It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
It's been a while since I played IWD2 and I was thinking of playing through it again but the problem is creating a good party with good stats. Any suggestions?
Role and play. Don't use somebody else's idea of a good character.
There's nothing wrong with trying other peoples' builds. While I quite enjoy creating my own, there are also plenty of times (especially in NWN) where I've seen a build online and just had to give it a try.

With that said, it really depends on what you want to do. I personally enjoy smaller parties with a bit of a focus on spellcasting. My last playthrough was a Half-Orc Barbarian/Fighter (4 levels Fighter, rest to Barbarian), an Elf Wizard, a Human Cleric, and a Human Sorcerer/Paladin (one level Paladin, rest to Sorcerer). The wizard picked up the traditional Rogue skills. Overall I found it a fun playthrough, although I felt the Paladin level and the extra points I put into strength on the Sorcerer didn't really pay off. It was still interesting, though, and I can recommend it just for novelty's sake if you want to try something adventurous.

Another party I've considered running is an all-ranged party. The party would consist of an archery Fighter, a Barbarian with throwing weapons, an Elf Wizard, and an Elf Cleric. Wizards and Clerics normally don't get proficiency with bows, but elves get proficiency with bows regardless of their class.

A third idea would be a divine party. Paladin, Cleric, Druid, Monk, and Wizard. The wizard balances out the four divine classes and gives you some skill points to work with since none of the divine classes care about intelligence (I've always wondered whether that was accidental or a subtle jab at religion by D&D). Playing without a wizard is probably closer to the theme, but it'll be a rocky run without arcane spells or a character with decent skills.

Monk is a cool class in IWD2, and he's probably the one class I most regret not running in any of my playthroughs. I've been considering doing another playthrough with a party built around monks (plural) but I haven't come up with a party composition that has really inspired me so I let the idea slide. It's normally one of the weakest classes in 3rd edition, but it really shines in IWD2 in a way it doesn't in the other games. It's very one-dimensional though; it's terrible for multi-classing, and it really wants maxed out stats in Strength, Dexterity, and Wisdom (which is a lot of stats to want maxed out and doesn't leave any points left over). Strength in particular is super important, so half-orc is the recommended race. That said, it's really different from every other class and IWD2 is the best excuse you'll get to play one.

On the more negative side of things, I'm not a fan of the Ranger or Rogue in IWD2's ruleset. They really only fit into a party if you have your heart set on doing stealthy infiltration, and the game doesn't lend itself to that very well. Thanks to the cross-class skill system a Wizard can learn to disarm traps and open locks without multi-classing, and thanks to his high intelligence score he's actually pretty good at it. Combat-wise this is possibly the weakest incarnation of the Rogue in any D&D game, and combined with the fact that he's not really necessary for traps and doors I don't see much point in having him at all. Ranger has similar but slightly less severe problems, as it's completely outclassed by the Fighter in combat. Fighters are better archers, better with sword and shield, better with two-handed weapons, and better with two weapon fighting. The only advantages the Ranger has are being good at stealth and having a few Druid spells. A Fighter/Druid multi-class is probably better if you just want the magic. This means stealth is really the only shining point for either Ranger or Rogue, and if you aren't building a stealth-based party I'd avoid these classes completely.

Hope that gave you some ideas.
There are a few other things to consider:

From what I understand, spell scrolls are a bit scarce in this game, just like the original IWD, and Wizards, for whatever reason, don't learn spells at level up. Therefore, you probably don't want to include more than one Wizard in your party. Sorcerers and Bards don't have this issue, because they choose their spells at level up and aren't reliant on scroll availability.

Bards get the same songs they get in IWD1, though their final song only heals your party when the game thinks you're in combat. (Is it possible to trick the game by using a summon and then attacking it to turn it hostile?) Aside from that, Bards are different from their IWD counterparts; they do not get to level faster than other classes, and they have a completely different spell list.

