History YMMV / NeverwinterNights

7th May '16 6:38:39 AM supergod
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* EvenBetterSequel: The original campaign was okay, but had very repetitive quests, fairly simple and two-dimensional characters, and gameplay could be stilted at times. The expansions had much more creative and engaging quests, very complex and likeable characters, and new gameplay features and tweaks. As a whole, the expansions are more refined and polished than the base game and it shows.

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* EvenBetterSequel: The original campaign was okay, generally well received, but had very repetitive quests, fairly simple and two-dimensional characters, and gameplay that could be stilted at times. The expansions had much more creative and engaging quests, very complex and likeable characters, and new gameplay features and tweaks. As a whole, the expansions are more refined and polished than the base game and it shows.
7th May '16 6:31:45 AM supergod
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* TakeThatScrappy: Bioware poke fun of Deekin in the ''Kingmaker'' premium module:

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* TakeThatScrappy: Bioware poke fun of at Deekin in the ''Kingmaker'' premium module:
7th May '16 6:29:25 AM supergod
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* [[EvenBetterSequel Even Better Expansions]]: The original campaign was okay, but had very repetitive quests, fairly simple and two-dimensional characters, and gameplay could be stilted at times. The expansions had much more creative and engaging quests, very complex and likeable characters, and new gameplay features and tweaks. As a whole, the expansions are more refined and polished than the base game and it shows.

to:

* [[EvenBetterSequel Even Better Expansions]]: EvenBetterSequel: The original campaign was okay, but had very repetitive quests, fairly simple and two-dimensional characters, and gameplay could be stilted at times. The expansions had much more creative and engaging quests, very complex and likeable characters, and new gameplay features and tweaks. As a whole, the expansions are more refined and polished than the base game and it shows.



*** The "Harm" spell in itself was this throughout the game, lowering the hitpoints of any non-undead enemy down to 1 (and anyone with Harm also gets Heal, which can do the same thing to undead as well as [[ExactlyWhatItSaysOnTheTin healing]] themselves if needed). It's a sixth-level-spell, meaning you get it at level 11 and will just keep on using it forever all the way to level 40. This particular brokenness was, of course, imported from 3rd edition D&D.

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*** ** The "Harm" spell in itself was this throughout the game, lowering the hitpoints of any non-undead enemy down to 1 (and anyone with Harm also gets Heal, which can do the same thing to undead as well as [[ExactlyWhatItSaysOnTheTin healing]] themselves if needed). It's a sixth-level-spell, meaning you get it at level 11 and will just keep on using it forever all the way to level 40. This particular brokenness was, of course, imported from 3rd edition D&D.



** Five words - Maximized Isaac's Greater Missile Storm. To summarize, IGMS is a Level 6 Wizard/Sorcerer spell that fires magic projectiles, one for each caster level up to 20. They seek out and hit targets in the area of effect and do 2d6 damage each. Enter Maximize Spell, which raises the level of the target spell by three (making IGMS Level 9) and removes the variables from its effect, placing the values at maximum damage. This means that a Maximized IGMS will fire up to 20 projectiles, each doing 12 damage, for a total of 240 damage for one spell. Oh, and if you use this against a lone enemy (ie, a boss), all the projectiles fire at them. Add in the fact that in ''Hordes'' in particular you begin the game at Level 15 and keep going so you'll have a lot of spell slots for higher-level spells...
*** To put that damage into perspective, the "Epic Spell" Greater Ruin (that is, one of the top-level spells in the game) does 35d6 damage, to a maximum of 210 damage under optimal conditions--keeping in mind that a Maximized Missle Storm is guaranteed to do 12 damage a missile, while Greater Ruin you still need to rely on the luck of the roll.

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** Five words - Maximized Isaac's Greater Missile Storm. To summarize, IGMS is a Level 6 Wizard/Sorcerer spell that fires magic projectiles, one for each caster level up to 20. They seek out and hit targets in the area of effect and do 2d6 damage each. Enter Maximize Spell, which raises the level of the target spell by three (making IGMS Level 9) and removes the variables from its effect, placing the values at maximum damage. This means that a Maximized IGMS will fire up to 20 projectiles, each doing 12 damage, for a total of 240 damage for one spell. Oh, and if you use this against a lone enemy (ie, a boss), all the projectiles fire at them. Add in the fact that in ''Hordes'' in particular you begin the game at Level 15 and keep going so you'll have a lot of spell slots for higher-level spells...
***
spells. To put that damage into perspective, the "Epic Spell" Greater Ruin (that is, one of the top-level spells in the game) does 35d6 damage, to a maximum of 210 damage under optimal conditions--keeping in mind that a Maximized Missle Storm is guaranteed to do 12 damage a missile, while Greater Ruin you still need to rely on the luck of the roll.



