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Character Death (Possible Spoiler)

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Murphypacker
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Character Death (Possible Spoiler)

Post by Murphypacker »

I'm a newbie to Icewind Dale, having played much NWN and some PiratesotSC but no other RPGs. My party of 6 fought the Easthaven goblins a few times until finally they beat them, taking only enough damage to be healable with rest in the inn. In earlier tries some were killed and some too severely injured to be healed by anything the party could afford at the temple. My question is: is the only solution to reload and try the battle again? Do dead party members ever rise by other means?

Suppose they could afford deadraising spells at the temple. How do the dead get from the battlefield to the temple to take advantage of the healing? I have read all I can about death in the ID2 manual I have, but I don't find the answer to these questions.

A side question while I'm asking them: We found the fish skeleton on the battlefield but now can't find the boy Damien to give it to. We never did tell the boy that we had quit trying. Will he reappear, or where is he?

Thanks for all past and hopefully future help for the Newbie!
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mr_sir
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Post by mr_sir »

If the party member's portrait is greyed out when they die then they can be resurrected using a raise dead spell or a resurrection spell. If the character's portrait disappears completely then they are permanently dead.

If a party member dies, just pick up their stuff and go to a temple. When you select resurrect etc. then they should come back to life (you may need to click on their icon after purchasing the spell, not sure as I just raise them with a cleric). If you have a cleric that is high enough in level to know raise dead or ressurection then just cast the spell on by selecting it and clicking on the greyed out portrait. Remember that when they die they drop their stuff so make sure to pick it up again, and don't leave the area before picking it up or it will disappear.
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kmonster
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Post by kmonster »

You should really reload when one of your characters dies, you'll need the money for buying spells and equipment.

What is the "ID2 manual" ? You should read the IWD manual, not manuals from other games. IWD2 rules are different from IWD rules.
IWD uses 2e rules, while NWN and IWD2 use 3e rules.

You shouldn't have problems with the goblins in Kuldahar, so I guess you made a party which is good for 3e, but horrible for 2e.
If this is the case you should recreate your party or you will face far harder problems later.
Look at the 2e tables to see which value in which stat gives which bonusses.

If you show your party (classes,races,stats,profs) you will surely get advice how good it fits to IWD and how to improve it. Do you have HoW ?

In IWD NPCs often wander around. If you don't find the boy you can sell the fish like I did instead. You'll get a little money instead of 1200 XP.
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Murphypacker
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Post by Murphypacker »

Thanks, Mr_Sir and Kmonster ...

Mr_Sir's information was what I wanted to know: many thanks!

KMonster, I am using an IWD2 manual because that's what they sent me in the Icewind Dale-Ultimate Collection I bought new. It also contains HofW, but no manual there either. There was no original ID manual there. There is a strategy book on a bonus disc that is very helpful, but it isn't a manual with rules and other real nitty-gritty that you need. I agree with you, KMonster, that to reload was my best option at this point, saving the party's resources. Besides, I woefully needed combat practice.

When I started NWN, I had a friend at my elbow to show me what to do, a manual and a tutorial. My party I don't think is bad: A dwarf fighter and a half-elf fighter, an elven cleric and a human mage, a human ranger and a halfling thief. I was careful selecting their abilities, using my NWN experience and the ID strategy manual, which is helpful there: they were all armed and equipped the best they could afford for their proficiencies. They lost out to the Easthaven fishing hole goblins because I did not know how to handle 6 characters in combat. That will come with practice. I was selecting the leader to attack, after the party was attacked, and trying to figure out what to do next from there (with a certain amount of hysteria!), and too many people got killed. When I 'selected all' and hit attack, the party mopped the goblins up in no time, taking very little damage.

I'm sure that will not work every time, and that I must learn by trial and error how to manage combat: there are many errors one can try! For instance, my cleric is carrying any potions we may have. During combat she tried to pass one to a wounded character's portrait but drank it herself! Sometimes that would happen in NWN using quickslots, so I would open the PC's inventory and take the potion to the wounded henchman's portrait from there. I'll try that here.

One does miss a manual, however. Thank heavens for the Gamebanshee Community!!

I hate to lose those fish-finding XP. I still have to check in with Hrothgar, go check out the caravans and come back and take what I get there to the merchant, so maybe Damien will turn up before we leave Easthaven for 'a long time...'
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Murphypacker
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Post by Murphypacker »

KMonster, here are my party builds ...

