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Looking for small party of 3 to 4 characters

This forum is to be used for all discussions pertaining to Black Isle Studios' Icewind Dale and its Heart of Winter and Trials of the Luremaster expansions.
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Endugu
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Post by Endugu »

The maximum level will also depend on the difficutly setting, since you get more experience points for victories and quests if you play on an easier or harder setting.
I've only completed the game on very hard or very easy (i.e with double xp) and 4 to 5 characters. Most of them reached level 30 before the end of the game.
Without HoW and TotL and on "normal" difficulty, things would be very different, obviously.
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Sloty1984
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Post by Sloty1984 »

What do you think about only 2 characters?
Which classes would you give them?
What about F/M/T and C/F/M ?
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GawainBS
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Post by GawainBS »

Keep in mind that those two characters' individual classes won't advance any quicker than six single class characters.
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Sloty1984
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Post by Sloty1984 »

Okay, so whats the ultimate 3-4 players party?

I really want a bard plus one arcane caster plus at least one divine caster.
(are thieving skills really needed or can I solve them by other characters)?
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Post by GawainBS »

Thievings skills are a huge comfort. Not necessary, but healing up after traps or summoning fodder gets tedious, as does resting for Knock Spells.

My take on the ultimate party has already been given.
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Sloty1984
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Post by Sloty1984 »

Okay i got the following Party:

F/M/T Bow, 2h swords

F/C Mace, Sling (later axe)

Bard Spear, Bow, Crossbow

F/D Longsword, Sling

Which proficiencies should I get next?
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GawainBS
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Post by GawainBS »

F/C & F/D have illegal weapon proficiencies: the first can not use axes, the latter no longswords.
Putting your Mage on a F/M/T isn't very wise, as his Mage class will level even slower than a singleclass mage in a 6-man party.
I also want to stress that F/C offers (virtually) no advantages over R/C.

Consider a F/M and a Thief/Cleric (Gnome.)

EDIT: If you take a dualclass F/C, you can get big advantages over an R/C, with 3 - 5 stars in Maces or Flails and dualclassing after lvl 7, 9 or 13. 9 Is the sweet spot, IMO.
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Sloty1984
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Post by Sloty1984 »

How many XP does a thief need exactly for level 6?

Nevermind, found it out, 20k xp
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Sloty1984
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Post by Sloty1984 »

What are the most important cleric and druid spells?
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Sloty1984
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Post by Sloty1984 »

What would be a strong duo for insane mode?

Thinking F/M/T and F/M/C would that group work?

Or
F/M F/T and some cleric?
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Sloty1984
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Post by Sloty1984 »

Okay i want a 2 to 3 person party to have:
at least 2 melees

at least 2 arcane casters

at least 1 divine casters

some solution for the thieving skills

What can I do to achieve all this?
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GawainBS
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Post by GawainBS »

F/M, dual class at FTR 9 yields overall strongest results.
C/R: the extra attack REALLY adds up, and you get some Druid spells in the mix.
F/T/M. You got a primary caster, so these Mage lvls can slack a bit.

This team can go all out melee, or one of the mages can hang back a bit and use a Longbow, with a twohanded weapon in the quickslots, as to wade in if necessary. I'd equip the other mage with a shield and onehander, though: with the right buffing spells, this is a powerful tank.
Having the Ease of Use/Tweaks mod which enable thieving skills (with penalty) in armour can a huge micromanagement saving investment. (And it's not cheating, since the original P&P rules allowed for just this.)

Gear: (spoiler)



You might also want to do some saving/reloading to get Elven Chainmails in the Hand.
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Sloty1984
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Post by Sloty1984 »

Thanks!
How long would it take in this party to dual the Fighter over to mage?

Why not a multiclassed fighter/mage or Fighter/Illusionist?
(if the only reason is grandmastery, then I can also get it for multis thanks to a mod!)
Given that should the F/M and F/M/T get grandmastery in one weapon or should i spread the profs out to have a wider selection?

What proficiencies would you give those three?
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Post by GawainBS »

That depends on which lvl you dual. If at lvl 9 (a good place), I think somewhere in Dragon's Eye.

Two reasons for dualclass:
Grand Mastery. (If you get this by a mod, it's cheating, which is fine of course, but it's not the base game, nor the original P&P rules on which it is based.)
More important: you no longer split your XP, so Mage levels come faster and also end higher than in a multiclass.

Don't spread proficiencies out, max them first.

I'd give Longswords + Warhammers + Axes (for throwing axes) to the mage with the shield.
Longbows + Halberds or Twohanded Swords to the dualclass.
Maces and Flails and Slings to the C/R.
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Sloty1984
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Post by Sloty1984 »

Thanks.
So you would make the F/M/T the one with the shield?
For the dual there still the question remains if he should be a general mage or a specialist?

I have the chance to give all fighter multi/dual classes all the profs a fighter can use.Would that change the types of weapon profs you would give them?(applies also for a R/C)?

What other ranged weapons exist beside the obvious ones(bow,x-bow,slings)?
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GawainBS
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Post by GawainBS »

I'd make my F/M/T the one with the shield, yes.

I never take specialists, especially in such a small party. Before HoW, Conjurers were great. Afterwards, every school misses out on some important spells, for a marginal benefit. If you do go for a specialist, keep in mind they need higher stats to dualclass. (Google for the specifics, I don't know them by heart.)

No, the amount of proficiencies would not change anything. Barring very specific cases (which I can't recall), the overall benefit of having ***** in one weapon far outweighs having ** in two or three weapons, as long as you focus on a common weapon.

Other Ranged Weapons: Throwing Daggers, Darts, Throwing Axes.
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Sloty1984
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Post by Sloty1984 »

So which of the weapons for the F/M/T would you give 5 stars?(or do you consider it cheating)?
I think he should also have a ranged weapon before i find a(returning) throwing axe,which would you give him?
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Post by GawainBS »

I do consider it cheating, but it's a singleplayer game, so the only opinion that counts is yours. Then again, I've used that mod too. I refrain now from doing so, to keep the unique aspects of singleclass fighters & dualclasses.
Anyway, I'd starts with 2 stars in Longswords, one in Hammers (for skeletons/other immunity creatures), one in Axes, for throwing axes. Then fillout Longswords, then 1 in Hammers and Axes. One or two stacks of throwing axes (use the mod that stacks ammo, it's a great convenience) is all that you'll ever need before you find a returning throwing axe.

Given your need of detail, be sure to spend enough time rolling to get great stats: it will pay off more, especially in the beginning, than any amount of nitpicking over proficiencies.
18's in DEX, CON, and the other primary stat (INT or WIS), 18/51 + STR at the minimum. A high CHA helps in the early game when you need to buy some stuff, but that's it.

I'd focus the Thief on Trap Detections and Locks, some Pickpocket in the beginning, since Kuldahar has very nice item for starters. I ignore Stealth, since Backstabbing has worked, perhaps, 10 times for me across ALL the IE games.
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Sloty1984
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Post by Sloty1984 »

Which profs should I give the F/M when he duals over?
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GawainBS
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Post by GawainBS »

Something you haven't given him as a Fighter. Quarterstaff is my suggestion. You're nitpicking by now.
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