hit the ground running.
If anyone could give some advice it would be awesome, mainly about chargen. If all goes to plan I would prefer to play a Bard (lore master kit if allowed) or a Thief. I don't need charop advice just general advice would be great.
A lot of people talk about how good 2nd ed is and lets be honest BG1/2 are awesome so i'm keen to give this a real crack and enjoy the hell out of it
0
Comments
Mechanically speaking I think he will play similar to a mage. He wont be a combat specialist but I prefer support classes anyway. More interesting to come up with clever ideas to avoid combat.
If I understand NWP right I will be using them to compliment the lore/history side of things and the remainder to be a more charming individual. I think that will help compliment the kit.
If he allows you access to Aurora's Whole Realms Catalogue, check over the Wizard and Scribe section thoroughly for gear- camping supplies as well. You might want to be the mapmaker for the group, so you can make note of "interesting" map features that another might not care about.
When it comes to magic, divination spells are going to be your best friend. You should have them in your spell book, even if you don't memorize them immediately. Know Languages (for something you can't already translate, or to speed up the translation of a language you might only know the rudiments from your class skills), Detect Magic (tells you the type of magic as well as if there is magic there), and so on.
If it helps, think of your character as a somewhat more scholarly version of Indiana Jones. You still have the rogue skills to break into places, but you're after knowledge rather than some other kind of treasure (though more, um, prosaic kinds of treasure will help fund further researches and expeditions for you.).
Hope this helps!