What you need to know as a character within the single player game (the Official Campaign), features you will need to be aware of with regards to running your character during the game.
3.01 Can I import my character from the Baldur's Gate series?
Initially we had hoped to transfer Baldur's Gate characters over to the Neverwinter Nights game but after working with the completely different rules, engine, graphics and character attributes, we could not see any purpose to stripping an old character of all items (as Neverwinter Nights starts the player at first level), all experience, all additional level bonuses and leaving them with just their name. We decided against the ability to transfer characters.
3.02 Will I be controlling an individual character or an entire party?
You will only be controlling a single character: your own. In certain circumstances, such as a mage's use of a familiar, it will be possible to transfer control from one creature to another. We will also provide you with partial control over henchmen and summoned creatures. The henchmen will be independent thinking creatures that will take commands but are not available for absolute control as was possible in the Baldur's Gate series. Within the context of a given module, it may be possible for a player to acquire different types of non-player followers and freelancers but they will always remain under the primary control of the computer or a Dungeon Master with a trick up his or her sleeve. ;-)
3.03 Will I be limited to adventuring with the rest of my party or can I go exploring by myself?
By default, individual players will be able to explore the world freely and independently. We feel that this freedom is very important in a multiplayer RPG and will be designing the official campaign with this in mind. If you wish, however, it will be possible to designate an area transition as 'party-required' within the toolset. This will require the entire party to assemble near the transition and cross it together.
3.04 Can I play evil characters?
Yes. When creating your characters, you can choose from any of the nine traditional D&D alignments. We leave the choices between law and chaos, good and evil, in your hands.
3.05 How many different races and classes can I play?
In full accordance with the 3rd Edition D&D rules listed in the Players Handbook, Neverwinter Nights allows you to play any combination of 7 races and 11 classes. Aside from the traditional Humans, Elves, Half-Elves, Dwarves, Gnomes, and Halflings, you can also play the powerful new Half-Orc. Wizards, Priests, Paladins, Druids, Rangers, Fighters, Rogues, and Bards abound but are they any match for the new Sorcerer, Barbarian, and Monk classes? We'll leave you to find out. There will be no Prestige classes in the shipped version of NWN.
Characters cannot exceed 20th level in NWN. A character can be a combination of up to three classes but all must total no more than 20 levels total. For example a player can be a 20th level Barbarian, or 19th Level Barbarian and 1st level Rogue, or 16th Level Barbarian, 1st level Rogue and 3rd Level Ranger. All total just 20 levels. Don't worry, you will be mighty indeed at 20th levels!
3.06 Will I be able to play as my favorite race?
Neverwinter Nights will be allowing incredible flexibility during the character creation process that will allow the players to uniquely define their Player Character. For example, if you wanted to play as one of the denizens of the Underdark (in this case a Drow) you could select an Elf model and customize the character with the appropriate features (ebony skin and white hair). Then in the optional subrace field you may identify the character as a Drow. However, this kind of implementation is aesthetic only, as the player will not gain the special abilities of a Drow Elf.
3.07 What method will be used to determine my character's core statistics?
The official method of ability score generation in Neverwinter Nights will be the 'Standard Point Buy' system outlined in the 3rd Edition Dungeon Master's Guide. In this system, you use a defined amount of points to purchase your ability scores, with the price increasing significantly towards the higher ranges. This results in a fair and balanced play environment, something that we consider very important for a multiplayer game of this nature. However, there may still be some cases, such as solo play, a homegrown campaign, or a fan-created persistent world, where alternative methods of generating ability scores might be desired. While doing so jeopardizes the official standing of the altered character and may limit some of that character's portability to other servers, the option will still be there for those who want to make use of it.
The number we are currently testing with is 30 points based on a system of starting each characteristic with a base of 8 - this is still being tested for suitability for playing the game and may change. 'Buying' your characteristic higher on a one to one basis from 8-14. For example, I want to raise my initial Strength score from 8 to 13 I spend 5 points from my pool of 30. To raise a score from 14 to 15, however takes two points; and a further two points to raise that same score from 15 to 16. Lastly, to raise your 16 to 17 requires 3 points; and to go from 17 to 18 requires another 3 points. 18 is the maximum a character can raise their scores (plus any racial modifiers they might have - e.g. Elves get +2 Dexterity and thus could have raised their initial Dexterity from 8 to 18 using 16 points and simply add the +2 due to this racial modifier.)
Point Buy System Chart | ||
Characteristic | Cost in Points | Total Cost |
8 | 0 | 0 |
9 | 1 | 1 |
10 | 1 | 2 |
11 | 1 | 3 |
12 | 1 | 4 |
13 | 1 | 5 |
14 | 1 | 6 |
15 | 2 | 8 |
16 | 2 | 10 |
17 | 3 | 13 |
18 | 3 | 16 |
3.08 To what degree can I customize my characters?
From a rules perspective, you will be able to create any type of character you want from those available in the new 3rd edition D&D ruleset. This includes 7 races, 11 classes, and a wide variety of skills and heroic feats with which to further customize the statistics and abilities of your character. On a visual level, your choice of race will have a big impact on the look of your character. From there, you will be able to choose a body type, a suitable head for your character, and the colors of your skin and hair. As with Baldur's Gate, you will be able to select character portrait and sound sets from our extensive library. To top it off, within the Aurora Neverwinter Nights Toolset, there are a large number of different parts you can create suits from for a fantastic variety of choices. This will allow for literally billions of unique armor and clothing sets for your character and that's not even including the wide variety of available major and minor cloth, leather, and metal colors. In short, we want the characters in Neverwinter Nights to be as unique and varied as the people that play them.