** In ''Hordes of the Underdark'', Enserric the Sword can become more powerful while vampirizing the health of the Player. Wearing the Greater Amulet of Health will make the Player immune in stat drains. This very worthy combination (powerful upgradable sword and amulet immunizing from poison, diseases, and stat drains) is a game breaker.
*** And for added fun, play as a Fighter / Weapon Master (8/7 is a good level split), with your feat choices centering on Greatsword (Weapon Focus, Improved Critical). Tell Enserric you don't need a longsword, but that a greatsword would be a much more useful weapon. Enjoy your health-restoring slab of [[SnarkyNonHumanSidekick sarcastic oversized death.]]

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** In ''Hordes of the Underdark'', Enserric the Sword can become more powerful while vampirizing the health of the Player. Wearing the Greater Amulet of Health will make the Player immune in stat drains. This very worthy combination (powerful upgradable sword and amulet immunizing from poison, diseases, and stat drains) is a game breaker.
***
breaker. And for added fun, play as a Fighter / Weapon Master (8/7 is a good level split), with your feat choices centering on Greatsword (Weapon Focus, Improved Critical). Tell Enserric you don't need a longsword, but that a greatsword would be a much more useful weapon. Enjoy your health-restoring slab of [[SnarkyNonHumanSidekick sarcastic oversized death.]]



** ScrappyMechanic: Aura of Fear. Many high-level boss-type enemies, particularly Mummies and Dragons, have Auras of Fear around them that inflict the Frighten status on anyone who comes inside the aura. Characters under Fear become ''entirely uncontrollable'' and wander around aimlessly, suffering a -2 penalty to all saving throws. You need equipment to prevent Fear or a high enough Will to make your saving throw against it, and even then as long as you remain within the aura you will need to continue to roll to save against the Aura of Fear. And your henchmen? Forget them, they will pretty much always fall victim to it. Getting hit with Frightened is pretty much a death sentence any time it happens, and can make otherwise unremarkable foes into a GoddamnedBoss. It also makes Potions of Clarity one of the most unexpectedly useful buffing potions in the game.

to:

** ScrappyMechanic: Aura of Fear. Many high-level boss-type enemies, particularly Mummies and Dragons, have Auras of Fear around them that inflict the Frighten status on anyone who comes inside the aura. Characters under Fear become ''entirely uncontrollable'' and wander around aimlessly, suffering a -2 penalty to all saving throws. You need equipment to prevent Fear or a high enough Will to make your saving throw against it, and even then as long as you remain within the aura you will need to continue to roll to save against the Aura of Fear. And your henchmen? Forget them, they will pretty much always fall victim to it. Getting hit with Frightened is pretty much a death sentence any time it happens, and can make otherwise unremarkable foes into a GoddamnedBoss. It also makes Potions of Clarity one of the most unexpectedly useful buffing potions in the game.



* ThatOneBoss: Plenty, usually the undead bosses. Also, facing a boss enchanted with Fear (i.e. mummies, dragons) without being immune to it can make the fight extra difficult.
** Bosses sometimes get immunity to the key class features of a class. For example, undead (including undead bosses) have immunity to sneak attacks...turning your rogue from a generally weaker fighter who can do massive burst damage to a...generally weaker fighter. Similarly, defeating a low level boss with spell immunity as an arcane caster is probably largely a case of letting your hireling and summon attack and hoping they win. The former issue is from the DND rules, although it's worth noting that they're balanced around there being a fairly large party with a spread of classes, rather than a single PC and a hireling.

