Posted January 23, 2014
high rated
Creating a new party from scratch can be pretty overwhelming in IWD. The game’s character creation process is quite opaque to those not familiar with D&D. And even for those who are, they probably need to consult non-game resources (ie. the D&D rules) to confirm their choices. Thus I have put together this Quick Guide to those who don’t have access to the D&D 2nd or 3rd Ed rules.
Note: My recommendations refer to D&D 2nd Edition rules used with IWD1 and the HoW expansion. If you are looking for recommendations for IWD2 and D&D 3rd Edition rules, scroll down a bit further to Darvin's posts. Differences between the two rulesets require you need to think a bit differently about your character's abilities.
Quick Guide for 2nd Ed Character Abilities
The following is an overview of the various character classes, with minimum and maximum recommended ability scores. 2nd Ed D&D is quite peculiar in that only extremely low stats or extremely high ones affect your character’s in-game performance. Anything in between is just pointless, so generally you should go for the minimum or the maximum when creating your character. Minimum meaning anything less and your character will be disadvantageously weaker than they ought to be, and maximum meaning anything higher and your character likely won’t see any benefit at all. Numbers in bold refer to an acceptable “sweet spot” for that ability if you don’t have enough points (or patience) to get the maximum:
(Sorry for the formatting. The post engine doesn't support tables)
Strength minimum: 8-16 maximum: (Fighter, Ranger, Palladin) 17 18/51 18/76 18/91 18/00
maximum: (all other classes) 17-18
Dexterity minimum: 7 maximum: (all classes) 15 16 17 18
Constitution minimum: 7 maximum: (Fighter, Ranger, Palladin) 15 16 17 18
maximum: (all other classes) 15 16
Intelligence minimum: (Mage) 9 maximum: (Mage) 10-12-14-16-18
minimum: (Bard) 13 maximum: (Bard) 14 15 16
minimum: (dual mage) 17 maximum: (dual mage) 18
minimum: (all others) 3 maximum: (all others) irrelevant
Wisdom minimum: (Cleric, Druid) 9 maximum: (Cleric Druid) 13 - 18
minimum: (Palladin) 13 maximum: (Palladin) 14 - 17
minimum: (Ranger) 14 maximum: (Ranger) 15 -17
minimum: (dual cleric) 17 maximum: (dual cleric) 18
minimum: (all others) 3 maximum: (all others) irrelevant
Charisma minimum: (party leader) 8 maximum: (party leader) 15 - 18
minimum: (Bard, Druid) 15 maximum: (Bard, Druid) 16 -18
minimum: (Palladin) 17 maximum: (Palladin) 18
minimum: (all others) 3 maximum: (all others) irrelevant
Commentary
Strength
Strength is important to EVERY character class, not just fighters. It is the only stat where every extra point counts, as it determines how much weight you can carry. At less than 12 you will be hampered in the amount of equipment your character can wear and often be loaded down by only a paltry amount of plundered loot. At high strength (17+) you also get combat and damage bonuses, which is why I recommend every class (yes even wizards will benefit from this) take 17 or higher. At less than 7 you get combat penalties, so don’t do it. If you are a fighter/ranger/palladin and can’t be bothered to reroll your stats, 18/51 or higher is acceptable, but you really want 18/91 or higher to get maximum damage output.
Dexterity
All classes benefit equally from high dexterity, not just thieves. In D&D you primary defensive stat is Armor Class. There are only 3 ways to improve armor class: (1) wear better armor, (2) use spells or magic items, (3) have high dexterity. Also, high dexterity gives to-hit bonuses for ranged weapons, and EVERYONE will use some kind of ranged weapon in IWD. So you can see neglecting this ability is quite detrimental. This is an all-or-nothing stat. At less than 7 you start taking combat and AC penalties, so don’t do it. Between 8-14 there are no bonuses or drawbacks, so don’t bother. With 15 or higher, you get bonuses. At 17 you get +2 to-hit and +3 AC bonuses, thus it is my prefered “minimum” for any class, although you really should just go ahead and take 18 for everyone to get maximum benefit to your armor class.