I didn't have them in front of me when I posted earlier. Any suggestions for change will be appreciated.

Party Leader
Half-elf Fighter
Abilities: Str 18/48
Dex 15
Con 18
Int 10
Wis 10
Cha 8
Weapon Proficiencies: Large Swords++
Bows
Spears
Inventory: Splint Mail
Short Bow - Arrows
Two-handed Sword
Spear

Dwarf Fighter
Abilities: Str 18/23
Dex 12
Con 19
Int 10
Wis 8
Cha 7
Weapon Proficiencies: Axes
Crossbows
Hammers
Small Swords
Inventory: Splint Mail
Light Crossbow - Bolts
Two-handed Axe
Battleaxe
Short Sword

Human Ranger
Abilities: Str 17
Dex 17
Con 16
Int 10
Wis 18
Cha 8
Weapon Proficiencies: Bows++
Clubs
Quarter Staves
Inventory: Studded Leather Armor
Long Bow - Arrows
Quarter Staff
Favored Enemies: Corporal Undead (like mummies: I forget the exact designation)

Halfling Thief
Abilities: Str 15
Dex 19
Con 16
Int 10
Wis 7
Cha 8
Weapon Proficiencies: Bows
Daggers
Inventory: Short Bow - Arrows
Apsel's Dagger

Elven Cleric
Abilities: Str 15
Dex 12
Con 16
Int 10
Wis 18
Cha 8
Weapon Proficiencies: Missile Weapons
Maces
Inventory: Chainmail Armor
Medium Shield
Sling - Bullets
Potion of Healing
Known Spells: Sanctuary, Bless, Magic Stone memorized
Cure Light Wounds
Command
Detect Evil
Protection from Evil
Remove Fear
Curse

Human Mage
Abilities: Str 12
Dex 10
Con 16
Int 18
Wis 10
Cha 14
Weapon Proficiencies: Missile Weapons
Inventory: Darts
Known Spells: Magic Missile (Memorized), Burning Hands

I can already see that my Cleric is low on Cha when it comes to Turning Undead later on. Is this fatal, or can I just increase Cha on upleveling?

Is this party playable, or should I start over and make important changes?
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Raedwulf
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Post by Raedwulf »

The rules of Icewind Dale I differ in many ways from the rules of Neverwinter Nights and Icewind Dale II.

You're party attributes look ok, but you've spreaded the weapon proficiencies for your dwarven fighter on axes, hammers, crossbows and small swords. This is truly a bad choice. You should put as many points in your favorite weapon as possible as this gives bonus on the chance to hit (THACO), damage done (DAM) and attacks per round.

One point gives +1 THACO. Two points give +1 THACO and +2 DAM and +1/2 Attack. Three points give +3 THACO, +3 DAM, +1/2 Attack. Four points give +3 THACO, +4 DAM, +1/2 Attack. Five points give +3 THACO, +5 DAM, +1 Attack.

You're fighter gets one point every 3 levels and can start with a max of two points in one prof. Only a (non multiclassed) fighter can spent 3 points or more in one prof. Ranges, Paladins, multiclassed fighters can spent a max of two points into one prof, any other class just one point.

Also you get no attribute increase later (beside some rare potions you may find). So there's no way for your cleric to increase charisma, but also no need for as his turning abilities does not depend on charisma.

You should also take a look at the strength of your characters. There is a special handling of strength 18. Strength 18 gives +1 THACO, +2 DAM, Strength 18/01 - 18/50 +1 THACO, +3 DAM, Strength 18/51 - 18/75 gives +2 THACO, +3 DAM, Strength 18/76 - 18/90 +2 THACO, +4 DAM, Strenght 18/91 -18/99 +2 THACO, +5 DAM and Strength 18/00 +3 THACO, +6 DAM. The Strength 18/xx applies to fighter classes only (paladin, ranger, fighter).

EDITED: As kmonster points out in his post below, five points in a weapon (grand mastery) gives you + 1 1/2 attacks, not +1.
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Post by Murphypacker »

Raedwulf, thanks a million! ...

I now understand THACO and the 18/strength numbers. And I now see the importance of doubling and tripling up on the weapon proficiency. Good, my cleric doesn't need to be the charisma queen. I am going to wait and see what other advice I get pursuant to my requesting advice on my character builds, and then start over using the advice.

I hope kmonster will chime in, as he was good enough to suggest my posting these builds. Come one, come all!
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Post by kmonster »

Creating the perfect IWD with a IWD2 description is nearly impossible.

