Yet another new player - advices are needed
Posted: Sat Mar 14, 2009 3:46 pm
I'm having a bit more free time on my hands than usual, so after completing well-known RPG series such as Might & Magic, Wizardry, The Elder Scrolls and alike, I decided to give a try playing this ancient game - Icewind Dale. This is the first game I've tried where you have to memorize spells rather than cast it at the cost of mana, so quite a few things were... confusing, at the very least.
Disclaimer #1: I don't care much for storyline or for roleplay - I'm here to whack and smash as well as everywhere else. So I'd rather ask roleplayers either to stop reading, or to not flame me...
Disclaimer #2: English is far from my native language, so sorry in advance.
Well, I've started with some random party and completed it as far as Temple of the Forgotten God. There, after being killed several times by the final group of priests, I deleted it and restarted. Here are some things I realized (correct me if I'm wrong).
I.1) Pure mages suck major ass. As magic in IWD is a bit more realistic than I'm used to (for example, fireball damaging my own party is like... nonsense for me), I don't see how can pure mages be effectively used. I can not cast from behind of my tanks, because AoE (area on effects, like fireball mentioned) would damage tanks as well. I can't send my mage(s) ahead because spells can be interrupted (not just slowed, like in World of Warcraft, but completely interrupted) by mere melee damage.
I.2) Pure thief sucks as much. Too damn crappy damage, thief skills maxed in no time. A class with like... no future?
I.3) Ranged weapons might rock, but I grew sooo tired of selecting every character and switching his quick weapons from ranged to melee when mobs come closer, so I decided to never use ranged (unless you HAVE TO, like when it comes to fighting bombardier beetles or blast skeletons).
I.4) Because of narrow tunnels, large party doesn't rock as much as expected... usually 1-2 party members are just slacking, having no line of sight and no space for melee battle.
So I made a heavy melee party of paladin leader (large sword/great sword/bow), fighter-mage (great sword/halberd/bow), fighter-thief (axe/crossbow/spear), and pure cleric (mace/flail/missile, which doesn't really matter). So far I'm doing rather well (done as far as Severed Hand), but still, there are some questions... simple ones first.
II.1) Is there any way to switch the whole party between ranged/melee weapons?
II.2) Is there any way to auto-turn on Find Traps after every combat?
II.3) Is there any key to "select whole party", except for "=" key which location is not really handy?
II.4) Is there any point to raise thief skills over 100%? I'm having 120% find traps, but still, my warthief sometimes triggers traps even when I send him to scout with Find Traps on...
Finally - some MAJOR questions.
II.5) Explain me please, how does this weird AD&D fight system work! %) What is the difference between "turn" and "round"? What is "speed factor" of a weapon, how does it affect number of hits per given time? What is "lore"? Ok, proficiency & level affect number of hits per round, but does speed factor affect it as well? THAC0 affects chance to hit, as far as I can understand - but, how do I calculate exact chance? To be short: how do I convert these dice rolls, thac0, factors and etc to the plain simple DPS (damage per second) rate? Or, to be even simplier: how do I calculate which weapon is better? For example, 2d4 +2, +2 thac0, speed 5; or 1d10 +1, +1 thac0, speed 8, 15% chance +1d10 electrical damage? At first glance, former one is 2*(1+4)/2+2 = 7 damage, the latter one is (1+10)/2+1+(1+10)/2*0.15=7.325, but the former one has 1 more thac0, and lower delay I'm confused...
II.6) There is such a crapload of spells, and you can't really use them anytime because you have to memorize... So, in case I don't feel like saving, scouting, memorizing, resting and then going to fight - which spells would you consider worth memorising? As far as I see, DD (direct damage) spells do not really shine in case your mage has got a decent humansize doubleedged blade So far I'm using:
Mage lvl1: full of identify, obviously
Mage lvl2: full of ghoul touch, I praise this spell - paralyzed enemy is as good as dead and it is troll killer on top of that (no need for fire spells/weapons)!
Mage lvl3: slow?
Mage lvl4: confusion? dimension door? dunno...