Constitution
All classes benefit from high constitution, warrior classes even more so. In D&D high Con also bestows saving roll bonuses, but I haven’t seen any evidence that this has been implemented in IWD. On the other hand your “hit points” determine how much punishment your character can take before they die. This is an all-or-nothing stat. At less than 7 you take penalties to your hit points, so don’t do it. Anything from 8 up to 14 does nothing at all. At 15 or higher, each extra point “buys you” 10 additional hit points more than what your character class could normally have (1 hp per level up to lvl 10). Only fighter/ranger/palladins benefit from constitution 17 or higher. Thus for any character that is even going to see a modicum of combat (in IWD that means everyone) you want either the recommended 16, or 17+ for f/r/p classes.
Intelligence
Only Mages or Bards need worry about intelligence in IWD. All other classes can consider this a dump stat and set it to 3. For mages/bards it determines what level spells are able to be learned, how many total spells can be written into their spellbook, and the success rate of transferring said spells from scroll to spellbook. Obviously Mages want 18 and Bards 16 (bards can’t learn spells higher than lvl 8, so they see little benefit from higher intelligence). But lower intelligence for both classes is perfectly feasible. Potions that raise intelligence are common and can assist in writing spells to spell books, thus those limitations are really not hard to overcome. At Int 12/13, magic users can learn lvl 6 spells, which covers the most important combat spells. At 14 they get lvl 7 spells, at 16 they get lvl 8 spells, at 18 lvl 9th spells. But there are several magic items found in the game that will raise your intelligence permanently (as long as they remain equipped), so it will be possible to “upgrade” your mage to higher level spells, even if they don’t start with high enough IQ in the beginning. If you intend to dual-class a human into a mage, you need a minimum 17 Int.
Wisdom
Only Clerics, Druids, Rangers and Palladins need worry about wisdom in IWD. All other classes can use this as a dump stat and set it to 3. In D&D high Wis (15+) also bestows saving roll bonuses against magic, but I haven’t seen any evidence that this has been implemented in IWD. For the priestly classes, wisdom mostly determines whether they get extra magic spells or not. Palladins/Rangers can’t get extra spells higher than lvl 3 spells, so they see no benefit from a wisdom higher than 17. Clerics/Druids obviously want an 18 for maximum extra spells. But lower wisdom is perfectly feasible for all your holy casters. Your clerics will still turn undead just as well, and your spells have the same potency regardless of wisdom. So if you can make due with a few less spells, having a priest with less than the maximum wisdom is fine. Humans who intend to dual-class into a Cleric need a wisdom of at least 17.
Charisma
In IWD the character whose icon is shown at the top of the screen is considered the party leader. This character is considered to be the one who interacts with all NPCs in the game and conducts all transactions and dialogues. Thus this character is the only one who needs concern themselves with charisma. All other party members can consider this a dump stat at set it to 3. Bards, Druids and Palladins are the only classes that have a minimum requirement for charisma. Thus if you intend to include one of those classes in your group, they make the obvious choice for party leader. At higher than 14, each additional point of charisma adds +1 to the interaction score between the leader and an NPC. In IWD if the score is high enough, certain dialogue choices will be “unlocked”. You can complete the game without them, but sometimes you will get extra experience, different quest choices or lower prices. At less than 8, sometimes an NPC will refuse to talk to you (for a little while) or raise prices, or you lose out on extra quest choices. There is also a spell (Friends) that raises your charisma by 5 temporarily. So it is possible to even set your party leader’s charisma to 3 (assuming they can cast the spell) and still do just fine.
So that said, here is a list of my recommended “minimum” character builds for IWD. Stats in bold will add higher benefits for that class if you can add more points to them:
Fighter S 18/51 D 17 C 17 I 3 W 3 Ch 3
Thief S 17 D 17 C 16 I 3 W 3 Ch 3
Mage S 17 D 17 C 16 I 12 W 3 Ch 3
Cleric S 17 D 17 C 16 I 3 W 13 Ch 3
Bard S 17 D 17 C 16 I 13 W 3 Ch 15
Druid S 17 D 17 C 16 I 3 W 13 Ch 15
Ranger S 18/51 D 17 C 17 I 3 W 14 Ch 3
Palladin S 18/51 D 17 C 17 I 3 W 13 Ch 17
Note: There are 2nd level Mage spells that increase Str or Dex for a decent number of turns, so technically it is feasible for one character to get away with somewhat less in those two stats, and it might even make more interesting roleplay. But imo its easier to just allocate high Str and Dex from the get-go.
