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NWN2 is a game that I keep seeing suggested as one of the best RPGs on the PC. and it seems like it would be more accessible than Baldur's Gate. I did play NWN1 back when I was a kid, but I was a kid and I cheated my way through it so I don't remember that much from it but I do have base understanding of the controls if nothing else.

I generally like playing a character that can do a little bit of everything. Chalk that up to years of playing JRPGs where the main character is flexible and the party is specialized. My understanding is that the most "flexible" class in this way in the game is Cleric which sounds good to me. But all the skill, feat, and domain things are largely lost on me. I feel kind of overwhelmed by the choices and don't understand much of the jargon like initiative, attack and damage (are they not pretty much the same thing?), or saving throws.

Can someone help me weed through this and perhaps help find the start of a functional build? I don't want to follow a big build guide because I don't know how much of the build would be relevant to the game and I don't think I'd learn anything from doing that anyway.
This question / problem has been solved by Darvinimage
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SacredNym: NWN2 is a game that I keep seeing suggested as one of the best RPGs on the PC. and it seems like it would be more accessible than Baldur's Gate. I did play NWN1 back when I was a kid, but I was a kid and I cheated my way through it so I don't remember that much from it but I do have base understanding of the controls if nothing else.

I generally like playing a character that can do a little bit of everything. Chalk that up to years of playing JRPGs where the main character is flexible and the party is specialized. My understanding is that the most "flexible" class in this way in the game is Cleric which sounds good to me. But all the skill, feat, and domain things are largely lost on me. I feel kind of overwhelmed by the choices and don't understand much of the jargon like initiative, attack and damage (are they not pretty much the same thing?), or saving throws.

Can someone help me weed through this and perhaps help find the start of a functional build? I don't want to follow a big build guide because I don't know how much of the build would be relevant to the game and I don't think I'd learn anything from doing that anyway.
Hoo boy, I feel you on the jargon; when I first started playing D&D, it was like trying to punch in a brick wall. Firstly, if flexibility is what you are looking for, you might want to consider looking into a Rogue; they get a crapload of skill points and have access to skills that noone else does, and if you multiclass them with a few levels of Swashbuckler, their Intelligence and Dexterity can make them killing machines. Secondly, the terminology is a bit hard to grasp, especially since it is meant to illustrate a turn based game and NWN2 makes the action run in a real time approximation of that turn based system. "Attack" refers to whether you hit the enemy in the first place, while "damage" tells you how much damage you do on a successful hit. "Initiative" dictates who goes first in combat; this can get confusing since NWN2 is in real time, just remember that the order of attack is based off of this and *not* whoever started attacking first in real time. "Saves" refer to certain rolls a character makes in order to avoid or mitigate certain effects (usually as a result of a spell being cast on them or a trap being triggered); if the save is failed, then the effect is not warded off, and the character might take damage, suffer a status effect, etc. "AC" or "Armor Class" tells you how hard it is for someone to hit you; in order to hit you, an enemy needs to roll over your AC.

That's all I can come up with off the top of my head; I'll post if I can think of anything else. Either way, I'm sure the rest of the forum will be full of helpful advice soon.
Post edited September 09, 2014 by Jonesy89
Beyond the advice above, http://www.nwn2db.com is always a good resource for playing around with character builds if you'd like to see what feats, skills, etc. would look like as you level up your character (as well as reviewing the archived builds of others).
A bard is probably the best jack-of-all-trades character. Personally I don't really like them though as they don't seem to do anything especially well.
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SacredNym: I generally like playing a character that can do a little bit of everything. Chalk that up to years of playing JRPGs where the main character is flexible and the party is specialized. My understanding is that the most "flexible" class in this way in the game is Cleric which sounds good to me. But all the skill, feat, and domain things are largely lost on me. I feel kind of overwhelmed by the choices and don't understand much of the jargon like initiative, attack and damage (are they not pretty much the same thing?), or saving throws.
Cleric is one of the more versatile and well-rounded classes, and certainly one of the more powerful. However, it's by no means the only option. The Druid is a superb counter-part to the Cleric which fulfills a very similar role. The Bard is another extremely versatile class, and while it lacks in the sheer spellcasting power of the Cleric it makes up for with an expanded list of non-combat skills and some nice support abilities. I'm personally a huge fan of Fighter/Rogue multi-class. While he doesn't have any spellcasting ability of his own, he can use scrolls and wands to be a pseudo-spellcaster and he's great both inside and out of combat.

As for builds, the most important thing is attribute placement:

If you want to do melee combat, start with 16+ strength (don't try dexterity-based melee combat on your first character, it's a bit harder to pull off right)
If you want to do archery, start with 16+ dexterity
If your chosen class has spells, start with 16+ in the appropriate spellcasting attribute
Distribute your remaining points, typically with a focus on constitution

So what might be a good stats placement for a Cleric?

16 strength to be good in melee
16 wisdom to be good at spellcasting
14 constitution to be tough in battle
12 dexterity for a small boost to your armor class
10 intelligence for no penalty
8 charisma (because everything else is more important)

For race, go with human; you basically get a free +2 bonus to intelligence when determining how many skill points you get, which frees up build points for other attributes (if you're not human, you'll need to drop your dexterity down to 10 and raise your intelligence to 12; not fun in combat, since that will cause your armor class to drop)

For background, either pick Devout or no background; it's really a toss-up as to whether the penalties are worth the benefits (Devout gets some useful bonuses in combat, but takes penalties to its conversation skills), and no other background really appeals to a Cleric.

For skills, max out concentration, diplomacy, and lore. Cleric is tight on skills, but if you want more you can raise your intelligence a little.

For domains, good choices include: Time (access to the haste spell, arguably the best spell in the game), Chaos (heavy resistance to mind-affecting spells), Animal (animal companion is nice), Travel (fast movement speed, which is deceptively useful), Luck (gives you the powerful "luck of heroes" feat as a bonus feat; this is the only realistic way to get both luck of heroes and spellcasting prodigy on your Cleric), Fire or War (early access to damage-dealing spells), Water (gives a chance to completely avoid damage from some damage-dealing spells), and Earth (bonus hit points, access to some good defensive spells). Take any combination above that interest you; they're all good picks and you'll do just fine picking randomly from that short list.

For feats, there are two stand-out choices: luck of heroes improves all your defenses by +1, which is just plain good, and spellcasting prodigy lets you treat your wisdom as being 2 points higher which is just plain awesome. You can't pick both (they're heritage feats and are mutually exclusive, unless you took the luck domain) but either is a fine choice. For other feats, I'd suggest extend spell. It's actually useless at the 1st level, but it will become useful later on and since it doesn't have prerequisites you may as well pick it up now.

You might consider multi-classing with Fighter (only for a single level) for weapon proficiency, but otherwise keep it simple and stay single-class Cleric for your entire career. Every time you have the opportunity to increase one of your attributes, choose wisdom.

Hope that helps!
Thanks a bunch everyone. I just got started and played up to recruiting Khelgar. It's slow going but it's going.