NWN2 Prone[]
Prone has the following effects:
- Target is down on the ground and cannot move, attack, cast a spell, or do any other action for the remainder of the combat round
- Most selected combat modes are rendered inoperable while a target is prone (1)
- Melee attackers get a +4 bonus to hit them
- Ranged attackers get a -4 penalty to hit them
Notes[]
- In most instances, prone characters cannot make use of selected combat modes (e.g. combat expertise and stealth). Automatic combat modes (e.g. an Elf's keen sense) remain active.
Speculation[]
The state of being prone is, in a sense, likely another way of supporting the premise that a move action may take up to six (6) seconds; the defender always moves to get up right away, thus no action can be taken since they are getting up. However, move actions can be taken in addition to any standard action in a single round. This idea is further supported by the fact that an opponent which has been rendered prone (e.g. knockdown) may have already attacked/spellcast first.
More precisely, characters and creatures will only be prone during that round and will recover at the end of the round, which may be less than 6 seconds (i.e. make your targets prone early in the round or they will recover sooner).
DnD 3.5 comparison[]
- In comparison to the DnD 3.5 rules, being prone in NWN2 is significantly more disadvantageous; NWN2's version acts more like paralysis or stun instead of simply knocking something down so it cannot move until it gets up.
- In DnD, standing up from prone position provokes an Attack of opportunity, in NWN2 this is not the case