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Skills: How many points are enough?

Discussion in 'Icewind Dale 2' started by drowbard, Nov 22, 2002.

  1. drowbard Gems: 1/31
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    For some skills like spellcraft (which you only need to pump to 10 to get the magical damage feats) the returns on points spent diminishes with time. But for other skills, like diplomacy, bluff, and intimidate, I can't get a good feel on how many points are enough. If I only need 10 in diplomacy to use the skill effectively, I would rather put points into other useful things like hide and move silently than just pumping diplomacy needlessly. That brings me to another question, how many points should be put in the theivery skills?
     
  2. Quint Gems: 8/31
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    There's no answer to your question without cheating, or reading some info that was hacked out of the game.
    There is such a file available for download that shows you how many points you need for all the different conversations that actually test those points.
    Reading a good walkthrough will also tell you what points you need to do certain actions (not dialog) that test your skills.

    So either you play blind and miss out on half the fun, or (and I bet the game designers wish this) you read in these forums what you've missed, and you replay the game a dozen times to be able to do these things,
    or you cheat, read ahead and spoil some of it.

    (Sorry guys, I'm a bit bored these days with the whole concept :( )
     
  3. Dreamagi Gems: 2/31
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    [​IMG] I eally wonder how many points is like enough for doing something effectively? And i have been reading that you need over 30 points to pick-pocket successfully or something in HOF mode. Do we get more skill points if we played in HOF mode?

    Because right now my lvl-16 thief (12INT, with over 25 points in almost every rouge related skill) still sometimes do not disarm traps successfully. AND, I find that he finds traps just as slowly as when he started out with only 4 points in searching.
     
  4. monkey Gems: 6/31
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    I rarely use disarm trap now because although my rogue has a +7 dex and +4/5 int bonus (dont know which is used for the skill) and as many points in the skill as possible he still fails about 1 in 5 which is ludicrous. It is generally safer to walk over traps with a character with high saves.

    Im sure in PnP if you are not in combat, disarming traps is automatic. This should really have been put in IWD2.

    [ November 23, 2002, 13:59: Message edited by: monkey ]
     
  5. Sacremas Gems: 1/31
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    No, disarming traps is not automatic in PnP. Instead you roll as normal a 20 sided die toward a set difficulity... if you got enough ranks and roll okay, you make it. There is a function for taking 20 on the die and spend 20 times the amount of time on the task, but that's only for situations where it would not matter if you failed (Jumping over a chasm- no; jumping straight up just to see how high you could jump- yes). I'm not sure you even can disable trap in combat since that would take too long in many cases... at least a few rounds on most traps.

    -Sacremas
     
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