3.09 How many levels can my character gain?
In the initial release of Neverwinter Nights, you will be able to develop your character to 20th level, the highest level supported by 3rd Edition core rulebooks. Unlike many other RPG systems, a 20th level character in D&D is a force to be reckoned with and reaching such a level is quite the achievement. In future expansions, the level cap may be raised even further.
3.10 What is the limit for multiclassing?
We will be limiting characters to a maximum of three classes. The primary reason for this is to keep the interface clean, easy to understand, and easy to use. Also, with the way the 3rd Edition rules are structured, characters having more than 3 classes find it increasingly difficult to progress due to experience gain limitations as per the 3rd Edition rules, and keep up with their peers.
3.11 Can certain classes (i.e. Wizards, Sorcers, Druids etc.) have familiars or animal friends?
Yes, familiars will be available for those classes that have them in 3rd edition rules. You can let them rummage around in the relative safety of your backpack or let them follow you around under the control of the computer. You will also be able to control them directly but be forewarned: in doing so, you surrender control of your character, who will enter a trance-like state until control of the familiar is surrendered. In other words, familiars are powerful allies and useful scouts but, as with all things magical, one must take care.
3.12 Is the format of the posted character portraits final, so that we can start making our own?
Neverwinter Nights supports the following portrait sizes in Targa (.tga) format:
256x400 (on a 256x512 canvas) - Player Character Bio
128x200 (on a 128x256 canvas) - character sheet
64x100 (on a 64x128 canvas) - in-game portrait
32x50 (on a 32x64 canvas) - party members and radial menu
16x25 (on a 16x32 canvas) - chat thumbnailIn order for your image to work in the game, you only need to provide the 128x200 (pasted onto a 128x256 canvas). You don't need to create any of the smaller sizes below 128, as the game can create those automatically.
As a player client, no. However, as the Dungeon Master of a game, you will be able to possess any creature in that game world, including monsters, wildlife, and any non-player character (NPC). Also, some spells or special abilities, such as the Druid's 'Wild Shape' ability, will allow you to take on the form of a wide variety of fearsome beasts.
3.14 Will other players be able to 'know' what class I am right away?
Neverwinter Nights is all about role-playing - what's on your character sheet is between you and the DM and the look of your character is yours to define. If you are a fighter, you can still dress in peasant clothes if you wish or even a wizard's enchanted garments. The look of your character is not determined by his or her class but by the race, body type, and coloration you choose at character creation, and the clothing and equipment you acquire along the way. This will allow players to play any role they wish, such as a paranoid mage who hides within his clumsy armor or a petty rogue who puts on airs of royal birth.
3.15 Can my character wield two weapons at the same time?
Yes. In accordance with the 3rd Edition rules, wielding a second weapon adds one extra attack per round and is a skill that must be learned or improved upon by taking certain feats. In order to enhance the excitement of combat, we are also implementing a variety of special combat abilities including the ability to parry attacks, make called shots, and disarm your opponents. Not only do these inclusions better represent the new D&D ruleset, they also make playing a high-level fighter or thief an even more enjoyable and intriguing experience.
3.16 Can I carry over items and experience between modules?
Yes. Neverwinter Nights will ship with an epic story in which your character will be able to grow and develop in very real and substantial ways. Or, if you are more interested in playing custom modules and persistent worlds, feel free. In all cases, your character's progression is independently tracked and maintained over the course of his or her adventuring life. Keep in mind that, for story and game play reasons, some Dungeon Masters may choose to disallow certain types of items or direct their modules towards characters of certain levels.
3.17 How will I communicate with other players?
Communication with other players will take on a number of forms. A robust chat system is available that will allow you to quickly and easily interact with your party. Also, when you select your voice set during character creation, it will include a wide range of vocal lines appropriate to various role-playing and combat situations. These are hotkey-activated, allowing for rapid and easy communication in most situations. Another benefit of these voice sets is that they allow for cross-language communication, meaning that our German and English players can still interact with their French counterparts at the simple press of a button. Real-time voice communication will not be included in the initial release of Neverwinter Nights.
3.18 When you cast a spell such as magic missile or Melf's acid arrow, do you have to aim it?
In Dungeons & Dragons, some spells such as Melf's acid arrow require you to make a successful attack roll in order for them to take effect. Others, such as magic missile, will never miss their target (though your opponent may still shrug off or negate the spell's magical effects). Both of these official rulings are supported in Neverwinter Nights but are hidden behind the scenes. In each case, you simply select the spell and click on the creature - the computer handles any remaining calculations.
3.19 What happens when my character dies?
In the official Neverwinter Nights campaign, the default method for handling character death will be as follows: at 0 hit points, your character will be rendered unconscious. You will immediately be presented with the option of respawning at an assigned location and accepting a small XP loss. Alternatively, you can continue to observe the combat and wait for a party member to bring you back to consciousness via a potion or healing spell. Monsters and NPC opponents will only attempt to finish you off once they have neutralized your remaining allies. Death will occur at -10 hit points. At that point, you will need more than a simple healing spell to return you to the land of the living. The XP penalty for respawning will likely increase at this point or you can wait for a friend to raise or resurrect you.
For those that want them, there will be server settings offering a few variations on the default death option presented above. More importantly, 'on unconsciousness' and 'on death' events will be included in the scripting language, allowing module creators to develop their own methods for handling character death within the context of their modules. There will be a wide diversity of modules and styles of game play created using our Aurora Neverwinter Toolset and we want to ensure that important game mechanics such as character death can take enough different forms to be suitable for all of them.