Multi-class characters just combine the attributes from their respective classes. Dual-class humans intending to switch to mage or cleric will need a minimum of 17 in intelligence or wisdom, respectively.
Hope this helps anyone to get through the learning curve of starting a new party.
Note: My recommendations refer to D&D 2nd Edition rules used with IWD1 and the HoW expansion. If you are looking for recommendations for IWD2 and D&D 3rd Edition rules, scroll down a bit further to Darvin's posts. Differences between the two rulesets require you need to think a bit differently about your character's abilities.
Quick Guide for 2nd Ed Character Abilities
The following is an overview of the various character classes, with minimum and maximum recommended ability scores. 2nd Ed D&D is quite peculiar in that only extremely low stats or extremely high ones affect your character’s in-game performance. Anything in between is just pointless, so generally you should go for the minimum or the maximum when creating your character. Minimum meaning anything less and your character will be disadvantageously weaker than they ought to be, and maximum meaning anything higher and your character likely won’t see any benefit at all. Numbers in bold refer to an acceptable “sweet spot” for that ability if you don’t have enough points (or patience) to get the maximum:
(Sorry for the formatting. The post engine doesn't support tables)
Strength minimum: 8-16 maximum: (Fighter, Ranger, Palladin) 17 18/51 18/76 18/91 18/00
maximum: (all other classes) 17-18
Dexterity minimum: 7 maximum: (all classes) 15 16 17 18
Constitution minimum: 7 maximum: (Fighter, Ranger, Palladin) 15 16 17 18
maximum: (all other classes) 15 16
Intelligence minimum: (Mage) 9 maximum: (Mage) 10-12-14-16-18
minimum: (Bard) 13 maximum: (Bard) 14 15 16
minimum: (dual mage) 17 maximum: (dual mage) 18
minimum: (all others) 3 maximum: (all others) irrelevant
Wisdom minimum: (Cleric, Druid) 9 maximum: (Cleric Druid) 13 - 18
minimum: (Palladin) 13 maximum: (Palladin) 14 - 17
minimum: (Ranger) 14 maximum: (Ranger) 15 -17
minimum: (dual cleric) 17 maximum: (dual cleric) 18
minimum: (all others) 3 maximum: (all others) irrelevant
Charisma minimum: (party leader) 8 maximum: (party leader) 15 - 18
minimum: (Bard, Druid) 15 maximum: (Bard, Druid) 16 -18
minimum: (Palladin) 17 maximum: (Palladin) 18
minimum: (all others) 3 maximum: (all others) irrelevant
Commentary
Strength
Strength is important to EVERY character class, not just fighters. It is the only stat where every extra point counts, as it determines how much weight you can carry. At less than 12 you will be hampered in the amount of equipment your character can wear and often be loaded down by only a paltry amount of plundered loot. At high strength (17+) you also get combat and damage bonuses, which is why I recommend every class (yes even wizards will benefit from this) take 17 or higher. At less than 7 you get combat penalties, so don’t do it. If you are a fighter/ranger/palladin and can’t be bothered to reroll your stats, 18/51 or higher is acceptable, but you really want 18/91 or higher to get maximum damage output.
Dexterity
All classes benefit equally from high dexterity, not just thieves. In D&D you primary defensive stat is Armor Class. There are only 3 ways to improve armor class: (1) wear better armor, (2) use spells or magic items, (3) have high dexterity. Also, high dexterity gives to-hit bonuses for ranged weapons, and EVERYONE will use some kind of ranged weapon in IWD. So you can see neglecting this ability is quite detrimental. This is an all-or-nothing stat. At less than 7 you start taking combat and AC penalties, so don’t do it. Between 8-14 there are no bonuses or drawbacks, so don’t bother. With 15 or higher, you get bonuses. At 17 you get +2 to-hit and +3 AC bonuses, thus it is my prefered “minimum” for any class, although you really should just go ahead and take 18 for everyone to get maximum benefit to your armor class.
Constitution
All classes benefit from high constitution, warrior classes even more so. In D&D high Con also bestows saving roll bonuses, but I haven’t seen any evidence that this has been implemented in IWD. On the other hand your “hit points” determine how much punishment your character can take before they die. This is an all-or-nothing stat. At less than 7 you take penalties to your hit points, so don’t do it. Anything from 8 up to 14 does nothing at all. At 15 or higher, each extra point “buys you” 10 additional hit points more than what your character class could normally have (1 hp per level up to lvl 10). Only fighter/ranger/palladins benefit from constitution 17 or higher. Thus for any character that is even going to see a modicum of combat (in IWD that means everyone) you want either the recommended 16, or 17+ for f/r/p classes.
