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Dancing Virginia 09-28-2004 07:55 PM

For your comment...particularly in regards to the stats when it comes time to DC! Thanks for all of your help. I'm ready to tackle IWD/HoW/ToTL (all installed!). All female party...yay!

FIGHTER/DRUID (DC)
S - 15
D - 18
C - 18
I - 3
W - 17
Cha - 17
Human
True Neutral
Hammer, Sling
Name - Ciarda

FIGHTER/ILLUSIONIST (DC)
S - 16
D - 16
C - 16
I - 18
W - 14
Cha - 3
Human
Chaotic Good
Dagger, Bow
Name - Rast'el

FIGHTER/THIEF (DC)
S - 18/99
D - 18
C - 18
I - 14
W - 6
Cha - 6
Human
True Neutral
Great Sword, Crossbow
Name - Verraten

PALADIN
S - 18/03
D - 17
C - 17
I - 8
W - 13
Cha - 18
Human
Lawful Good
Large Sword, Bow
Name - Andraste

FIGHTER CLERIC (DC)
S - 18/02
D - 18
C - 18
I - 3
W - 18
Cha - 10
Human
Lawful Neutral
Mace, Sling
Name - Braeden

BARD
S - 15
D - 16
C - 14
I - 17
W - 15
Cha - 15
Half-Elf
Flail, Bow
Name - Belcanta

Roboghost 09-28-2004 09:05 PM

All female?!

There's one dialogue that requires a male:
Thy barkeep in Kuldahar--
.
.
.
He says something to the fact that "Do you fancy her? But..."

It doesn't matter game-wise, but kind of strange [well...] if you're a female talking to him and All.

Dancing Virginia 09-28-2004 09:08 PM

Well...that will be interesting when I get there. But who said alternative lifestyles can't be a part of gaming?!?! Haha!

Cary

Aerich 09-28-2004 09:33 PM

The party looks solid - I would have bumped up the Dex on the F/I, though, and taken a couple points off the bard's Wis and put them on Con or Dex. Minor quibbles, though and 'tis not necessary.

You'll cut your way through the game at first, then start adding finesse and spells as you start to dual. Note - make sure you don't dual all those fighters at the same time - that would be difficult. You will also have to get used to walking over traps, as you have no way to detect or disarm them in the early game. Make sure you memorize where they are when you get to Dragon's Eye, as they don't all go away once triggered.

NobleNick 09-28-2004 10:30 PM

<font color = mediumspringgreen>Cary,

DC Fighter/Druid --> Heh, heh, heh: Got re-rollers tendonitis? Looks like you got the bare minimum of points; but distributed them well!

DC Fighter/Illusionist --> Excellent choice of specialist Mage. I would let the Mage twiddle with the dagger; but load the Fighter's PPs in something that does a bit more damage: Axe or flail, perhaps? Good choice on the bow: Max it out.

Paladin --> It would be very nice to see a Dex of 18, since this gal will almost certainly see lots of front line duty. Excellent choice of weapon specialty (you won't be sorry)!

Your other characters look great. (Even with the Pally and Bard along, you will find that your Cleric is essential.) I personally would have shorted several of the characters elsewhere in order to pump DEX, but that is just my taste.

As far as I can see, you look to be in good shape for all your DCs. But here is a bit of advice: As soon as your characters level once, save the game and then DC all of them to the classes you have planned. Then quit without saving and revert back to your saved game. A successful test here assures you that you will have successful DCs at Fighter 9 (or whatever). If you discover a mistake, you can rectify it with very little lost investment.

In order to get all those DC characters packed in next to the Bard and Pally, you've left yourself without a party member with infravision. I think that is an acceptable trade: Just want you to realize that you are doing it.

I hope you intend to let your Fighters get to at least CLVL 7 before DCing to Thief and Illusionist. (Though this might mean tough going in the early game.) and I hope you intend to let the rest get to at least Fighter 9 before DCing. If you do all this, and have your Fighters and Pally stack PPs in exactly one ranged and one non-ranged weapon --> With a Bard and 5 "Fighters" your party -WILL- **ROCK** the house when the Bard hits CLVL 11 !! Enjoy!!!