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* ThatOneBoss: ThatOneBoss:
**
Plenty, usually the undead bosses. Also, facing a boss enchanted with Fear (i.e. mummies, dragons) without being immune to it can make the fight extra difficult.
** Bosses sometimes get immunity to the key class features of a class. For example, undead (including undead bosses) have immunity to sneak attacks...turning your rogue from a generally weaker fighter who can do massive burst damage to a...generally weaker fighter. Similarly, defeating a low level boss with spell immunity as an arcane caster is probably largely a case of letting your hireling and summon attack and hoping they win. The former issue is from the DND D&D rules, although it's worth noting that they're balanced around there being a fairly large party with a spread of classes, rather than a single PC and a hireling.



** Also in ''Hordes of the Underdark'' is Vixthra the dracolich of Drearing's Deep. He can revive himself as many times as long as his [[SoulJar phylactery]] remains intact, which is guarded by 2 skeleton golems. Vixthra himself has a huge amount of hit points and his breath weapon can do insane amounts of damage. Tank characters can take more punishment but lighter classes can have a hard time due to small amount of HP. And even though there's a shortcut door to the phylactery, the golems can gang up on you and Vixthra can even fly to your location to defend it. At least Vixthra is undead, so you can always use "Lay on Hands" as an attack if you're a Paladin/Champion of Torm - just make sure you have enough charisma to inflict all that damage... and make sure that the phylactery is broken ''first''.
** Also in the Isle of the Maker in ''Hordes of the Underdark'', there's a room in that animates your weapons and turns them against you. It's even more devastating for those who dual-wield weapons and you're forced to use the spare weapons scattered on the floor or from your inventory. The game warns you about this, but it can also be countered by equipping a weak weapon BEFORE entering this room's floor, which the weapon spirit will detect. Reequip your weapon after entrance to the floor.
** The Valsharess is a high-level spellcaster, and you have to leave your allies behind to fight her one-on-one. Due to spell resistances, if you're a spellcaster class yourself prepare for a long, drawn-out battle.
*** Or you can cast a spell lowering spell resistance like Mordekainen's Disjunction before firing off your damage spells.

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** Also in In ''Hordes of the Underdark'' is there's Vixthra the dracolich of Drearing's Deep. He can revive himself as many times as long as his [[SoulJar phylactery]] remains intact, which is guarded by 2 skeleton golems. Vixthra himself has a huge amount of hit points and his breath weapon can do insane amounts of damage. Tank characters can take more punishment but lighter classes can have a hard time due to small amount of HP. And even though there's a shortcut door to the phylactery, the golems can gang up on you and Vixthra can even fly to your location to defend it. At least Vixthra is undead, so you can always use "Lay on Hands" as an attack if you're a Paladin/Champion of Torm - just make sure you have enough charisma to inflict all that damage... and make sure that the phylactery is broken ''first''.
** Also in In the Isle of the Maker in ''Hordes of the Underdark'', there's a room in that animates your weapons and turns them against you. It's even more devastating for those who dual-wield weapons and you're forced to use the spare weapons scattered on the floor or from your inventory. The game warns you about this, but it can also be countered by equipping a weak weapon BEFORE entering this room's floor, which the weapon spirit will detect. Reequip your weapon after entrance to the floor.
** The Valsharess is a high-level spellcaster, and you have to leave your allies behind to fight her one-on-one. Due to spell resistances, if you're a spellcaster class yourself prepare for a long, drawn-out battle.
*** Or
battle, unless you can cast a spell lowering spell resistance like Mordekainen's Disjunction before firing off your damage spells.
7th May '16 6:25:05 AM supergod
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* ScrappyMechanic: Whenever you enter conversation mode, the camera will always pan and zoom to a certain angle, leading to many CameraScrew situations.

