Jump to content

HP weirdness (N:O)


Recommended Posts

Peculiarity of the original Nethergate, Dexterity does more for your hit points than either Strength or Endurance.

Health is 7 + (Sum of Weaponry skills) + Endurance*.

As it happens, 7 out of 9 Weaponry skills have base values derived from Str, Dex or End. These base values are boosted more by Dexterity than anything else.

*Note "Endurance" not "Endurance x level" or anything else like that.

 

Weaponry skills:

Melee Weapons (MW, Base level: (STR + DEX) / 4, Roman cost: 1, Celt Cost: 1)

Spears (SP, Base level: (STR + DEX) / 4, Roman cost: 1, Celt Cost: 1)

Javelins (JAV, Base level: DEX / 3, Roman cost: 1, Celt Cost: 3)

Slings (SLI, Base level: DEX / 3, Roman cost: 3, Celt Cost: 1)

Armor Use (ARM, Base level: DEX / 4, Roman cost: 1, Celt Cost: 3)

Berserker (BRZ , Base level: 0, Roman cost: X, Celt Cost: 3)

Hardiness (HRD, Base level: END / 3, Roman cost: 3, Celt Cost: 2)

Defense (DEF, Base level: DEX / 3, Roman cost: 2, Celt Cost: 3)

Roman Training (ROM, Base level: 0, Roman cost: 2, Celt Cost: X)

 

Str

Melee Weapons (MW, Base level: (STR + DEX) / 4, Roman cost: 1, Celt Cost: 1)

Spears (SP, Base level: (STR + DEX) / 4, Roman cost: 1, Celt Cost: 1)

12 Strength means 12/4 + 12/4 = 3 + 3 = 6

 

Dex

Melee Weapons (MW, Base level: (STR + DEX) / 4, Roman cost: 1, Celt Cost: 1)

Spears (SP, Base level: (STR + DEX) / 4, Roman cost: 1, Celt Cost: 1)

Javelins (JAV, Base level: DEX / 3, Roman cost: 1, Celt Cost: 3)

Slings (SLI, Base level: DEX / 3, Roman cost: 3, Celt Cost: 1)

Armor Use (ARM, Base level: DEX / 4, Roman cost: 1, Celt Cost: 3)

Defense (DEF, Base level: DEX / 3, Roman cost: 2, Celt Cost: 3)

12 Dexterity means 12/4 + 12/4 + 12/3 + 12/3 + 12/4 + 12/3 = 3 + 3 + 4 + 4 + 3 + 4 = 21

Then you have saved Skill Points on these weaponry skills.

 

End

Hardiness (HRD, Base level: END / 3, Roman cost: 3, Celt Cost: 2)

12 Endurance = 12/3 = 4. Plus the 12 hp from the 12 Endurance, total is 16.

 

Base 0

Berserker (BRZ , Base level: 0, Roman cost: X, Celt Cost: 3)

Roman Training (ROM, Base level: 0, Roman cost: 2, Celt Cost: X)

Edited by Ishad Nha
Link to comment
Share on other sites

It was also in the Exile series. When Jeff switched to Avernum it started to go away.

 

I think it happened because some players took too much of an advantage to using the four stats to improve skills instead of going directly to skills. An extreme example was TM's singleton Roman character that was immune to being hit.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...