Your party is playable, you have a mage,cleric,thief and fighting power, but you will have a much harder time than needed with it.
I recommend a recreation.

First I have to correct Raedwulf, five points in a weapon give +3/2 attacks, making it even more important to get them as fast as possible.(It's also wrong in the manual.)

Don't split your profiencies, ++ in two weapons is far better than + in four.

You already found out that you have to get thac0 and AC (armor class) as low as possible.

In 2e there usually is no difference between having 7 and 14 in most stats, but the bonus for having 18 is enormous.

Strength is useful for everyone, for carrying items or melee weapons and slings.

You should set dexterity as high as possible for everyone, the +4 AC bonus you get for 18 is very important for all of your characters, the missile thac0 bonus doesn't hurt either.

Everyone should have 16 con for the extra +2 hitpoints, fighters or rangers even more since they can get bigger bonusses.

Int is only useful for mages and bard.

Wis is only useful for clerics and druids.

You only need one character with high cha who you can send shopping for cheaper prices. A mage or bard with 15 cha can cast the "friends" spell to get 20 cha which will grant the cheapest prices.

Using the identify spell doesn't cost money, so you don't really need someone with high lore skill for identifying without spells. Only thiefs, mages and bards can become good identifiers.


Let's take a look at your party members:

1.HE fighter

- you don't have to roll untill you get 18/00 strength, but it should be easy to get at least 18/51, the more the better.
- get 18 dex, tanks need good AC.
- don't split your weapon profs, get ++ in large swords and bow
- composite bows give +1 thac0 and +2 damage compared to shortbows.
- minimum stats 18/51-18-18-3-3-3 (str-dex-con-int-wis-cha)
- you can give him 18 cha and make him your diplomat


2. Dwarf fighter

- like 1., minimum stats 18/51-17-19-3-3-2
- get +++++ in axes as fast as possible, don't split profiencies
- you won't find a crossbow better than a nonmagical composite bow before chapter 6 unless you are very lucky in chapter2. I'd rather start with ++ in sling (strength bonus, can use shield) or bow (extra attack per round).


3. Human Ranger

- minimum stats 18/51-18-18-3-3-3
- Wisdom is useless for him.
- I'd take the same favored enemies.
- you probably won't find great quarterstaffs or clubs, better take ++ in another weapon, I'd take greatsword.
- composite bows are better.


4.Halfling thief

- unlike in IWD2, pure thieves suck in IWD1. Better create a halfling fighter/thief multiclass instead. (far better thac0, damage, far more attacks, still more than enough skillpoints)
- create a halfling F/T with the minimum stats 17-19-18-3-3-3
- if you use 3e sneak attack rules then use longswords, enemies turn towards the closest party member, and with a dagger you have to get very close.
Maybe start with ++ in dagger and bow and get ++ in longswords later.
- There is a great helm only good aligned gnomes or halflings can wear.
- you can make him your diplomat with 18 cha or your loremaster with at least 10 int and 10 wis.


5. Elven Cleric

- minimum stats 18-19-16-3-18-3
- should be good aligned for the resurrection spells
- raise dead doesn't work on elves, so you'll have to pay for the far more expensive resurrection in temples or reload when she dies.


6. Human Mage

- minimum stats 10-18-16-18-3-3
- mages are vulnerable so you need the AC bonus from high dex.
- If you want to make him your lore master, then give him 7 or better 10 wisdom. It's not neccessary since you can cast identify spells for free. You can also make him your diplomat with at least 15 cha.
- I would consider creating a human fighter instead and dualclass him to mage at level 3 or later for the extra hitpoints and weapon profs(bow and a 2-handed melee). This will only cost 4,000 XP while advancing a mage level after level 11 costs 375,000 XP.
Use a scroll case to collect the few mage scrolls you'll find until then and just keep the unidentified items until you can cast the identify spell.
- start a human fighter with minimum stats 15-18-16-18-3-3
(18 strength and con would of course be better.)


- don't worry about characters with 3 int,wis or cha, you don't get a penalty in the game. The minimum stats required are usually only a total sum around 70, but you can easily get more than 84 with just a few roll attempts, so there should be plenty of extra points to spare if you can't stand low numbers.


Such a party with 4 warriors, 1 mage and 1 cleric shouldn't have too many problems beating the game. The roles are divided and you can have your warriors overrun nearly everything while your mage and cleric cast buffs and other support spells.

