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Death in Argyle

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Xandax
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Post by Xandax »

Originally posted by Xyx:
<STRONG><snip>
I am seriously considering taking this duty upon me. I think that with a total butt-load of Clerics, the Guild will be much more persistent. Nobody likes to lose their character... If I didn't like Sorcerers that much, I'd definitely go for it.</STRONG>
I don't think you should consider playing a class that doesn't fit you.

The way I most likely is gonna play in Argyle is make the guild-character and my 2.nd character - then play a bit around with my 2.nd character to get a feel for the world. Then I'll play carefully and safely with my guild-character, making sure that every thing goes okay.
If I need to test something out, I'll use my 2.nd character, because if that one dies - well I should be able to just make a new.

If my guild charactere dies at an early level whitout the possibility of being resurected for several weeks, well that whould be catastropical :)

So an advice - play safe, play smart,
roleplay :D
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Xyx
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Post by Xyx »

Originally posted by Xandax:
<STRONG>I don't think you should consider playing a class that doesn't fit you.</STRONG>
I'm not doing that. ;) The idea of an Elven Cleric wielding longsword and longbow kinda appeals to me as well. :D Elves make great Clerics; biggest disadvantage (bad weapon selection) is negated.

Plus Clerics are decent spellcasters and warriors at the same time. No spell failure. I think they're cool. If only divine spells were as wonderful as arcane spells...

They're also not hated / despised / loathed / feared by default in Argyle. Dunno if that's good or not; the idea of people hating and fearing mages has a certain appeal as well. :D
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Garcia
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Post by Garcia »

What is all this talk about raise dead?...who said anything about that we are gonna die :D

we will "just" have to take care of the clerics help them level up fast and then protect them a bit more than than other classes.


but who are the the pure clerics?
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Post by Tamerlane »

Originally posted by Garcia:
<STRONG>but who are the the pure clerics?</STRONG>
Well lets see....We have Merlin and Der Moench. And we also have a few multi clerics.
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Xyx
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Post by Xyx »

I hate to say it, but the multi Clerics are not going to be of much use where dead people are concerned...

You need at least 9 levels of Cleric to be able to cast even the "lowly" Raise Dead. If people are going for a 50/50-like distribution of levels, that means they'll get Raise Dead when they reach level 18! :eek:

A bit late...
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Post by Tamerlane »

Whilst not playing a cleric, playing a rogue ;)

I'm hoping to reach something between level 10-15. May not even reach that, as I have a tendency to try my luck against dragons and other scary monsters.
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Post by Garcia »

No matter who gets the "job" it will be an honourable one. He/they will be the guilds little gem because of there importance.
I was just asking to be sure that there were any :)
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Post by Xyx »

They'll have to be pretty dedicated players as well... If they only log on once every other week, they won't be able to cast Raise Dead before NwN3 comes out. :rolleyes:

They'll also have to be online at the same time as the, erm, deceased.

We'll need at least two, because if one of them accidentally dies...
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Post by Garcia »

depending on the numbers of "active players" (I really hope that all the 40 members of the blade will be active NWN players. with our great number and diffrent timezones we can almost be there 24 hours a day :) )
but Xyx is right that we MUST have at least 2 and that is an absolute minimum. it lookes as if we only have two now: Der Mönch and Merlin Dreadwood (a.k.a. Der Moench and -=Merlin=-) I haven't heard from them in a long time?? are they still in da house?
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Post by Garcia »

Originally posted by Xyx:
<STRONG>Better walk softly, folks, 'cause Argyle will be running a strict No-Respawn policy. ;)

Since death is quite the hindrance to one's advancement in the adventuring business, a solid strategy has to be developed to deal with it.

We're a big guild. This should make things easier.

The following spells should be treasured like nothing else:
  • Raise Dead (level 5 spell, available to level 9 Clerics, raises stuff that's been dead for up to one day per level, costs the ex-deceased a level)
  • Resurrection (level 7 spell, available to level 13 Clerics, raises stuff that's been gone a looong time, still costs the ex-deceased a level)
  • True Resurrection (level 9 spell, available to level 17 Clerics, raises stuff without level loss)
As you can see; the bigger, the better.

Multiclassed Clerics will take ages to attain even Raise Dead, so the big question is...

Is anyone going to play a single-classed Cleric?</STRONG>
where did you get this info Xyx?
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Xyx
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Post by Xyx »

Which part exactly? :D

The no-spawn stuff I read (and tried to discuss a bit) on the Argyle boards. The spells stuff comes from the D&D3 Player's Handbook.
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Post by McBane »

When this first thread came up I started to entertain the notion of running a cleric. I was originally going with a dwarven fighter, but you don't see too many dwarven clerics!!

So...I'll volunteer to run a straight cleric, and once I get up some levels, (I would need some fighter protection ;) ) will establish a nice temple within our guild.

Of course, everyone better convert to Moradin :D :D
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Post by Nippy »

Originally posted by McBane:
<STRONG>Of course, everyone better convert to Moradin :D :D </STRONG>

Lot's of people in Argyle do worship Moradin (only Forgotten Realms god there).
:D :D :p
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Craig
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Post by Craig »

Y'all we can all have secondary charectors, as clerics
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Post by Nippy »

Originally posted by craig:
<STRONG>Y'all we can all have secondary charectors, as clerics</STRONG>
@ Craig, I'm afraid we can't. Our secondary characters cannot know each other and ride to the rescue in doomed situations etc..

:( :(
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Xandax
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Post by Xandax »

Originally posted by craig:
<STRONG>Y'all we can all have secondary charectors, as clerics</STRONG>
As Nippy said, you can't use your second character to save your "primary" character.
These characters must not know each other - they can't be in the same guild, and you must not "meta-game" (ei. your character 2 learns of something ingame - you must not as a player assume that your character 1 has this information)
This will be hard, and I wonder how Argyle DM's will control this :)
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CM
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Post by CM »

With the new rules do paladins have this ability to raise the dead?
But it will take a long time.

Also when something is killed how is the loot distributed?
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Post by Tamerlane »

Originally posted by Xandax:
<STRONG>This will be hard, and I wonder how Argyle DM's will control this :) </STRONG>
I plan to keep mine apart, very very far apart. On different sides of Argyle.
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Xandax
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Post by Xandax »

Originally posted by Fas:
<STRONG><snip>
Also when something is killed how is the loot distributed?</STRONG>
When you kill somebody??

IMO, and according to the rules, you are allowed to hoard your belonings, but it is recommended that you either share or bater equiptment you can't used yourself to fellow guild members.
Ei. if you find a nifty crossbow and you use swords yourself, you could either donate it to the guild, or a guildmember, or trade it with somebody that has a sword.

IMO we need to look out for each other, and IMO that include being "large" with stuff you "find" :)
But of course nobody can make you give up stuff ;)
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Post by CM »

nope i mean is it like Ultima where if you kill something nobody can come up and steal it on the world?

I more than willing to share what i find or get.
There should be a guild depository where we can dump what we don't need or something.
Like a lost and found box! :D
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