If you want to be able to cast 9th level spells as soon as possible, you *need* to have 19 in the casting stat by level 17, which means that, since you only get *one* stat point every *four* levels, you have to start with a score of at least 15. Note that the casting stat is Intelligence for Wizards, Wisdom for Clerics and Druids, and Charisma for Sorcerers and Bards (but note that Bard spells don't go up to level 9). With that said, I note that a Cleric might not need 9th level spells, since Mass Heal is 8th level for them and the 9th level spell list doesn't look particularly interesting.

One other thing: If you choose not to level up everybody when possible, you will earn more experience. In particular, if you replace a character with a new level 1 character (or add a new character to a smaller party), your entire party will level up faster. Note that I consider this to be a design flaw; if you really want to add a new character mid-game, consider using a cheat to set the character's XP to match the rest of the party just to avoid becoming overpowered.
avatar
dtgreene: From what I understand, spell scrolls are a bit scarce in this game, just like the original IWD, and Wizards, for whatever reason, don't learn spells at level up. Therefore, you probably don't want to include more than one Wizard in your party. Sorcerers and Bards don't have this issue, because they choose their spells at level up and aren't reliant on scroll availability.
Equipment availability in general is quite terrible until the end-game, it's just more noticeable for Wizards because you literally cannot use your spell slots without first having found an appropriate scroll. In general you you want to avoid having characters who need the same type of equipment, whether it's magic scrolls or magic axes.
If you want to be able to cast 9th level spells as soon as possible, you *need* to have 19 in the casting stat by level 17, which means that, since you only get *one* stat point every *four* levels, you have to start with a score of at least 15. Note that the casting stat is Intelligence for Wizards, Wisdom for Clerics and Druids, and Charisma for Sorcerers and Bards (but note that Bard spells don't go up to level 9). With that said, I note that a Cleric might not need 9th level spells, since Mass Heal is 8th level for them and the 9th level spell list doesn't look particularly interesting.
Given the way IWD2 point buy works... there's really no reason to start with anything less than 18 in your casting stat, and if you've already got 18 there's no reason not to bump it up to 19 for full spell access. Even if you're not a fan of the 9th level spell list, for a single extra point it's a steal.
I am not asking for someone else to setup my party. I'm asking for suggestions so I really don't see the problem. Anyways, my parties are usually made up of humans and/or elves/ half elves. I think they make good combos. I like my parties to be made up of six characters. I usually use a fighter as my main character and sorcerer and cleric as support characters but I'm not sure what to put in the other three spots.
avatar
ShadowWalker56: I am not asking for someone else to setup my party. I'm asking for suggestions so I really don't see the problem. Anyways, my parties are usually made up of humans and/or elves/ half elves. I think they make good combos. I like my parties to be made up of six characters. I usually use a fighter as my main character and sorcerer and cleric as support characters but I'm not sure what to put in the other three spots.
Fighter, Cleric, and Sorcerer is a very well-balanced backbone... so much so that it is almost a complete party on its own. One option could be just to double up this party by adding a Barbarian, Druid, and Wizard. This would give you two arcane casters, two divine casters, and two front-liners.
avatar
ShadowWalker56: I am not asking for someone else to setup my party. I'm asking for suggestions so I really don't see the problem. Anyways, my parties are usually made up of humans and/or elves/ half elves. I think they make good combos. I like my parties to be made up of six characters. I usually use a fighter as my main character and sorcerer and cleric as support characters but I'm not sure what to put in the other three spots.
avatar
Darvin: Fighter, Cleric, and Sorcerer is a very well-balanced backbone... so much so that it is almost a complete party on its own. One option could be just to double up this party by adding a Barbarian, Druid, and Wizard. This would give you two arcane casters, two divine casters, and two front-liners.
Sounds interesting. I'll have to give it some thought because it has been some tome since I played IWD2 and I don't remember how difficult the battles are. Not that it matters. Since it's been so long it'll be like a first play through anyways. Now I just have to make sure I get all their stats correct! LOL
avatar
ShadowWalker56: Sounds interesting. I'll have to give it some thought because it has been some tome since I played IWD2 and I don't remember how difficult the battles are. Not that it matters. Since it's been so long it'll be like a first play through anyways. Now I just have to make sure I get all their stats correct! LOL
Guideline to optimal stats in IWD2 (not to say there's anything wrong with playing suboptimally if that's what you want):

Everyone
If you want to live, put at least a 16 into constitution. If you have points left over in the end, raising constitution to 18 is the best place to spend them.