My playing style is different.
I personally would replace the HE fighter or human ranger with a HE bard (minimum stats 12-18-16-18-3-15, use bow), because
- bards learn to identify anything very fast, they get +10 lore/level
- the great level 11 bard song gives strong combat bonusses,heals your party and allows the cleric to memorize offensive spells instead.
- you have a backup arcane caster, so you can take some fighter levels before you dual your fighter to mage.
- bards level faster than mages, so their level-dependent spells last longer
- bards gain at least 15 cha automatically, so they get the optimal prices when using the friends spell
- there are some bard only items in the game.
I'd also add a fighter/druid for the druid spells, backup healing and shapechanges.

But your party isn't bad either. It requires far less pausing and micromanaging than mine and could be fun.


Some general playing advice:

- assign scripts to your characters, so you don't have to give every attack command to them.
- use the space key to pause the game if you want to cast spells or use special tactics in battle without loosing time.
You can even activate some auto-pause options.
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Post by Raedwulf »

I want to add one or two things to kmonsters detailed answer.

A ranger using long swords gets a +1 attack per round. With two points in great swords he starts at level 1 with 2 1/2 attacks per round.

Bows give you +1 attack per round. With two points in bows you start with 2 1/2 attacks per round at level 1.

As kmonster said, a bard levels up really fast and casts spells at his bard level. Unlike in Neverwinter Nights he is able to learn any mage spell, including mirror image, haste and fireball. For example, the 1st level spell chromatic orb is, imho, perfect for a bard as it gets additional effects like stunning your enemy on high spellcaster (= bard) levels.

I would recommend to take a bard with you too. A bard is a great diplomat, even the first bard song gives you a bonus in battle, and there are some bard specific dialog options at least in easthaven giving some fun and xp. <SPOILER>The bard can use his music to communicate with Elisia, the women Jhonen hears in his dreams, getting 1200 extra xp besides the normal 1200 xp for the quest.</SPOILER>

If you get too much trouble with a party of six, you can try a party of four. They level up faster and are easier to control in battle, especially in the narrow dungeons in IWD. For example, in my last run I've used a dwarven fighter with grand mastery (5 points) in axes, giving him 3 1/2 attacks per round at level 13, a human fighter 3/cleric X with 3 points in hammers, a gnome fighter/thief with 2 points in short sword and 2 points in bows and a human bard as party leader.
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Post by kmonster »

I want to add a few things:

- rangers get the extra attack/round even when wearing heavy armor, they just can't sneak any more.
They still get the extra attack per round with 2-handed weapons they are proficient with.
- many magical weapons and other equipment you can find are random.
- don't run after the monsters, have them come to you while you shoot at them
- reload if you fail to scribe a spell

The party creation is the most important thing in IWD1. The in-game descriptions are pretty good and should be able to take you through the game even without the manual.
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Post by Murphypacker »

kmonster and Raedwulf ...

your generous responses are unbelievably helpful and deeply appreciated: may your tribes increase!

Is two-weapon fighting penalized, as in NWN?

I gave my ranger so much wisdom because he needs that in NWN for casting. I gather he doesn't have spells in IWD.

I'm really thinking about that party of four, especially for my first runthrough; easier to manage and levelling up faster are appealing. Suggestions as to what classes they should be? I'd kinda prefer not to multiclass until I get more proficient in the game, but I may need to with only four characters.
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Post by kmonster »

Two weapon fighting isn't possible in IWD1, you can't put a weapon in your shield slot.
Instead rangers get an extra attack/round if they are not wearing a shield.

Rangers can cast spells at higher levels like in NWN. But wis is not required for this and they also don't gain bonus spells for it.

Managing a party of 6 isn't much more complicated than a party of 4. For the most time you just click the select all button and point at an enemy you want to attack, it doesn't matter if you have 4 or 6 party members.
You also can (and should) assign scripts to your characters (requires only a few mouseclicks) so that they attack on their own.
It's different if you have a party of 6 mages, but warriors don't require much attention.
Removing 2 warriors from a party will make managing your party even harder since there isn't much left to stand between the monsters and your weak spellcasters, mages in melee require much pausing and clicking if you want them to survive.
If you want to level faster you can play easy level, it has the same effect.(+50% XP)
But I recommend a party of 6 at normal difficulty, the game is designed for it.

Multiclassing doesn't make the game more complicated, a fighter/mage multiclass doesn't have to be protected like a pure mage and can do much damage without casting spells.

