Allyx
Allyx
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Re: Temple of Elemental Evil: Icewind Dale Total Conversion
Turns are sequenced consecutively, so a high initiative is the difference between your wizard casting a fireball at those archers and killing them, or the archers readying an action vs. spellcasters … (View Post)2 -
Re: Temple of Elemental Evil: Icewind Dale Total Conversion
Other tactical maneuvers have also been added with Temple+ Trip and Disarm attacks are now added options, retrieving a disarmed weapon and waking up allies that have been put into magical slumber are… (View Post)3 -
Re: Temple of Elemental Evil: Icewind Dale Total Conversion
The Temple+ project has been adding class abilities to support level progression upto level 20 and potentially higher dor solo adventurer players, so Monks mow get the full list of abilities includin… (View Post)3 -
Re: Temple of Elemental Evil: Icewind Dale Total Conversion
IWD II has also been discussed, to be fair any decent new modules for ToEE would be a good thing for both the Co8 and D&D CRPG fans generally, the major stumbling block has always been the maps, … (View Post)3 -
Re: Temple of Elemental Evil: Icewind Dale Total Conversion
The combat is all turn-based, right down to the I initiative rolls at the start of combat to determine the order of each combatant's turn, everything else is real-time, running from place to place et… (View Post)2