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Has anybody ever noticed....

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robinhood7
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Has anybody ever noticed....

Post by robinhood7 »

Has anybody ever noticed that when you fight a real strong enemy your archers to hit rolls really go downa whole lot. Im in the beginning of the game (end of main halls) and every time a fight a Skeleton Lord or something strong my Ranger/Rogue can never hit.
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Demis
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Post by Demis »

The ranged bonus to hit are based on the base bonus + dex modifier + weapon bonus and not from strength as the melee attacks. Without discent bonus you have to have high enough
to hit roll to hit an enemy especially when his has some nice AC like skeletons lords :)

Anyway i too have the same problem when i fight opponents with high AC, my characters cannot pass 10 with their attack rolls when they have to hit a hard opponent but when they are facing an opponent with low AC they have some nice to hit rolls. Luck in this game has its own role.

Anything that can go wrong, goes wrong, afterall :)
"When I am working on a problem I never think about beauty. I only think about how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong."
Buckminster Fuller
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WebShaman
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Post by WebShaman »

To be blunt - the die rolls are 'modified', especially in what are supposed to be 'difficult' encounters. So start developing tactics that take that into consideration, and you won't have any more problems in the game (believe me on this, I've finished the game).

Tactics that help

Let the monsters come to you - that means that your characters will 'keep' their extra attacks (and the monsters won't, in their move round), and while you are waiting, use magic/bows to whittle away at their hit points or immobilize them.

Block doors, create 'bottle necks' - everytime you can (almost always), put your best fighter/highest AC in a doorway, or behind the door before it is opened. Using the first tactic combined with this one makes a huge difference. One of the best examples of this is to use confusion on an enemy that is in a doorway, blocking movement for the other opponents. Leave the confused opponent for last.

Use prep spells before the battle - spells such as bless, prayer, pro from evil, shield, shield of faith, bull strength, cat's grace, haste, etc., give small, but deciding advantages in combat.

Take out spellcasters first - either with bows, magic, or place one of your fighters next to them (OoA).

Use the terrain to your advantage - don't set your party up in the open if you can avoid it (and you almost always can). Give your leader good initiatve modifiers, either with items, or use the character with the highest initiative mod to lead, thus allowing you to go first most of the time.

If at first you don't succeed - then reload, and change your tactics! If you have been using the tactics noted above, you probably don't need this tip though.

Know your enemy - know the strengths and weaknesses of the opponents you encounter and prepare appropriately. Going to be facing drow? Use items that give plusses to hit and to AC against drow. This goes for all encounters. Be prepared. Don't have such items, or the encounter is still too hard? Come back later, after leveling up or finding such items.

Have fun using these tried and proven tactics, and turn those hard encounters into cakewalks. Good luck, don't forget to place the dracolich's head over the fireplace!
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alfric
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Post by alfric »

I came across this problem last night I finally realized what the problem was this morning. I have an archer with Longbow +1 and 18 Dex and my bonus was 1. The reason for this is that he was shooting through his party to get the enemy. He is level 2 and without the Precise Shot feat he suffers -4 adjustment during combat with his allies engaged in melee.

I try to forgo melee as long as possible and let my party use ranged attacks for 1 or 2 rounds before they switch to melee weapons.

As long as I get Precise Shot by the end of the game I'll be happy...
We don't need no stinkin' badgers!
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