Pure thieves have horrible thac0 and low HP and only 1 attack/round, making them nearly useless in combat. Their low HP requires special care. I wouldn't use one.

A suggestion for an easy to handle but powerful party:

1.paladin or fighter
2.ranger or fighter
3.fighter
4.fighter/thief
5.cleric
6.mage

If you really want to use a 4 character party, then you should consider multiclassing your mage. Even in a normal 6 character game you won't find scrolls fast enough for the first half of the game.

1.fighter/thief
2.fighter, paladin or ranger
3.cleric
4.mage or fighter/mage

or

1.fighter
2.ranger or paladin
3.cleric
4.HE thief/mage or gnome thief/illusionist

The classic 1.fighter 2.thief 3.cleric 4.mage party is also playable, but even more difficult.
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Post by Murphypacker »

I'm working on it ...

Multiclassing isn't complicated play-by-play, but can be a loser if not very carefully managed. In NWN I have multiclassers (ranger 9, wizard 7) and (fighter 6, rogue 7). The rogue/fighter is awfully good, and the ranger/wizard, the second character I created, struggles. She is a so/so mage and a so/so ranger -- and, entering the Last Battle and facing Morag's Chosen, she has I am afraid run out of the resources she used up to get her this far. I am going to keep on trying: I have several saves where she can still shop, and am trying different combinations of spells/scrolls/buff potions/healing potions/kits, not to mention wands and staves and strategies, to get her through. I will always remember her with fondness for her guts, but I would stay away from that build again. I also have a sorc/RDD who struggles. But I have a cleric 14/fighter 2 who does very well. In any case, as you know, it's a tradeoff.

I am not interested in playing in easy mode, and since the game is designed for six characters, I think that's the way I'll go.

Y'all sold me the bard, so I've got to work him in! I may, as you say, multiclass the thief; that sounds good.
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Post by Murphypacker »

I like kmonster's party of six ...

but I'd like to work in a bard into that. What would be the best substitution?
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Post by Murphypacker »

I like kmonster's party of six ...

but I'd like to work in a bard. What would be the best way to do that?
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Post by DaveO »

Nice advice by kmonster, but let me throw in some extras he missed. If you pick a Paladin, he gets a very nice sword near the end of the game. Paladins also have Lay on Hands, which helps a little bit with healing. And they're immune to disease, so some monsters can't disease them. For my Paladin, I'd choose Longswords as the weapon proficiency(++) and Crossbows as the other. I only get a shot or two in before switching to melee, but if a bolt hits it's gonna hurt with that heavy crossbow you can buy at the start.

For the Halfling fighter/thief, I'd choose axes as my lore due to a +AC axe that just makes them very hard to hit and either shortswords or longswords as the second proficiency for the handy sneak attacks.

Ranger/Clerics also get the best of both worlds in terms of favored enemy(skeletal undead is a good one to choose) and the only disadvantage is using slings for ranged attacks and blunt weapons. But I believe the benefits slightly outweigh the disadvantages. I'd seriously make your mage either a fighter/mage or mage/thief depending on what you want your Halfing fighter/thief to do.

So my party with a bard would be...
Paladin
Ranger/Cleric
Halfling Fighter/Thief
Bard
Fighter/Mage
Fighter/Druid

You get the best out of the classes here, but the disadvantage is the cost of multiclassing. It's your call on whether any of my choices would be what you want or not.

P.S. - You could choose to dual class the mage from fighter at the start to mage later on. But make sure they have good enough stats to make this commitment. I'd choose the dual class route for the start since the bard is good enough 'cover' on the mage spells until you head for the Severed Hand.
I'd rather be part bull than a complete sheep.


http://www.sorcerers.net/Games2/DaveO/ - Might and Magic 6-9 patches
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kmonster
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Post by kmonster »

Just replace a tank.

1.dwarf axe-fighter
2.greatsword/bow using ranger
3.fighter/thief
4.cleric
5.bard
6.illusionist or mage or human fighter for dualclassing at level 3

You can take a specialist mage for the extra spells since you have a bard who can learn the spells your mage isn't allowed to cast.
Illusion is the best specialist school, you only loose necromancy and abjuration.
If you choose a pure illusionist you also get better rolls since at least 16 dex is granted and you can also choose a gnome for the +5 saving throw bonus vs magic and 19 int.
The dualclassed human fighter version is still much stronger.
Burning hands is a good choice as starting spell since there is only one scroll of it in the game. A sleep and chromatic orb scroll can be found in the back of Pomab's shop in Easthaven.

