

Each tile in the game is 10 meters across. A custom dialogue.tlk is required for this. There is also no automatic update to the documentation of each skill/feaat/spell/class/etc. Since there isn't a lot of documentation around it here is a list of what the entries may mean, although experimentation is welcomed and maximum/minimum values are not known. These were evidently originally just constants in some C++ files now that are loaded dynamically from the 2da instead. Server admins (or module designers) can alter this file to alter basic properties of feats and other aspects of the base game. This is mostly usable by scripters to get the actual game data around certain otherwise hardcoded numbers. (Don't forget about Action Economy as well when building encounters against your players.NWN:EE introduces the ruleset.2da file. But it's a good base to get things started as you can tweak the CR rating as needed when building your encounters for your party.


These can All vary depending on Stats, Skills, and Equipment.

Here's a list of suggestions with a range of health to challenge players of different levels.įor instance a royal Captain of the guard might use Elite and Leader mods, putting it at 50-225 health with high stats and 3 attacks.Īll of these stat suggestions refer to changes to the base stats given, not the modifiers. Palace Guards might use heavy armour and possibly halberds.įeel free to adjust their stats based on experience, training, and role. Farm villages might use bows to fight on the open plain, mining towns could use metal martial weapons and heavier armour like breastplates or chain mail. Expect guards of wealthy people/areas to be better equipped than the basic guard. Don't forget that guards come in all flavours.