</font>--------------------<font color = mediumspringgreen>
What's a party,
without a song?
Bards ROCK!
Party On!!
</font>

Dancing Virginia 09-29-2004 06:52 AM

Nick...

Believe it or not, I rolled that Fighter/Druid stat on my FIRST TRY!!! I couldn't believe it! I stored it and rolled for another ten minutes and then said, "Whatever". I reverted back to the stored stuff.

I was thinking of redoing the fighter/illusionist since it wasn't difficult to roll. At the time I was considering the fact that there are so many good daggers out there.... However, it doesn't mean she can't use them after she DC's.

Paladin and Cleric weren't hard either. Beleive it or not, the most difficult roll was the BARD!

I'm psyched. I'll let you know how things go.

Cary

[ 09-29-2004, 07:39 AM: Message edited by: Dancing Virginia ]

NobleNick 09-29-2004 09:08 AM

I was thinking of redoing the fighter/illusionist since it wasn't difficult to roll. At the time I was considering the fact that there are so many good daggers out there.... However, it doesn't mean she can't use them after she DC's.

Paladin and Cleric weren't hard either. Beleive it or not, the most difficult roll was the BARD!


<font color = mediumspringgreen>Cary,

An 88 on your first roll! That is surprising! (And I am also surprised that the Bard was hard to roll.)

Yeah, you can re-roll the Fighter/Illusionist to get rid of that nasty 16 DEX; but the one character I would most want to change is the Pally: Her high saving throws will make her a natural for your tank; and thus she really needs a DEX of 18.

I say all the above as a power gamer. From a role play perspective, your party may be overpowered as it is; and if developed well (DC at high Fighter levels, stack PPs, etc.), will certainly be more than viable in HoW and beyond.

</font>--------------------<font color = mediumspringgreen>
What's a party,
without a song?
Bards ROCK!
Party On!!
</font>

NobleNick 09-29-2004 12:15 PM

...Note - make sure you don't dual all those fighters at the same time - that would be difficult.

<font color = mediumspringgreen>Excellent point, Aerich. You made it on a post that slipped in while I was writing mine. I meant to second you on my subsequent post, but forgot.

Cary, if you do the following:

F(7)-->Illusionist
F(7)-->Thief
F(9)-->Cleric
F(9)-->Druid

you should have no problem, since you have plenty of Fighter power, and will regain Fighter skills in your first two DCs about the time you DC the second set.

A more "power gamer" DC strategy for a party doing IWD/HoW/TotLM might look like this:

F(7)-->Illusionist
F(9)-->Thief
F(10)-->Cleric (F[12]-->Cleric?)
F(13)-->Druid

It is a lo-o-ong haul to wait till F(9) to get your Thief, but you will ever after be glad you waited (and maybe even wish you'd gone to F[12] when your character hits Thief[22] in HoW and has nothing to show for it except an additional Hit Point or two per clvl).

F[10] is not a sweet spot for DCing out of Fighter. It would be much better to go to F[12] and get the extra PP, and this might be possible if you do all quests and bulk up on expo by sleeping in monster-infested areas. However, in the trade-off, remember that the F/C needs to DC in time to gain respectable Cleric skills before hitting HoW (Cleric[12] would be comfortable). Some areas of HoW seem to be created for the express purpose of severely spanking Cleric-less parties; and a striking example of this demented design greets your party fairly early on. (I have a DC R/C and a DC C/F, and they both do very well on the front line; so I think you will come to be very fond of your F/C.)

F(13) might seem like a long wait to get your Druid; but remember that you get to enjoy the benefits of a pure high-level Fighter after all your other characters have DCed. If you do IWD/HoW/TotLM, including all quests, then I estimate that your F/D will spend a little over 1/3 of her career as a Fighter, 1/6 as a Druid (with Fighter skills inactive) and a little under 1/2 the game as a full F/D. My DC F/D is (IIRC) Fighter[10]/Druid[18] with about 168 HP, nearing the end of TotLM. My only two "power gaming quibbles" about this awesome character: I wish I had pumped DEX to 18 and waited until F(13) to DC. I still have lots of play time left in the game with a fully developed (and very fun!) character.