Intelligence
Only Mages or Bards need worry about intelligence in IWD. All other classes can consider this a dump stat and set it to 3. For mages/bards it determines what level spells are able to be learned, how many total spells can be written into their spellbook, and the success rate of transferring said spells from scroll to spellbook. Obviously Mages want 18 and Bards 16 (bards can’t learn spells higher than lvl 8, so they see little benefit from higher intelligence). But lower intelligence for both classes is perfectly feasible. Potions that raise intelligence are common and can assist in writing spells to spell books, thus those limitations are really not hard to overcome. At Int 12/13, magic users can learn lvl 6 spells, which covers the most important combat spells. At 14 they get lvl 7 spells, at 16 they get lvl 8 spells, at 18 lvl 9th spells. But there are several magic items found in the game that will raise your intelligence permanently (as long as they remain equipped), so it will be possible to “upgrade” your mage to higher level spells, even if they don’t start with high enough IQ in the beginning. If you intend to dual-class a human into a mage, you need a minimum 17 Int.
Wisdom
Only Clerics, Druids, Rangers and Palladins need worry about wisdom in IWD. All other classes can use this as a dump stat and set it to 3. In D&D high Wis (15+) also bestows saving roll bonuses against magic, but I haven’t seen any evidence that this has been implemented in IWD. For the priestly classes, wisdom mostly determines whether they get extra magic spells or not. Palladins/Rangers can’t get extra spells higher than lvl 3 spells, so they see no benefit from a wisdom higher than 17. Clerics/Druids obviously want an 18 for maximum extra spells. But lower wisdom is perfectly feasible for all your holy casters. Your clerics will still turn undead just as well, and your spells have the same potency regardless of wisdom. So if you can make due with a few less spells, having a priest with less than the maximum wisdom is fine. Humans who intend to dual-class into a Cleric need a wisdom of at least 17.
Charisma
In IWD the character whose icon is shown at the top of the screen is considered the party leader. This character is considered to be the one who interacts with all NPCs in the game and conducts all transactions and dialogues. Thus this character is the only one who needs concern themselves with charisma. All other party members can consider this a dump stat at set it to 3. Bards, Druids and Palladins are the only classes that have a minimum requirement for charisma. Thus if you intend to include one of those classes in your group, they make the obvious choice for party leader. At higher than 14, each additional point of charisma adds +1 to the interaction score between the leader and an NPC. In IWD if the score is high enough, certain dialogue choices will be “unlocked”. You can complete the game without them, but sometimes you will get extra experience, different quest choices or lower prices. At less than 8, sometimes an NPC will refuse to talk to you (for a little while) or raise prices, or you lose out on extra quest choices. There is also a spell (Friends) that raises your charisma by 5 temporarily. So it is possible to even set your party leader’s charisma to 3 (assuming they can cast the spell) and still do just fine.
So that said, here is a list of my recommended “minimum” character builds for IWD. Stats in bold will add higher benefits for that class if you can add more points to them:
Fighter S 18/51 D 17 C 17 I 3 W 3 Ch 3
Thief S 17 D 17 C 16 I 3 W 3 Ch 3
Mage S 17 D 17 C 16 I 12 W 3 Ch 3
Cleric S 17 D 17 C 16 I 3 W 13 Ch 3
Bard S 17 D 17 C 16 I 13 W 3 Ch 15
Druid S 17 D 17 C 16 I 3 W 13 Ch 15
Ranger S 18/51 D 17 C 17 I 3 W 14 Ch 3
Palladin S 18/51 D 17 C 17 I 3 W 13 Ch 17
Note: There are 2nd level Mage spells that increase Str or Dex for a decent number of turns, so technically it is feasible for one character to get away with somewhat less in those two stats, and it might even make more interesting roleplay. But imo its easier to just allocate high Str and Dex from the get-go.
Multi-class characters just combine the attributes from their respective classes. Dual-class humans intending to switch to mage or cleric will need a minimum of 17 in intelligence or wisdom, respectively.
Hope this helps anyone to get through the learning curve of starting a new party.
Post edited January 25, 2014 by Dreamteam67