Copper Coronet Lehtinan
Mythdracon
Member Posts: 187
I gave him the right answers about being let into the rooms, but he declared that I looked like "trouble" and won't let me in on the "entertainment" without a bribe of 200 gold....what do I do to avoid this? I've never run into this before. My character is Lawful Neutral, and has 11 wisdom and 3 charisma, if those are what matters here (everything else is 18).
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Note that almost any character can reach 18 Charisma before even going to the slums, by doing the easy circus tent quest and wearing the Ring of Human Influence. Only wizard slayers are permanently stuck with low charisma, and they can always swap another party member to the front.
One thought - if you pay the bribe, does that gold go into his inventory to be dropped later when he dies?
you have to birbe a little more, romances can fail or fail to start, but you don't really loose anything really important.
by the way the amount of money lost trading with shops is much more then the one needed for the few birbes and a ring, a cloak or having a npc with decent char in the leader position make much of the problems of a low char vanish.
to play a toon minmaxed so the con stat is at the minimum possible value, or for a thief the dex one or for a mage the int one is the real challenge.
and the more challenge the more fun...
an 86 total roll is pretty high for my standards, well above the average npc total, i don't roll, but i give to my charname way less than that.
Yikes! I think in Jaheira's romance there's one case where low charisma hurts for sure (the bandits). What other instances are there?
How exactly is morale affected? Do we have stats on this?
Ah, is 86 considered high? I consider 90 and above high but I guess that's demanding. There have been times when I spent hours on character generation to get 90 or above. :P
PCs, of course, tend to be much more extreme in their dump stats than NPCs. Even Wilson doesn't have any ability scores of 3.
Also, the distribution of roll sums in character creation depends heavily on race and class. Rolling for hours to get a 90+? It takes less than 100 (visible) rolls on average to get a 90+ sum if you're rolling a Ranger or Paladin, but over 1000 if you're rolling a Dwarf. Full table here for all vanilla race/class combinations.
how many npcs you know that have all stats but 2 at 18?
how many but minsc have a dump stat at 3?
to keep some balance to accept to have some minor disadvantage from the stat at 3 seem to me fair, and probably much more powerful then to have slightly better stats without that extreme minmaxing.
but there is nothing wrong in having high stats or extreme minmaxing if the player is having fun doing it.
my purpose was only to tell that to roll again for better stats, so the relevant ones are still maxed but the toon has also a decent char is not really needed, not that it has not to be done.
leaving the things like now is fun to rp, a charname very good at what he does, strong, intelligent, fith super health and dexterity, but not good at all as leader and as inspiration for his crew, that still has to count on the help of his fellow adventurers and to be their leader.
I totally agree, we should all hack our charnames to give them all 18s, just to be fair and balanced.
They don't depart, no. However, attempting to fight Haer'Dalis for Aerie's affections results in her choosing him over you. (And likewise, if you take the nobler path and refuse to fight, Aerie will choose you over Haer'Dalis. However, I'm unsure if your Charisma affects this portion. My Ward usually has at least Charisma 15.)
dex means better thac0 ranged, better thieving abilities and better armor class.
con means more hit points and more time before the fatigue kick in.
int mean more survavibility to psionic int drain on hit, better chance to learn scrolls (but busting it with genius potions before learning work as good).
wisdom mean more divine spells and better chance to get the positive results from the arcane wish spell.
char mean, well... all the topic is about that LOL
this in very short, but as a starting guideline should suffice.
about saving throws there are many topics that deal with it, now i am in a hurry and can not search for you the right ones.
saving against a spell or something other means to have less damage, usually 1/2, or have the spell completely ineffective or some of the effects not working. so if you save a fireball makes 1/2 damage, a wab does not block you, a glitterdust don't blind you.
Might be Cha based, because the only time I used both Aerie and Haer'dalis, they just ran off together, and it didn't seem like I had any input, but I might have had 3 cha.
For saving throws, I'm wondering dice-wise how it works. Do you roll under or over to beat a saving throw test?
For example, I ran a test against basilisks in BG1. Without any special effort, lots of saves were failed. With the addition of effects such as a potion of invulnerability and Adoy's belt, I got my save vs. petrification down to -5 or so. Then, all saves succeeded, with displayed successful saving throws ranging from -3 to 16. From this, I concluded that the basilisk effect causes a save at -4.
There are a number of effects that cause saves at -4, but I'm not sure there's anything that matters worse than that. Saves of -3 on your character sheet will give you certain success against practically everything, with the one exception that the enemies might hit you with a Greater Malison or dispel your buffs.
First, find your saving throw number. Let's say that you're a level 9 paladin, wearing a ring of protection +1 and no other save-affecting equipment. Your base save vs. spells is 11 from being a level 9 warrior, -2 from being a paladin, and -1 for your ring, for an overall number of 8. This value is displayed on your character sheet in the "record" panel.
Next, make a roll of 1d20. You rolled... a 9.
Next, apply the modifiers for the effect. This time, it was a Confusion spell, which saves at -2. Your roll is reduced by 2, and becomes 7.
Finally, compare the modified roll to your saving throw number. 7 is less than 8, so you didn't save. You're confused now.
If you succeed on a save and have the appropriate option enabled, the combat log will display your modified saving throw, as "Save vs. _ : #". If you fail the save, no numbers will be displayed and you'll just be told about whatever unfortunate effect you're suffering now.