[PDF] Baldurs-Gate-MANUALpdf - RetroGamerbiz




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[PDF] Baldur's Gate II: Enhanced Edition

Note: For warrior classes, the exceptional Strength value (for example, 18/45) is generated upon rolling, whether or not you rolled an 18 for Strength Skills

[PDF] Baldurs-Gate-MANUALpdf - RetroGamerbiz

If the character has a Strength score of 18 already, the character receives a +50 modifier to their exceptional strength value, up to a maximum value of 18/00

[PDF] Baldur's Gate: Enhanced Edition - Unofficial Game Manual

Baldur's Gate is a huge and varied computer role-playing game—but the game Note: For warrior classes, the exceptional Strength value (for example, 

[PDF] Mastering Melee & Magic - Beamdog Files

Baldur's Gate uses the same weighting system for spells and weapons as in the Advanced exception to this rule and may cast any spell they know without 

[PDF] baldur-manualpdf - Museum of Computer Adventure Game History

Configure The hotkcys usccl wl1ile playing Baldur's Gate can be moclified using tl1is utility Select the hotkey you would like to change and enter the new 

[PDF] baldur2-manualpdf - Museum of Computer Adventure Game History

But Baldur's Gate was the first roleplaying game that BioWare had ever Shadows are malevolent, undead creatures that drain strength from their

[PDF] Release Notes - Amazon S3

8 jui 2016 · Bug Fixes - Baldur's Gate II: Enhanced Edition 18 Strength will no longer be displayed as "18/0" (23284) Excellent work, 00zim00

[PDF] Baldur's gate dorn quest walkthrough

Sources references[] Baldur's Gate: Enhanced Edition FAQ/Walkthrough by Haeravon Dorn also comes with an exceptional 19 strength and a unique sword

[PDF] Adventurer's Guide - Baldur's Gate: Siege of Dragonspear

possess Exceptional Strength values, but can still benefit from Strength scores higher than 18 To Hit and Damage Any attack with a melee weapon receives a 

[PDF] Baldurs-Gate-MANUALpdf - RetroGamerbiz 26384_3Baldurs_Gate_MANUAL.pdf

Table of Contents

AD&D® Rules³An Introduction

Well friends, the world in which you are adventuring is a strange one. There are many things to

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some of the scrolls that various sages have put together over the ages, which in the interests of saving my own time I have compiled and loosely edited for your reading pleasure, below. However, research and editing can be dry work indeeduso dry, in fact, that I feel a need to

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of Saerloonian glowfire. In the meantime, read and enjoy!

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Š¤Žထ œ¦ "Š ‹Ž£¤ ¡ŽŠ The Sword Coast Survival Guide. There you will learn how the rules are applied, whereas here we shall explore the foundations. If Volo kept more to his facts and less to his ale, that is. ့Elminster

At least I know how to enjoy the finer things in life, my wizardly friend! uVolo

About Advanced Dungeons & Dragons

The Advanced Dungeons & Dragons game is a roleplaying system that allows players to explore worlds of fantasy and high adventure. One of the myriad AD&D worlds is the Forgotten Realms,

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to simplify things. Defining such a vast realm in even a series of intricate tomes would be difficult; but, for the sake of brevity, we have summarized things in the span of a few pages. This is by no means easy, but we outline some of the major features of the rules and how they may OMYH NHHQ LQPHUSUHPHG N\ qŃRPSXPHUr VŃULNHV NHORRB

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Note: For the Enhanced Edition, many of the rules from BalduUpV *MPH HH OMYH NHHQ LQŃOXGHG LQ the first game and are described in this manual. +RR %MOGXU·V *MPH 8ses the AD&D Rules %MOGXUpV *MPH XVHV POH VMPH RHLJOPLQJ V\VPHP IRU VSHOOV MQG RHMSRQV MV LQ POH $GYMQŃHG Dungeons & Dragons game. In addition, we have applied the same concept of the initiative round to the individual monster and character rather than to the party. That is, instead of a group-based turn where first one side then the other performs all actions, every character or creature acts in real-time mode but on a personal initiative round. The personal initiative round is six seconds long, representing a ten-to-one reduction in the time of the round in the AD&D rules, which is sixty seconds. This time scale is consistent with the reduction in global game time. Most importantly, you can pause (or unpause) the action by hitting the space bar (for PC and Mac versions of the game only) or by clicking the clock icon in the bottom-left corner of the screen. When you are paused, you can assign actions to any character and then resume the game by unpausing. This pause feature allows fans of turn-based combat to effectively play the game that way; it also can make some of the fiercer battles simpler, allowing players to consider their actions and tactics. Note: In the Gameplay Options menu, you can instruct the game to pause automatically when ŃHUPMLQ HYHQPV RŃŃXU VR POMP \RX GRQpP PLVV POHPB

Character Actions

The basic actions you can perform in the Realms are simple. You can wander the landscape, speak with the denizens, and occasionally swing a sword or two. These actions are described below, along with a few effects that may modify these basic actions.

Movement

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while under the effects of a Haste spell or while wearing certain magical equipment. You can group select characters and easily move them into various formations, as described in more detail in The Sword Coast: A Survival Guide.

Dialogue Killing everything you mHHP HYHQPXMOO\ OHMGV PR SURNOHPVB )LUVP \RXpOO QHYHU ILQLVO POH TXHVPV LQ

the game if you kill everythinguno one will be left to talk to in order to find out what you need to do. Second, at some point your reputation will fall to the level where you will be attacked on VLJOP N\ HYHU\ JXMUG LQ POH JMPHB KRX RRQpP VXUYLYH POLVB

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jovial rumor-swapping, or intimidating threats. Not everything you meet, human or otherwise, is out to kill your character. Help often appears in the most surprising forms. Thus it often pays to take the time to talk to people or creatures.

Fighting

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that heroic. Also there are times when you know talking is not a good idea. Sooner or later, your characters must fight. The real trick is in knowing when to fight and when to talk or run.

Effects of Fatigue Your characters have to rest every so often, both to memorize spells and to regain their strength. If your characters start complaining that they are tired, it would be prudent to stop and make

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your sleep is interrupted, and awaken refreshed. If your party was injured, party members will gain a few hit points every time they rest. A character can continue to operate at peak efficiency for 24 hours game time (2 hours real time). After this, the characters will start to complain of fatigue. For every 4 hours beyond this

24-hour mark, the player will receive a W1 luck penalty (W1 to all of their rolls). As soon as the

characters rest, all of these penalties will be removed. Note: Characters resting in rented rooms while visiting an inn will heal more or less depending on the quality of the room.

Effects of Encumbrance Each character has a certain number of inventory slots free, along with a number of slots associated with a paper doll representation of the character. One item may be placed in each slot. In addition, how much weight a character may carry is based on the Strength of that particular character. The weight allowances for your characters are listed in the tables at the end of this manual.

Effects of Intoxication All the better inns serve a variety of intoxicants. Drinking to excess will, of course, impair your

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effectiveness hardly makes it worth it. The number of drinks you can have before suffering penalties is related to your Constitution, though recovery is uniform. A character with a Constitution of 3 will become quite tipsy after one drink, though regardless of the amount, a

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Indeed, I have seen fellows with heroic constitutions drink seemingly endless amounts and suffer no visible effects. uVolo

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