Barbarian
Max out strength, put at least 14 points in dexterity and wisdom. If you want to be good with ranged attacks (Barbarians are surprisingly good at this since their naturally fast move speed lets them kite without haste) raise dexterity as high as it will go.

Bard
Max out charisma. If you want to do melee combat raise strength to 18, if you want to do archery raise dexterity to 18. If you still have points left over, balance them between your remaining stats. Dexterity should be at least 14, and Wisdom should be your lowest stat (but no lower than 8).

Cleric
Max out wisdom. Set strength to between 14-18 depending on how much melee combat you want him to do (14=little to none, 16=some, 18=a lot; half orc with 20 works too). Set his dexterity to 14. Take points out of intelligence and charisma as needed to fund the more important stats.

Druid
Same as Cleric.

Fighter
For a melee fighter, max out strength, put 14 points into dexterity and wisdom, and balance the rest of the points to taste. For a ranged fighter, max out dexterity and put 14 points to strength and wisdom. If you want to do both melee and ranged then maximum to strength and dexterity, 14 to wisdom, and lower intelligence and charisma as low as you need to to pay for those stats. This is very similar to a Barbarian, and makes Barbarian/Fighter multi-class characters really easy to build for since they have exactly the same stat preferences.

Monk
Max out strength, dexterity, and wisdom. Drop intelligence and charisma as low as they will go to find the points to do this.

Paladin
By far the hardest class to assign stats for. Basically the same as the Fighter... except you also need at least 16 charisma (preferably 18). Something's gotta give, even if you reduce your intelligence down to 3 there won't be enough points to cover everything and you'll need to pick some important attributes to be lower than you want them to be. This is the only class where I'd say it's acceptable to lower your constitution below 16. You just need the points that badly.

Ranger
Max out strength, max out dexterity, 14 wisdom. Not quite as bad as the Monk, but pretty close.

Rogue
Very tough one. Power-wise he really, really needs max values in either dexterity or strength to make him good at either ranged or melee fighting respectively... and preferably he wants both. However, he also wants a decent intelligence and charisma score to take advantage of his skills (his one real niche over other classes), and he can't sacrifice wisdom without making himself super-weak to mind affecting spells. Overall, it depends on what you want from him, but just be mindful he's not very strong on his own so he'll need very high stats compensate to be good in combat.

Sorcerer
Max out charisma, put at least 16 in dexterity, everything else is a matter of preference.

Wizard
Max out intelligence, put at least 16 in dexterity, everything else is a matter of preference.
avatar
ShadowWalker56: Sounds interesting. I'll have to give it some thought because it has been some tome since I played IWD2 and I don't remember how difficult the battles are. Not that it matters. Since it's been so long it'll be like a first play through anyways. Now I just have to make sure I get all their stats correct! LOL
avatar
Darvin: Guideline to optimal stats in IWD2 (not to say there's anything wrong with playing suboptimally if that's what you want):

Everyone
If you want to live, put at least a 16 into constitution. If you have points left over in the end, raising constitution to 18 is the best place to spend them.

Barbarian
Max out strength, put at least 14 points in dexterity and wisdom. If you want to be good with ranged attacks (Barbarians are surprisingly good at this since their naturally fast move speed lets them kite without haste) raise dexterity as high as it will go.

Bard
Max out charisma. If you want to do melee combat raise strength to 18, if you want to do archery raise dexterity to 18. If you still have points left over, balance them between your remaining stats. Dexterity should be at least 14, and Wisdom should be your lowest stat (but no lower than 8).

Cleric
Max out wisdom. Set strength to between 14-18 depending on how much melee combat you want him to do (14=little to none, 16=some, 18=a lot; half orc with 20 works too). Set his dexterity to 14. Take points out of intelligence and charisma as needed to fund the more important stats.

