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Random ravings

Posted: Tue Apr 01, 2003 7:38 pm
by Aremah
I've just finished IWD2 for my very first time, and I'm willing to give it a second run on normal difficulty before I go to HoF. Only this time, it will be a party of 4 or 5 characters from one of my favourite fantasy books - don't ask, you won't know the book even if I translate the title. Or perhaps it'll be a 4-person Underdark denizen only party (Duergar Fighter/Barbarian, Drow Sorcerer, Svirfneblin Rogue and a cleric of some sort). That beside the point, I have several observations and questions from my first run, I was hoping maybe you people could provide some more insight (so I can make my characters just right; it'll be hard anyway with this party, so why not try and do the best I can before I actually start playing? ;) )

Multiclassing
In a regular, full or nearly full party, I see no need to multiclass any character, save maybe for ftr 4/barb x, and MAYBE a pal 1-4/ftr x for use of the Cera Sumat. I'm generally a single-class nut, I've read many points about multiclassing, but the above mentioned ones are the only valid choices, if you ask me. Any good, though-out other ones?

Dual wielding
I've always had a thing for dual wielding since BG2, but seeing as it's been partially nerfed in IWD2, I'm not sure if it's worth the hassle. Sure, a Rogue or perhaps Ranger with Ambidexterity/Dual Wielding (or inheritant as Ranger with the proper armor) and the Finesse feat (and appropriate weapons used) should do well (but not necessarily as a front liner). My question: is a fighter, paladin or barbarian worth the extra 5 dex points (for Ambidexterity), using two regular weapons (not two light weapons because of lack of Finesse and not a light off-hand weapon), or is the AC and attack/damage bonus loss too much?

Fast shot
I took the feat with both my Ranger and Rogue. It sucked big time early on (the bonuses are too low to offset the minus points), so I started using it around lvl 10. I then stopped around lvl 13 and continued to the very end without it, with no apparent gain or loss of ability. Is it worth the hassle (after all, only a Fighter can max out all the necessary feats at lvl 30)?

Evoker Sorcerer
I'm both an Evocation fanatic and a Sorcerer fanatic. Yes, the next arcane character in my new party will be a Sorcerer. And any arcane character after that. The "inherited power" idea just gets to me somehow, much more so that the dust-covered-library-book-worm idea ;) (not to mention the "coolness factor" - basically a Sorcerer is more of a Battlemage that the reglar "scholar" mage, and fits adventuring parties that much more). I find it difficult, however (and probably would for a regular mage as well) to balance the feats out. I plan two points in Magic Penetration of course, but what then? The Evocation masteries do help, but not as much as I would like (awesome for Fireballs and Sunscorch, but nowhere near as good for Magic Missles and Mordekainen's Missles as I would have liked to see). I found myself using an awful lot of Finger of Death in the final stages, and to considerable success without a single point in Necromancy. Perhaps I should focus on that (more power is always better, right?). I know I could focus on both, but that would leave other important feats unaccounted for, and I'm not sure I want that. Any advice?

Magic Talents and Magic Penetration
I can't stop wondering how the Magic Talent and Greater Magic Talent feats affect buff spells (Stone Skin, Improved Haste, etc.) - do they affect them at all? Do the spells simply last longer? I also can't help to think about magic talents and penetration in conjunction with non-arcane spells. Sure, they do not get separated into different categories like arcane ones, but most of them are exactly or almost exactly the same as their arcane counterparts. It would be at least reasonable that some of them would be affected by the mentioned feats. Does anyone know if they are or not, and if so, which ones and in what ways?

I'm pretty sure I wanted to mention something else, but can't remember what that was :p I'll work on that. In the meantime - any answers and comments are appreciated.

Posted: Wed Apr 02, 2003 9:20 am
by lonely wolf
two suggestions:
i hate MCing, so if you want yo MC some chars, don't do it... ;)
try using also necromancy spells in the early levels, and focus on both necromancy and evocation from the start... :)

Posted: Thu Apr 03, 2003 8:46 am
by Aremah
Kind of sad to say, but I won't be giving IWD2 another shot. It's just boring, plain and simple. It was fun when I was finishing it for the first time, but after I was done, and waited two days or so, all the excitement is just simply gone. Not to mention the lure of the unknown (which, sadly, is non-existent in this game). There's just nothing that makes me want to play in this game anymore (not even the 3ed rules - and that's because the story is so simple it hurts and there's too much fighting as opposed to RP elements). I knew what I was doing when I bought it (especially since I didn't finish IWD), it was fun while it lasted, but it should've lasted longer. Seeing how we're used to Black Isle/Bioware games holding attention for countless hours, and all.

Nevertheless, I am still hoping that someone who knows the mechanics more than me could explain some of the points from my previous post. Other than that - the wait begins yet again (this time for Icewind Gate 2, not to mention Lionheart and perhaps someday Fallout 3). Over and out (well, not exactly :) ).