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I'm trying for a solo control Wizard run(the follower AI in this game pisses me off the point where I don't want to play it anymore), and the early game is a massive pain in the ass. I have the Rod of Frost, but that's not enough. I've done the Fighter/Rogue combo(my previous run), and now I want to try something else. Where are the other Rods? In my previous run, I only came across the frost rod once in the middle of chapter 2 of the OC. I never came across another cantrip rod again. Am I missing something obvious here?
That's the only infinite cantrip rod I know of. It's also the cantrip that does the most damage (1d4+1 rather than 1d3).

Why are you searching for a cantrip rod that does less damage?
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MagicalMaster: That's the only infinite cantrip rod I know of. It's also the cantrip that does the most damage (1d4+1 rather than 1d3).

Why are you searching for a cantrip rod that does less damage?
I'm asking if there are any mods out there that give infinite cantrip casting from the magic menu, like in the pen and paper version. Maybe I should have put that in the original message.
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MagicalMaster: That's the only infinite cantrip rod I know of. It's also the cantrip that does the most damage (1d4+1 rather than 1d3).

Why are you searching for a cantrip rod that does less damage?
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Silentpayne: I'm asking if there are any mods out there that give infinite cantrip casting from the magic menu, like in the pen and paper version. Maybe I should have put that in the original message.
You have indicated an unfamiliarity with D&D. I shall now expound. Because D&D is important, because D&D called first, and no-one else had a published and widely-popular analogue. Arguably, there were others who might be a little earlier, but they were barely known in the niche hobby of wargaming, even at the time.

D&D 5th edition has infinite cantrips. NWN1 is based on D&D 3.0, and NWN2 is based on D&D 3.5. Neither of them had infinite cantrips. Indeed, a discussion of the differences could take up the next five pages without straying into uselessness.

Instead, I will simplify. No, that will take too long. I will sum up.

D&D 3.X was an attempt to create a rational, balanced system where the result of any action could be reasonably predicted. It was also the first role-playing game Wizards of the Coast ever made. (WotC bought D&D from TSR, which is a whole other long story)

Now, there's something in D&D memology called a "Fantasy Heartbreaker". That's when a new, but somewhat experienced gamer, decides to "fix D&D!" Typically, these remakes feature two to three of the following:

1) Some problems fixed.
2) Some problems introduced.
3) Too much complexity.
4) Not actually D&D

D&D 3.0 introduced a unified, rational system of ability-based skill checks, rational prices on common goods, a coherent system of ability gain as levels were gained , a unified system overall... And was unbalanced towards casters, to the point where the cleric and wizard can do anything any other class can do, and better, and more often throughout the day as they gained in levels. And druids are arguably worse. Also, most of the splats was stuff for casters; even the supposed non-caster supplements. In addition, 3.X is the most complex edition of the game. NWN1&2, OTOH, are quite a lot more balanced.

In short, D&D 3.0 was an official fantasy heartbreaker...And wildly popular, to the point where D&D 3.5 is still somewhere around the 4-6th most popular tabletop RPG. The balance issues can be fairly easily addressed, as most of the abusive options are very well known by this point. And let me add, it is also my favourite edition, because it natively supports playing literally any race/class/ability combination, and is the most flexible edition. Which doesn't help balance.

D&D 5th is actually WotC's 4th edition of D&D, counting 3.0, 3.5, *4th, and 5th. Depending on how you count, there are 13 (or more!) editions of D&D. The major ones are Original D&D, Basic D&D, Advanced D&D 1e, Advanced D&D 2e, Advanced D&D 2.5e, D&D 3.0, D&D 3.5, D&D 4th, D&D 5th. WotC counts them as OD&D, AD&D, D&D 3.X, D&D 4th, and D&D 5th. Ask half a dozen D&D fans, and you'll likely get half a dozen different lists. It's a game over 40 years old, after all. ;)

And there. And yes, that is summing up. Heh.

* Some people will argue against counting this one, on the grounds that it breaks on #4. It was, however, very well balanced. And that's enough about that, lest this thread devolve into Yet Another Edition War. :)
Post edited August 22, 2017 by Narf_the_Mouse
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Silentpayne: I'm asking if there are any mods out there that give infinite cantrip casting from the magic menu, like in the pen and paper version. Maybe I should have put that in the original message.
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Narf_the_Mouse: You have indicated an unfamiliarity with D&D. I shall now expound. Because D&D is important, because D&D called first, and no-one else had a published and widely-popular analogue. Arguably, there were others who might be a little earlier, but they were barely known in the niche hobby of wargaming, even at the time.

D&D 5th edition has infinite cantrips. NWN1 is based on D&D 3.0, and NWN2 is based on D&D 3.5. Neither of them had infinite cantrips. Indeed, a discussion of the differences could take up the next five pages without straying into uselessness.

Instead, I will simplify. No, that will take too long. I will sum up.

D&D 3.X was an attempt to create a rational, balanced system where the result of any action could be reasonably predicted. It was also the first role-playing game Wizards of the Coast ever made. (WotC bought D&D from TSR, which is a whole other long story)

Now, there's something in D&D memology called a "Fantasy Heartbreaker". That's when a new, but somewhat experienced gamer, decides to "fix D&D!" Typically, these remakes feature two to three of the following:

1) Some problems fixed.
2) Some problems introduced.
3) Too much complexity.
4) Not actually D&D

D&D 3.0 introduced a unified, rational system of ability-based skill checks, rational prices on common goods, a coherent system of ability gain as levels were gained , a unified system overall... And was unbalanced towards casters, to the point where the cleric and wizard can do anything any other class can do, and better, and more often throughout the day as they gained in levels. And druids are arguably worse. Also, most of the splats was stuff for casters; even the supposed non-caster supplements. In addition, 3.X is the most complex edition of the game. NWN1&2, OTOH, are quite a lot more balanced.