Druid
Same as Cleric.

Fighter
For a melee fighter, max out strength, put 14 points into dexterity and wisdom, and balance the rest of the points to taste. For a ranged fighter, max out dexterity and put 14 points to strength and wisdom. If you want to do both melee and ranged then maximum to strength and dexterity, 14 to wisdom, and lower intelligence and charisma as low as you need to to pay for those stats. This is very similar to a Barbarian, and makes Barbarian/Fighter multi-class characters really easy to build for since they have exactly the same stat preferences.

Monk
Max out strength, dexterity, and wisdom. Drop intelligence and charisma as low as they will go to find the points to do this.

Paladin
By far the hardest class to assign stats for. Basically the same as the Fighter... except you also need at least 16 charisma (preferably 18). Something's gotta give, even if you reduce your intelligence down to 3 there won't be enough points to cover everything and you'll need to pick some important attributes to be lower than you want them to be. This is the only class where I'd say it's acceptable to lower your constitution below 16. You just need the points that badly.

Ranger
Max out strength, max out dexterity, 14 wisdom. Not quite as bad as the Monk, but pretty close.

Rogue
Very tough one. Power-wise he really, really needs max values in either dexterity or strength to make him good at either ranged or melee fighting respectively... and preferably he wants both. However, he also wants a decent intelligence and charisma score to take advantage of his skills (his one real niche over other classes), and he can't sacrifice wisdom without making himself super-weak to mind affecting spells. Overall, it depends on what you want from him, but just be mindful he's not very strong on his own so he'll need very high stats compensate to be good in combat.

Sorcerer
Max out charisma, put at least 16 in dexterity, everything else is a matter of preference.

Wizard
Max out intelligence, put at least 16 in dexterity, everything else is a matter of preference.
Thanks for the help! I really appreciate it. Playing IWD2 should keep me busy for a while because I take my time when playing games like this. I know it's not a RPG like BG but it 's still DnD so that's the main thing. Besides, I seldom rush through any game unless it's just one of those games that's just so fast paced that it just zips by.
What if someone wanted to make a group of Anarchists in a D&D game? Is there any group or clan or guild or anything that would resemble anarchist thinking?
avatar
Anarchist_Peasant: What if someone wanted to make a group of Anarchists in a D&D game? Is there any group or clan or guild or anything that would resemble anarchist thinking?
Not that I am aware of. However, the alignment system has the option of making your characters chaotic; perhaps the "chaotic neutral" alignment is a good choice for an anarchist.

(Note that 4e doesn't have "chaotic neutral" as an option, so play one of the other editions. There are no video games based on 4e to my knowledge, however. Also, note that 4e is so different from other editions that it should have been called something other than d&d.)
Been a while but I'm finally able to get back to IWD2. I've been spending the last little bit modding BG 1&2, PST, FO2 plus real life troubles came up and now I want to get back to IWD2. All I have to is setup my party with the characters. I was thinking f)fighter 2)cleric 3)sorcerer 4)wizard 5)druid.....not sure what to put in the other two spots or if I should make them human, elf, half elf, or what.....
Post edited August 14, 2016 by ShadowWalker56
avatar
ShadowWalker56: I was thinking f)fighter 2)cleric 3)sorcerer 4)wizard 5)druid
That's a pretty balanced party there. I ran a 4-man party consisting of a Half-Orc Fighter/Barbarian multiclass, a Human Cleric, a Human Sorcerer, and an Elf Wizard, and I was very happy with it. I'm sure you could throw a Druid into that mix and it would be just fine.

Race depends on what you want. Human is a great all-around catch-all, and if you're uncertain of what to do they're good for pretty much everything. Half-Elf is a bit of a disappointment and basically only useful for roleplay purposes, Elves and Halflings are great at archery, Half-Orcs are superb front-liners, Dwarves and Gnomes are good if you want lots of hit points. The exotic races with level adjustment are annoying to use; they're very weak in the early-game but they do pay off in the late-game. Overall, I'd say Aasimar Paladins are the only ones I'd recommend to a beginner.
6) bard