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Whole New Game!!!!!!!!!!!!!

Posted: Fri Dec 07, 2001 5:10 pm
by david
Played through a few times? Done it all? Getting a little old? Care to be forced to really RPG? OK, roll up a party. Twenty-five rerolls no hacks. Use your lowest numbers and no scores above 16. Oh yeah, nothing above proficient, all new proficiency slots must go on a new weapon. Thieves must have 100 in pick pockets before building any other thief skill. Now, crank up the difficulty and stratagize. Oh yes, if you really feel like being challenged then lets just say no reloads, like real life, you screw up, you live er... die with it, but ressurecting is OK. Especially with no #s above 16! Feel free to chastise or add to, just a thought...........

Posted: Fri Dec 07, 2001 6:03 pm
by Quitch
Doesn't AD&D limit you to no rerolls? I think simply sticking to that would certinally make it all a bit tougher :)

Posted: Fri Dec 07, 2001 6:09 pm
by david
Actually, AD&D lisys six methods of rolling stats, almost all involving choices. One roll would certainly do it too though. I guess if it gets to that point it's time for a new game!

Posted: Sat Dec 08, 2001 5:49 am
by Krimmy
How about making it really tough...

You can't use magic and you must talk your way out of every fight you get in. huh? what do you think :D

Posted: Sat Dec 08, 2001 7:39 am
by Promise
No, it's not RPGing, not every thief wants to pickpocket,e.g why shouldn't a bounty hunter focus on trap setting? Although I would do that at low levels, imagine:
Fighter: This plate mail is just damn expensive!
Thief: Why worry about money? I can just pickpocket some nobles.
Mage: Let me charm them maybe?
Cleric: Don't forget we have to tithe. :D

Posted: Sat Dec 08, 2001 9:10 am
by Kovi
IMHO only the first (if any) play-through can be a real role-playing, the later ones are usually full with power-gaming decisions.
The real problem is the a-priori knowledge of the scenarios and the (early) collection and use of the power items
For an RPG aspect: Is there any real path leading to Twisted rune? Does a role-playing game should involve the "bonus-merchants"? Shouldn't a real good path omit most side quests and go to spellhold and back to Suldanesselar asap?
No-death RPG: IMHO that is impossible (and nonsense). Without power-items and an a-priori knowledge of what comes next, extreme caution and preparations should be taken, and the party should rest a lot. But these migh totally spoil the fun aspect of the rpg play-through.

Posted: Sat Dec 08, 2001 11:35 am
by Krimmy
Ok here's a serious offer, how about playing legit but not summoning any minions to do the dirty work? I know that would make it freakin hard for me :D

Or has this been done? solo?

just throwing them out there...

Posted: Sat Dec 08, 2001 12:19 pm
by david
Just imagine, " I soloed a mage with no stats above 12, AC 4, and defensive spells at a two to one ratio over offensive, summoning no minions and only blunt weapons." Dang near impossible but that would be REAL bragging rites!!!

Posted: Sat Dec 08, 2001 2:07 pm
by ThorinOakensfield
Originally posted by Tor Piland:
<STRONG>Just imagine, " I soloed a mage with no stats above 12, AC 4, and defensive spells at a two to one ratio over offensive, summoning no minions and only blunt weapons." Dang near impossible but that would be REAL bragging rites!!!</STRONG>
Who would you brag about it too?

Posted: Sat Dec 08, 2001 11:57 pm
by Kovi
Solo? Without minions? Then we are very from RPG-ing. Anyway, I think many of us have done it already. Warrior classes don't even have (to many) option to summon. As for the low stats: most of them can be dealt with the appropritate items.
For a single class mage the no-summon limit is more problematic, especially if we also deny the Project Image/Simulacrum (as summons).