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4 or 6 characters?

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Kefka1983
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4 or 6 characters?

Post by Kefka1983 »

Is it more efficient to use 4 characters instead of 6 in IWD 1 or is it just asking for trouble? Either way I was searching around for a good party setup. I will post back with what my idea was.
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Jimwth
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Post by Jimwth »

I think it doesn't really matter, you should decide what would you like your party to be. I've finished IWD with 6 chars once and then with a single wizard, no problem at all.
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kmonster
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Post by kmonster »

The game was balanced for 6 characters. But smaller parties are no problem.
I can even be easier with a party of 4 since you'll level faster and can gain access to high level spells long before you're supposed to.
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Kefka1983
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Post by Kefka1983 »

Let's say I wanted to use 4 characters. How can I cover all the bases? Would everyone have to be multiclass? Sorry but I don't know too much about DnD rules. Thanks again.
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kmonster
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Post by kmonster »

You need
- a character with mage or bard levels for casting spells like haste
- a character with cleric levels for cleric spells
- a character with thief levels for disarming traps
- some physical fighting power

Even a party with 2 characters like fighter/mage/thief and ranger/cleric covers all needs.

A sample party of 4:

human paladin ++ longsword, crossbow, axe (later)
gnome or halfling fighter/thief ++ longsword,bow
halfelf fighter/mage ++ 2-handed swords, bow
halfelf ranger/cleric ++ mace,sling

Make sure everyone has maxed out str, dex and con, the mage should have 18 int and the cleric 18 wis, the other stats are unimportant.
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Kefka1983
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Post by Kefka1983 »

Maxed meaning 18 or more? Thanks.

EDIT:
What I am currently using is this...

Human Male Paladin (to take advantage of the Pale Justice sword)
Human Male Fighter dualled to Conjurer at level 3
Human Female Bard (to identify items and cast Magic Missile)
Half-Elf Female Cleric/Ranger
Human Female Fighter (using Halberds!)
Halfling Male Fighter/Thief

From DSimpson's guide. Is that pretty much the status quo or should I tweak it? I might make the fighter/thief a gnome instead of halfling. And is Conjurer the best specialist? Thanks.
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kmonster
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Post by kmonster »

"Maxed" means as high as possible, usually 18 except for some races (19 con and 17 dex for dwarves for example).

If your fighter/thief is gnome or halfling is quite an even decision, gnomes can start with 18/00 instead of 17 strength for extra damage in melee and backstabbing while halflings get a better saving throw bonus and better ranged attacks and thieving skills because of 19 dex.
More important than the race is that (s)he's good aligned.

If you don't have the "Heart of Winter" expansion installed conjurer is the best specialist wizard class, with HoW installed illusionist or transmuter is far better.

Make sure all your characters can use a ranged weapon effectively.

I wouldn't have the fighter focus on halberds. The good halberds are mostly random treasure and you might have to finish the game without finding a +3 halberd.
If you use two-handed swords you can be sure to find good ones during the game.
The fighter's strength is being able to get +++++ in a weapon style which grants a huge boost compared to ++++, you won't get enough proficiency points for grandmastery in more than one. Axes can be used both in melee and ranged.
If you play a fighter you also might consider taking a little race for the saving throw bonuses.

You could also take a ranger instead of a fighter. You get an extra attack per round from the beginning as long as you don't wear a shield, since you don't have to put more than ++ in a weapon for it, you're more flexible. You could specialize in halberds and bows at the start and gain specialization in 2-handed swords or spears later.

But that's not necessary, your party should be powerful enough to beat the game without changing anything.
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