</font>--------------------<font color = mediumspringgreen>
What's a party,
without a song?
Bards ROCK!
Party On!!
</font>

Dancing Virginia 09-29-2004 12:42 PM

Thanks for the extra info.

I had not given much thought to strategy on when to dual over. Not quite sure what "power gamer" means...assuming it means creating the most bang for your buck with each character. However, I may as well go for the gusto.

Won't it be difficult if you dual over your Cleric and Thief at 12 and then your Druid at 13? Or will the Illusionist's fighter skills, the bard's singing, and the paladin tank hold everything together? I guess I can use the "sleep and fight" tactic (which I had already thought of!) to work my levels back up quickly before proceeding with three weak characters.

Yeah, I don't relish the idea of going without a cleric or a thief for that long. The healing/buff power from a cleric is useful and I hate getting my butt kicked unnecessarily by traps. I guess I can suck it up for a while, though. Again, I'll sleep and fight in someplace like Kresselack's tomb where those slow, easy to kill, relatively high expo undead hang out to boost my fighters levels in order to dual them over more quickly.

Aerich 09-30-2004 01:41 AM

Yeah, you got the definition of "power gamer" on the first try. [img]smile.gif[/img]

The character I would dual the earliest would be the cleric - forget about mage spells, forget about thief skills, you'll need healing and buff spells, as well as Turn Undead (well-mentioned by NobleNick). You could hold out to lvl 9, but I wouldn't hang on much longer than that, especially as it will be your first full time through the game.

9th level is, IMO, the optimum time to dual if you want a good tank and yet want the abilities of the other classes fairly quickly. Obviously, 13th or higher is the spot for power gamers. At 9th lvl you get: another weapon proficiency point, maxed out HP (only get 3/lvl after lvl 9), and a decent Thac0. With a couple buff spells, good Str, and good magical weapons, the Thac0 differential between lvls 9-13 isn't so terrible. You can also do wonders with weapon specialization and other tricks. My first time through the game I took a Ranger with racial enemy of spectral (incorporeal) undead, and shot my way through the Severed Hand (notable for undead). He maybe missed five shots in the entire (very large) area, each time on a critical miss - I was still hitting enemies on an attack roll of 2 with a level 8-9 ranger.

A cleric gets healing spells to smooth the way (it gets frustrating having to rest after every fight), and gets the spell Find Traps.

Thief, Druid, and Illusionist can all wait for a while - the bard can cover mage spells AND thief skills. You get pick pockets naturally, and you can use an Invisibility potion or spell to scout and Knock to open locks that you can't smash. The only glaring lack is some non-damaging way to detect traps - not so bad in the beginning, but the poison, confusion, paralyzation, and petrifying traps can really get you down (lvl 5 of Dragon's Eye and beyond).

I'd be patient with the F/D and F/I. They are two of the most formidable characters if you don't dual too early. The F/T isn't too shabby either. None of them have skills that you must have if you dual the cleric first - healing is covered by resting, the paladin and the cleric, and essential mage spells (Mirror Image to set off traps) and most thief skills are covered by the bard.

For easy and plentiful experience in the early(ish) part of the game, try the third level of Dragon's Eye. Even better, bump up the difficulty level (at least once you've cleared the level of static monsters) - the monsters on that level come in bunches, are worth 1500 XP apiece (3000 on Insane!), and don't do all that much damage. A couple well-placed spells, good melee troops, and lots of resting = great XP.

pritchke 09-30-2004 11:16 AM

Quote:

Originally posted by Aerich:


Thief, Druid, and Illusionist can all wait for a while - the bard can cover mage spells AND thief skills. You get pick pockets naturally, and you can use an Invisibility potion or spell to scout and Knock to open locks that you can't smash. The only glaring lack is some non-damaging way to detect traps - not so bad in the beginning, but the poison, confusion, paralyzation, and petrifying traps can really get you down (lvl 5 of Dragon's Eye and beyond).


