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How important is "power" in this game?
Posted: Tue Aug 01, 2006 4:38 pm
by Klorox
I only have the Baldur's Gate games, and IWD1 to compare here.
In all of those games, you didn't need to be all that powerful to have fun and complete the game. More so in the BG games.
Do I really need to max out power here to be successful, or can I afford to roleplay a bit more, and still complete this game?
For instance, I see a lot of gamers lowering INT and CHA to 3 for characters that don't need the stat. Can I get by with a minimum of 8 or 10 in all ability scores?
What about playing mismatched race/class combos? Like having Dwarven Sorcerers, and Tiefling Clerics? How about Halfling Barbarians and Gnome Paladins? What about a Half-Orc Bard or a Drow Monk?
I'd really like to play this game, but I really also want to be commited to a certain party and stick with it. I've been known to chronically restart in the past, and don't want to do that with this game. I also would like to get through without using a walkthrough, and still experience a ton of stuff.
Any and all advice on the stuff I've written above, plus other basic IWD2 tips are greatly appreciated.
TIA.
Posted: Tue Aug 01, 2006 5:41 pm
by mr_sir
I've never been much of a powergamer and thus rarely lower stats below 8 or 9 and I've managed to complete the game, although certain battles were tough. That could be more to do with my party choice than stats though.
Posted: Wed Aug 02, 2006 11:06 am
by Philos
A few general thoughts
Like mr_sir, I am not a power gamer either. So I do not lower a stat below 8 or 9 and usually leave it at 10. I too, prefer the role play aspect of a game. Some interesting combos you have thought up, they sound like fun. Although I do not max out a stat when creating a character, I beef up a characters' main attribute (or two). You will have to, to be able to have that character be able to make it to the end. Spellcasters especially so. A wizard with only a 14 int for example will not be able to cast spells higher than 4th level, or a cleric with a 13 wisdom would be limited to 3rd level spells. You can add, of course, a point for every 4 levels you advance but that gives you no freedom in where you use them and unless you start someone at a minimum of 15 the caster will not gain enough levels by the time you reach the end of the game to add enough points to be able to cast the really high level spells (8th or 9th, possibly even 7th for drow or deep gnomes). I started my cleric and wizard with 16 (beefed a bit but not maxed) in their prime requisite attributes and spread the other remaining extra as best I could. There many items and potions/spells that will boost a stat by 1 but only a few that do it by 2. So you might consider creating a character with one or two attributes in between the break points where a bonus is gained in order to better utilize some of these items. In fact IIRC not one of my first party started with any attribute higher than 16, most were 10 or 12 and a few were 13/14/15 and a couple had a 16. If you can try to have at least one character human or half elf give them the "merchantile background" feat. It will save you a good chunk of gold when you buy things. Hope these idea help.
Posted: Thu Aug 03, 2006 9:36 pm
by Klorox
I've read both here and in other places (forums, "hint" guides (where I only peek at character creation)) that magic using characters (both divine and arcane) are what really rule this game.
Is this true, even in regular (non-HoF) games?
For a rookie, what division of characters (non-spellcasters:spellcasters) will create a balanced, good party without being overpowered?
I don't want people to tell me what to play, but I'd love some hints that will make it so I won't be disappointed with my choices (I know me, and I'll restart, which I hate doing).
TIA
Posted: Fri Aug 04, 2006 3:25 am
by Raven_Song
I've read both here and in other places (forums, "hint" guides (where I only peek at character creation)) that magic using characters (both divine and arcane) are what really rule this game.
Is this true, even in regular (non-HoF) games?
It really depends on your playing style, as to be honest it seems perfectly possible to survive normal mode with jsut about any party.
For a rookie, what division of characters (non-spellcasters:spellcasters) will create a balanced, good party without being overpowered?
My split for normal mode has always been
2 Warriors (includes minor magic using classes like Paladins/Rangers)
2 Divine casters
2 Arcane casters
So its 2:1 Casters: Non-casters (although there is a chance my non-casters may use magic)
Posted: Fri Aug 04, 2006 3:55 am
by mr_sir
[QUOTE=Raven_Song]My split for normal mode has always been
2 Warriors (includes minor magic using classes like Paladins/Rangers)
2 Divine casters
2 Arcane casters
So its 2:1 Casters: Non-casters (although there is a chance my non-casters may use magic)[/QUOTE]
Thats usually the kind of party I use, except sometimes I substitute an arcane caster for another divine caster or another warrior (but not often)
Posted: Sat Aug 05, 2006 10:08 am
by Philos
Many good possibilities
Klorox as you mentioned:
I've read both here and in other places (forums, "hint" guides (where I only peek at character creation)) that magic using characters (both divine and arcane) are what really rule this game.
Raven Song is right in that in normal mode most parties with make it and play style is more important. My first party only had a single class cleric (of Lathander) and a fighter/mage (which if I do again won't advance as much in fighter) for prime spell casters. The others were a paladin, ranger, fighter, and barbarian/rogue. So I was warrior heavy. I made it through without "too" much difficulty, but if I hadn't had my cleric I would have been in severe trouble in a couple of spots. I definitely missed having a high level arcane caster in the group.
A party without "any" prime casters would be hard pressed though. There was a thread a little while ago from someone's whose party was stuck at "The Guardian". The party had only 2 real spellcasters (i.e., not a paladin, ranger, etc.) and IIRC even they were both multiclassed and not very high level in either arcane or divine at that.
We all have a different approach and as you learn the game more will no doubt find what you like best. Although the game promotes 3rd edition rules and multiclassing. The game length (unless you want to do HOF mode after finishing normal mode) will probably only allow you to advance up to around 17th or 18th level with a party of 6. Less if a character is from a race with a level adjustment. My deep gnome fighter (3 level adjustment, ouch!!) was only 14th level at the end of the game. So multiclassing will limit how high a level a character can go by the end. Just something to keep in the back of your mind when generating characters.
My particular preference for party composition has become:
2 prime warrior types
1 dedicated mage or sorcerer
1 dedicated cleric
1 rogue or bard with maybe a level or two of barbarian tossed in (they can be so handy especially with a missle weapon and high dex)
The last depends on what types of warrior classes I choose, if I had a paladin or a ranger as 1 or both, then I would take another arcane user or perhaps a druid, maybe even another fighter/mage. If my warriors are either fighters or barbarians I would take another divine caster (druid or cleric).
Well that's my 2 cents anyway.