Greetings!
Since Christmas, I've played a new IWDIIEE game starting on Heart of Winter difficulty at level 1. I mostly soloed it as a Human Cleric, having reached midway through Chapter 1 by now.
I noticed some things that seemed like bugs:
-Bone Scavengers are winged creatures that are a smaller version of BG1's wyverns, but they can't fly like angels and air elementals. I assumed all winged creatures in the game would count as flying by default.
-Cliff, my Cleric, had equipped the Golden Heart Longsword with continual Haste and Freedom of Movement, and yet in the Orc Bridge area, he was still slowed via a spell. (This was not due to encumbrance which I checked.) I'm unsure why this happened.
-The spell regeneration from the announcement post is listed as a Divination spell when, more logically, it should be a Necromancy spell (since AD&D 2e did this) or a Conjuration spell (since D&D 3.x did this).
-The spell aegis isn't listed on the aforementioned announcement post as a new spell.
-After finishing the Orc Bridge area, there's no indication of where to go next from what I could tell. Even getting a text message (or/and finding a note) to remind players to check up on Shawford Crale and Ulbrec would help the flow of the game.
-I could not find the key to the gate for the logging village. I just used Control-J to warp past the gate. It worked, but something was off. (I didn't return the moonblade to Emma Moonblade.)
-I did not find the wood to make planks to cross the bridge. I just console warped across and things seemed fine.
-The support beams on Heart of Winter difficulty had way too much HP.
-The Legends of Icewind Dale white-covered book from Targos has 2 abilities - whirlwind and planar binding (air elemental). Using a single charge of whirlwind or 2 charges of planar binding prevents the book from being used again until finishing a long rest. This seemed unintentional.
-Effects that improve ability scores (CHA, INT, etc.) weren't clear as to what stacked. The Yeti items sold by the bugbear in the Targos Docks tavern gave +2 CHA but that didn't stack with other items. Listing these bonuses as enhancement bonuses (which they would likely be by RAW) would help.
-By RAW, a Wizard1 starts play with a number of Wizard spells known from non-opposed schools equal to 3 + INT modifier, not merely 2.
-Cleric20 level 9 spell slots - and maybe from other classes - are too low by RAW. They should have 1 more non-domain slot.
-The interaction between freedom of movement and Knockdown was unknown to me: FoM allows a character to walk over a grease slick without problem which could cause them to fall, but is Knockdown the same type of trip effect?
-I disliked the lack of crafting feats (Craft Wondrous Item, etc.) but I understand why they may be absent.
Thankee!
Greetings!
Since Christmas, I've played a new IWDIIEE game starting on Heart of Winter difficulty at level 1. I mostly soloed it as a Human Cleric, having reached midway through Chapter 1 by now.
I noticed some things that seemed like bugs:
-Bone Scavengers are winged creatures that are a smaller version of BG1's wyverns, but they can't fly like angels and air elementals. I assumed all winged creatures in the game would count as flying by default.
-Cliff, my Cleric, had equipped the Golden Heart Longsword with continual Haste and Freedom of Movement, and yet in the Orc Bridge area, he was still slowed via a spell. (This was not due to encumbrance which I checked.) I'm unsure why this happened.
-The spell regeneration from the announcement post is listed as a Divination spell when, more logically, it should be a Necromancy spell (since AD&D 2e did this) or a Conjuration spell (since D&D 3.x did this).
-The spell aegis isn't listed on the aforementioned announcement post as a new spell.
-After finishing the Orc Bridge area, there's no indication of where to go next from what I could tell. Even getting a text message (or/and finding a note) to remind players to check up on Shawford Crale and Ulbrec would help the flow of the game.
-I could not find the key to the gate for the logging village. I just used Control-J to warp past the gate. It worked, but something was off. (I didn't return the moonblade to Emma Moonblade.)
-I did not find the wood to make planks to cross the bridge. I just console warped across and things seemed fine.
-The support beams on Heart of Winter difficulty had way too much HP.
-The Legends of Icewind Dale white-covered book from Targos has 2 abilities - whirlwind and planar binding (air elemental). Using a single charge of whirlwind or 2 charges of planar binding prevents the book from being used again until finishing a long rest. This seemed unintentional.
-Effects that improve ability scores (CHA, INT, etc.) weren't clear as to what stacked. The Yeti items sold by the bugbear in the Targos Docks tavern gave +2 CHA but that didn't stack with other items. Listing these bonuses as enhancement bonuses (which they would likely be by RAW) would help.
-By RAW, a Wizard1 starts play with a number of Wizard spells known from non-opposed schools equal to 3 + INT modifier, not merely 2.
-Cleric20 level 9 spell slots - and maybe from other classes - are too low by RAW. They should have 1 more non-domain slot.
-The interaction between freedom of movement and Knockdown was unknown to me: FoM allows a character to walk over a grease slick without problem which could cause them to fall, but is Knockdown the same type of trip effect?
-I disliked the lack of crafting feats (Craft Wondrous Item, etc.) but I understand why they may be absent.
Thankee!