In short, D&D 3.0 was an official fantasy heartbreaker...And wildly popular, to the point where D&D 3.5 is still somewhere around the 4-6th most popular tabletop RPG. The balance issues can be fairly easily addressed, as most of the abusive options are very well known by this point. And let me add, it is also my favourite edition, because it natively supports playing literally any race/class/ability combination, and is the most flexible edition. Which doesn't help balance.

D&D 5th is actually WotC's 4th edition of D&D, counting 3.0, 3.5, *4th, and 5th. Depending on how you count, there are 13 (or more!) editions of D&D. The major ones are Original D&D, Basic D&D, Advanced D&D 1e, Advanced D&D 2e, Advanced D&D 2.5e, D&D 3.0, D&D 3.5, D&D 4th, D&D 5th. WotC counts them as OD&D, AD&D, D&D 3.X, D&D 4th, and D&D 5th. Ask half a dozen D&D fans, and you'll likely get half a dozen different lists. It's a game over 40 years old, after all. ;)

And there. And yes, that is summing up. Heh.

* Some people will argue against counting this one, on the grounds that it breaks on #4. It was, however, very well balanced. And that's enough about that, lest this thread devolve into Yet Another Edition War. :)
Yeah, the only pen and paper edition of D&D I've had time to play/test with others in over twenty-five years is 5th, and I had to throw my old books away a long time ago(got too old and the game got too expensive to keep up with). Thanks for the reminder of how the old editions are supposed to work.

OK then, for conveniences sake, are there any infinite cantrip mods out there on the web to make this wizard's trip less tedious? I'm trying to get a hang of the arcane magic from 3.0 and 3.5 again, and it's not going smoothly at all(I usually play as a melee/sneaking character type). Any Wizard tips would be quite welcome at this point.
Post edited August 22, 2017 by Silentpayne
I have nothing against unlimited cantrips per se; details may vary. :) That said, I couldn't find a mod for that, either, so I'll proceed with some wizard advice. :)

As long as you tell your followers to follow you, they'll avoid combat to a limited extent and for a limited time.

From there, rest every metaphorical five minutes.

...Yeah, D&D 3.X is also not a good match-up for this style of gaming.

Familiar, 1 summon, and a follower means you can basically sort-of have a party, though.

Other spells should be used to buff your [s]minions[/s]faithful followers, so they can [s]slaughter all in your path[/s]gain useful improvements to their combat ability.

However. I do remember finding somewhere in the NWN1 directory a text file that could be edited to change the spell slots per level and other class features. Possibly (probably), I unpacked it from a hak file or something using a tool.

Unfortunately, I don't recall more than that; it was about a decade ago. That does mean that it's probably possible, though, if you feel like trying to track that down on such limited information. :)
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Silentpayne: OK then, for conveniences sake, are there any infinite cantrip mods out there on the web to make this wizard's trip less tedious?
That's really not how "mods" work in NWN -- what functions in each module is up to the designer. The Prelude is a module. Chapter 1 is a module. Each chapter of SoU and HotU is a module.

That said, you could make a new module, create a custom rod with whatever unlimited spells you want, load that module, pick it up, save the character, and then use that character in the actual campaigns.
Just as an aside, unlimited cantrips are also a feature of Pathfinder, an expansion/modification of the 3.5 ruleset.
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touched: Just as an aside, unlimited cantrips are also a feature of Pathfinder, an expansion/modification of the 3.5 ruleset.
I've done a bit of lurking around various forums, and interestingly there's consensus that most of the cantrips are completely fine with unlimited use and there are no balance issues. The only one that gets heated debate is Detect Magic, which doesn't even exist in NWN anyways.
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Silentpayne: I'm trying for a solo control Wizard run(the follower AI in this game pisses me off the point where I don't want to play it anymore), and the early game is a massive pain in the ass. I have the Rod of Frost, but that's not enough. I've done the Fighter/Rogue combo(my previous run), and now I want to try something else. Where are the other Rods? In my previous run, I only came across the frost rod once in the middle of chapter 2 of the OC. I never came across another cantrip rod again. Am I missing something obvious here?
https://q.neverwintervault.org/project/nwn1/script/pathfinder-cantrips-and-orisons

There you go mate, sorry for the cringe community that can't just answer a simple question.
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alexis13yay: There you go mate, sorry for the cringe community that can't just answer a simple question.
no kidding

While the hak you linked to can be added to a module via the toolset, I cannot think of a method purely through script overrides to implement OP's neat idea for one's entire NWN. There is simply no function that can bring it about... while there is DecrementRemainingSpellUses(), there is no IncrementRemainingSpellUses() function in the engine. Had there been, you could make cantrips unlimited by making some changes to each cantrip's script and put all the scripts (nss files) into the \override\ directory.

I guess they never saw a need to put this in place because there is already the option to script for a creature to cast "cheat spells" (which do not decrement remaining uses) in modules. But I do not see a way to hook this to the player's gui simply with something you can drop in the override folder.