<font face="Verdana" size="3" color="#00FF00">For the traps there is a wand that detects traps once per day. I believe it is in the possession of the lead Orc in the mill so found very early in the game (don't think it is a random item). Since there are not a ton of traps early on the wand will be enough since it works the same as the cleric spell "Find Traps". The only problem then is disarming the ones found in chest, the bard can always use mirror image to overcome this problem.</font>

[ 09-30-2004, 11:19 AM: Message edited by: pritchke ]

Dancing Virginia 09-30-2004 01:13 PM

I'm pretty sure that is a random item b/c I went through that section on my ill-fated, pre-HoW attempt at IWD and I didn't find it. Perhaps I'll have good luck this time.

Oh, btw, nice tip on the Mirror Image. Never would have thought of that...

Also, yay for scroll cases! Yay for better graphics! HoW rocks already and I haven't even finished the Orc cave yet. Can't imagine what the Vale will be like.

xoxo,
Cary

NobleNick 09-30-2004 04:10 PM

...Thief, Druid, and Illusionist can all wait for a while - the bard can cover mage spells AND thief skills. You get pick pockets naturally, and you can use an Invisibility potion or spell to scout and Knock to open locks that you can't smash. The only glaring lack is some non-damaging way to detect traps - not so bad in the beginning, but the poison, confusion, paralyzation, and petrifying traps can really get you down (lvl 5 of Dragon's Eye and beyond).

<font color = mediumspringgreen>Aerich,

Ah, yes, tis a great day for a wee bit of friendly DISAGREEMENT! ~grin~

First off, even with the Bard covering rogue and Mage duties (I *DO* agree with that), the character that is going to cause you the most pain, by virtue of not being there, is the Thief, not the Cleric. Now you can work around that, as you and pritchke have pointed out (nice one about the wand, pritchke!); but it won't be fun (see your own comments, above, about petrification, et. al.).

In my advice to Cary, I was trying to balance the early game pain of not having a Thief against the late game frustration of having a Fighter(9)/Thief(30-something) when you stopped collecting Thief benefits at somewhere around level 18. I dualed F(9)-->Thief and think I did the right thing; even so, I am "wasting" expo on this character, since she stopped improving as a Thief long ago and I still have a lots of game play left (nearing end of TotLM).

Next, the Fighter/Cleric: This gal should definitely not DC before F(9), for two reasons. First off, low level Clerics are almost useless as healers. They are much more valuable for buffing, bashing and curing arcane ailments, for which the good spells come later, and are really not essential to early and mid-game play. Having an extra Fighter (instead of a low level Cleric) will save you almost as much damage as the Cleric would heal. So you don't save much by DCing early. (you do, however, want to DC in time to have a good Cleric before you hit HoW, where a good Cleric *IS* essential.)

Second (and more importantly) staying on as Fighter and getting the extra HP and stacking PP in the right weapons will give you a kick-assassin Fighter/Cleric. Make no mistake, when you get to HoW your Cleric WILL be engaged in melee... a lot. Might as well be good at it; and 9 Fighter levels is a pittance of expo to pay to have the expertise and HP!

The Fighter/Illusionist: I have to agree with you, again, Aerich: a Fighter(13)/Illusionist would be an *AWESOME* character! I call this character a "Battle Mage," and I have several similar characters in a party I am not playing at the moment. Think of someone who can cast Mirror Image, Blur, and Stoneskin on herself, summon help, then don armor and and wade in with 5 PP in two-handed axe and something like 4 or 5 attacks per Round. YIKES!! Watch out for the flying chunks of Neo-Orog!!