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* ScrappyMechanic:
**
ScrappyMechanic: Aura of Fear. Many high-level boss-type enemies, particularly Mummies and Dragons, have Auras of Fear around them that inflict the Frighten status on anyone who comes inside the aura. Characters under Fear become ''entirely uncontrollable'' and wander around aimlessly, suffering a -2 penalty to all saving throws. You need equipment to prevent Fear or a high enough Will to make your saving throw against it, and even then as long as you remain within the aura you will need to continue to roll to save against the Aura of Fear. And your henchmen? Forget them, they will pretty much always fall victim to it. Getting hit with Frightened is pretty much a death sentence any time it happens, and can make otherwise unremarkable foes into a GoddamnedBoss. It also makes Potions of Clarity one of the most unexpectedly useful buffing potions in the game.
**
Whenever you enter conversation mode, the camera will always pan and zoom to a certain angle, leading to many CameraScrew situations.
7th May '16 6:17:02 AM supergod
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* AdaptationDisplacement: Who knows [[http://en.wikipedia.org/wiki/Neverwinter_Nights_%28AOL_game%29 this]] existed?
** More of an intentional homage than anything else. The two games have little alike other then being [=RPG=]s based on Dungeons and Dragons rules. Considering what a success the AOL Neverwinter Nights was, it's likely that a few people remember it.
7th May '16 6:16:28 AM supergod
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* ScrappyMechanic: Aura of Fear. Many high-level boss-type enemies, particularly Mummies and Dragons, have Auras of Fear around them that inflict the Frighten status on anyone who comes inside the aura. Characters under Fear become ''entirely uncontrollable'' and wander around aimlessly, suffering a -2 penalty to all saving throws. You need equipment to prevent Fear or a high enough Will to make your saving throw against it, and even then as long as you remain within the aura you will need to continue to roll to save against the Aura of Fear. And your henchmen? Forget them, they will pretty much always fall victim to it. Getting hit with Frightened is pretty much a death sentence any time it happens, and can make otherwise unremarkable foes into a GoddamnedBoss. It also makes Potions of Clarity one of the most unexpectedly useful buffing potions in the game.
** Whenever you enter conversation mode, the camera will always pan and zoom to a certain angle, leading to many CameraScrew situations.

to:

* ScrappyMechanic: Aura of Fear. Many high-level boss-type enemies, particularly Mummies and Dragons, have Auras of Fear around them that inflict the Frighten status on anyone who comes inside the aura. Characters under Fear become ''entirely uncontrollable'' and wander around aimlessly, suffering a -2 penalty to all saving throws. You need equipment to prevent Fear or a high enough Will to make your saving throw against it, and even then as long as you remain within the aura you will need to continue to roll to save against the Aura of Fear. And your henchmen? Forget them, they will pretty much always fall victim to it. Getting hit with Frightened is pretty much a death sentence any time it happens, and can make otherwise unremarkable foes into a GoddamnedBoss. It also makes Potions of Clarity one of the most unexpectedly useful buffing potions in the game.
**
Whenever you enter conversation mode, the camera will always pan and zoom to a certain angle, leading to many CameraScrew situations.
6th May '16 11:26:19 AM supergod
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* ClicheStorm: The base campaign, in spades. Your hero is the newest graduate from the Academy and Neverwinter's only hope to stop the ancient SealedEvilInACan from collecting the {{Plot Coupon}}s that will let her TakeOverTheWorld, and your companions include a halfing Rogue, a half-orc Barbarian, and a gnome Sorceror.

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* ClicheStorm: The base campaign, in spades. Your hero is the newest graduate from the Academy (which is attacked by goblins) and Neverwinter's only hope to stop the ancient SealedEvilInACan from collecting the {{Plot Coupon}}s that will let her TakeOverTheWorld, and your companions include a halfing Rogue, a half-orc Barbarian, and a gnome Sorceror.
6th May '16 11:21:37 AM supergod
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* {{Padding}}: The Interlude between Chapters 1 and 2 of ''Shadows'' is broken up into three parts, the first two of which have no plot relevance and just give you small dungeons to go crawling through so you can get back on your journey to your actual destination.
5th May '16 7:06:37 PM supergod
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* DesignatedVillain: Nathyrra is Evil for mechanical reasons, not because of her actions.
5th May '16 6:48:19 PM supergod
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* EnjoyTheStorySkipTheGame: Both the original and its sequel. The developers translated the ''TabletopGame/DungeonsAndDragons'' 3.0/3.5 rules as literally as they could while completely eschewing any kind of grid system (a big problem, as most of D&D's rules are based on combatants lining up on a grid) and trying their best to make combat pseudo-real-time, in stark contrast to the source material, which didn't work at all and only served to make the game mechanics frustrating and downright cryptic. The [[ArtificialStupidity abominable party AI]] didn't help things either. And yet, the games are nonetheless remembered as classics for their story and lore, and were even adopted into the ''TabletopGame/ForgottenRealms'' canon.
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