Cleric lvl1: bless & cure light
Cleric lvl2: full of cure moderate; some hold person when fighting humansize creatures
Cleric lvl3: remove paralysis and the rest full of prayer
Cleric lvl4: neutralize poison and the rest full of recitation
Did I miss something good? Is defencive harmony worth using, or recitation is better? Some people suggest grease, but it looks like such a crap to me... 1 turn duration is like... nothing?
Disclaimer #1: I don't care much for storyline or for roleplay - I'm here to whack and smash as well as everywhere else. So I'd rather ask roleplayers either to stop reading, or to not flame me...
Disclaimer #2: English is far from my native language, so sorry in advance.
Well, I've started with some random party and completed it as far as Temple of the Forgotten God. There, after being killed several times by the final group of priests, I deleted it and restarted. Here are some things I realized (correct me if I'm wrong).
I.1) Pure mages suck major ass. As magic in IWD is a bit more realistic than I'm used to (for example, fireball damaging my own party is like... nonsense for me), I don't see how can pure mages be effectively used. I can not cast from behind of my tanks, because AoE (area on effects, like fireball mentioned) would damage tanks as well. I can't send my mage(s) ahead because spells can be interrupted (not just slowed, like in World of Warcraft, but completely interrupted) by mere melee damage.
I.2) Pure thief sucks as much. Too damn crappy damage, thief skills maxed in no time. A class with like... no future?
I.3) Ranged weapons might rock, but I grew sooo tired of selecting every character and switching his quick weapons from ranged to melee when mobs come closer, so I decided to never use ranged (unless you HAVE TO, like when it comes to fighting bombardier beetles or blast skeletons).
I.4) Because of narrow tunnels, large party doesn't rock as much as expected... usually 1-2 party members are just slacking, having no line of sight and no space for melee battle.
So I made a heavy melee party of paladin leader (large sword/great sword/bow), fighter-mage (great sword/halberd/bow), fighter-thief (axe/crossbow/spear), and pure cleric (mace/flail/missile, which doesn't really matter). So far I'm doing rather well (done as far as Severed Hand), but still, there are some questions... simple ones first.
II.1) Is there any way to switch the whole party between ranged/melee weapons?
II.2) Is there any way to auto-turn on Find Traps after every combat?
II.3) Is there any key to "select whole party", except for "=" key which location is not really handy?
II.4) Is there any point to raise thief skills over 100%? I'm having 120% find traps, but still, my warthief sometimes triggers traps even when I send him to scout with Find Traps on...
Finally - some MAJOR questions.
II.5) Explain me please, how does this weird AD&D fight system work! %) What is the difference between "turn" and "round"? What is "speed factor" of a weapon, how does it affect number of hits per given time? What is "lore"? Ok, proficiency & level affect number of hits per round, but does speed factor affect it as well? THAC0 affects chance to hit, as far as I can understand - but, how do I calculate exact chance? To be short: how do I convert these dice rolls, thac0, factors and etc to the plain simple DPS (damage per second) rate? Or, to be even simplier: how do I calculate which weapon is better? For example, 2d4 +2, +2 thac0, speed 5; or 1d10 +1, +1 thac0, speed 8, 15% chance +1d10 electrical damage? At first glance, former one is 2*(1+4)/2+2 = 7 damage, the latter one is (1+10)/2+1+(1+10)/2*0.15=7.325, but the former one has 1 more thac0, and lower delay I'm confused...
II.6) There is such a crapload of spells, and you can't really use them anytime because you have to memorize... So, in case I don't feel like saving, scouting, memorizing, resting and then going to fight - which spells would you consider worth memorising? As far as I see, DD (direct damage) spells do not really shine in case your mage has got a decent humansize doubleedged blade So far I'm using:
Mage lvl1: full of identify, obviously
Mage lvl2: full of ghoul touch, I praise this spell - paralyzed enemy is as good as dead and it is troll killer on top of that (no need for fire spells/weapons)!
Mage lvl3: slow?
Mage lvl4: confusion? dimension door? dunno...
Cleric lvl1: bless & cure light
Cleric lvl2: full of cure moderate; some hold person when fighting humansize creatures
Cleric lvl3: remove paralysis and the rest full of prayer
Cleric lvl4: neutralize poison and the rest full of recitation
Did I miss something good? Is defencive harmony worth using, or recitation is better? Some people suggest grease, but it looks like such a crap to me... 1 turn duration is like... nothing?