If you are a powergamer you can even replace the cleric with a human ranger specialized in sling and mace and dual her at level2 to cleric. But you'll have to rest longer and more often in the prologue until you have your healer.








Multiclassing in 2e is totally different from multiclassing in 3e.

In 2e you roughly have to double your XP to advance a level until level 10, so the first 10 levels of your second class cost only about one level in your first class.
- with 40,000 XP you can have a thief7 or a thief 6/fighter5,
- with 500,000 XP a thief 12 or a thief 11/fighter 9

And there is also dualclassing only humans can do.
You take a few levels in your first class and switch over to a second class permanently.
Since the XP requirements to advance a level double with each level at the beginning, the XP requirements are pretty cheap.
A fighter needs only 4,000 XP to advance to level 3 but 250,000 XP to advance from level 9 to 10 for example.
A mage needs even 375,000 XP to advance one level in the later parts of the game, so if you play a dualclassed human fighter3/mage he will only be 4,000 XP or 1/93.75 level behind a pure mage for the rest of the game (that means he has the same mage level more than 98% of the time then), but he can gain

- the ability to use any weapon and armor
- weapon specialisation, +++ in a weapon give +3 thac0,damage and +1/2 attack/round, allowing to do far more damage
- 18/.. strength
- 24 extra hitpoints
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Post by kmonster »

I want to reply to DaveO:

Paladins may get a very nice sword near the end of the game (not my paladin, I overlooked it), but
- most of the game is over when you get it
- you can find a greatsword which is nearly as good in the same chapter, a ranger wielding it is deadlier because of the extra attack per round (a fighter with +++++ in a weapon is even more frightening)
- you can find 2 better long swords later in the expansions

Paladins get cleric spells at higher levels, rangers get druid spell, adding more flexibility to a party without a druid.

Multiclass thieves can only sneak attack with thief weapons like swords, daggers and clubs, not with axes. So I wouldn't spend profiency points in axes.

I don't like multiclassed spellcasters that much, they can't even memorize level 7 or higher spells during a normal game unlike dualclassed or pure mages or priests.
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Post by Murphypacker »

Here's a rough draft of party ...

it will be a cinch to change because somehow I didn't save it! But anyway I'm sure it will need improvement.

Leader: Human Bard Str 12
Dex 18
Con 16
Int 18
Wis 3
Cha 15
Proficiencies: Bows+
Long Swords+

Dwarf Fighter Str 18/59
Dex 17
Con 19
Int 10
Wis 10
Cha 8
Axes++
Crossbows++

Human Ranger Str 18/66
Dex 18
Con 18
Int 8
Wis 16
Cha 7
Racial Enemy: Cadaverous Undead
Great Swords++
Bows++

Human Illusionist Str 18
Dex 18
Con 16
Int 18
Wis 6
Cha 4
Missile Weapons+
Spells: Magic Missile, Chromatic Orb, Burning Hands

Half-Elf Fighter/Thief Str 18\16
Dex 18
Con 18
Int 10
Wis 5
Cha 6
Crossbows++
Clubs++
I don't want to impose on all you great folks, but I hope you are still having fun, and I have learned so much from you all. But, you will say, not nearly enough! Do I need to keep rolling until I get some of these fighter strengths up? I was impressed with how high I was getting their other important abilities into the bargain ... I will of course script everybody.

Whaddaya think?
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kmonster
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Joined: Fri Sep 16, 2005 9:42 am
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Post by kmonster »

If you add a decent cleric to your party should be more than sufficient to beat the game. A good aligned halfling would fit in nicely.

I'd replace the fighter/thief nevertheless, a roll better than 75/16 should be pretty easy. Having one character specialize in crossbows at the beginning is questionable, but having two is a waste. Bows and slings are so much better.

When I created my party I rerolled about several 100 times for each character. When I got a good roll then I created the character, started the game with him and exported him right afterwards.
I repeated this until I had my 6 characters.
It took some time but my party members had very good stats. Somehow I enjoyed the rolling procedure.
Afterwards I started the real game. I imported my 6 pregenerated characters, chose voice and color and started a new game with them.

Your characters look as if you had accepted one of the first rolls. Your party is still stronger than most parties I have seen, but I personally would like my party members to have more extraordinary stats since I'll spend a whole game with them.
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