But, given that we were only striving for a tough Mage who won't wilt when confronted by the occasional Troll who seeps through the front ranks, and who doubles as an EXCELLENT ranged warrior (if you stack your points right, Cary); DCing at Fighter(7) is acceptable. (Clvl 9 would be better.) Yes, the Bard will cover Mage duties O.K., so Cary can go for the Battle Mage if she wants (neat character!); but it is certainly not necessary in her Fighter-heavy party, and having the extra Mage-power earlier would probably be more fun.

That's my 2 cents worth.

</font>--------------------<font color = mediumspringgreen>
What's a party,
without a song?
Bards ROCK!
Party On!!
</font>

[ 09-30-2004, 04:42 PM: Message edited by: NobleNick ]

NobleNick 09-30-2004 05:03 PM

<font color = mediumspringgreen>Cary,

You slipped in a post while I was composing my last.</font>

I'm pretty sure that is a random item b/c I went through that section on my ill-fated, pre-HoW attempt at IWD and I didn't find it. Perhaps I'll have good luck this time.

<font color = mediumspringgreen>Save before you go into the mill for the first time. If you don't get the wand, reload and try again with re-randomized treasure. (Make sure you save just BEFORE the FIRST time you enter the mill; and return to this save until successful.)</font>

Also, yay for scroll cases! Yay for better graphics! HoW rocks already and I haven't even finished the Orc cave yet. Can't imagine what the Vale will be like.

<font color = mediumspringgreen>...and yay for the alt-key highlighting button, and the better gameplay, and the improved Druid, and the vastly improved Bard, and... Another satisfied HoW disciple begins preaching the Gospel... Like I said over two years ago: HoW is worth the price even if you never play beyond IWD!

As Aerich indicated, Cary, you hit the nail on the head: A power gamer is someone who stacks the deck as favorably as possible, with little or no regard as to how a classic roleplayer would justify such a collection of super-normal characters. Classic power gamer strategies: Re-roll for 45 minutes to get super stats on a character; repeat for the other 5; lounge around monster infested areas, sleeping and fighting to pump up your party's expo; DC Fighters at very high levels to build uber characters (like the Battle Mage).</font>

--------------------<font color = mediumspringgreen>
What's a party,
without a song?
Bards ROCK!
Party On!!
</font>

Aerich 09-30-2004 10:13 PM

I can confirm that the Wand of Trap Detection is random. You can also get a dagger, a cloak, a shield, and maybe a couple other things.


Part of the little disagreement, NobleNick, may be because I've played the last couple times on Insane - that means I hit lvl 9 with fighters sometime in Dragon's Eye or shortly thereafter - for sure in DE if I rest for a wee bit on the 3rd lvl or avoid taking out the summoner quickly on lvl 4. That means you get thief skills round about the time the traps start getting nasty. I forgot to take difficulty level into account.

I guess the point is that there are plenty of options (most quite good) when you have the capability to dual 4 different characters in a single party. Either the cleric or the thief should be dualed at lvl 9 or before; I agree about lvl 9 cleric dualing, btw, but the cleric should definitely not wait until lvl 13 to dual. The focus here was that a thief can wait to dual if you have a bard and cleric (or druid, I suppose) in the party. It isn't easy, and can be frustrating, but it can be done - in fact, I did the last two levels of Dragon's Eye and the majority of the Severed Hand without a thief - but I had massive clerical power to take the strain off.

I happen to disagree about with the statement that an extra fighter will save you as much damage as a cleric would. It's not necessarily about saving damage, it's about what you do once you've taken it. I personally find it a lot nicer to enter combat with fully healed tanks, if I can manage it. And it's not always that easy to find a safe spot to rest.

Additionally, that extra fighter isn't strictly necessary - just make sure the bard casts area of effect hindering spells (Grease, Web). You don't need the bard to contribute a Magic Missile or Acid Arrow, unless you are up against trolls or weapon-immune undead.

Dancing Virginia 10-01-2004 12:50 PM

Whaaaaaaaa!!!! Too much information! Can't digest it all!

NobleNick 10-04-2004 04:31 PM

<font color = mediumspringgreen>Cary,

Sorry about the confusion. You've got a GREAT party; and if you do anything close to what Aerich or I have suggested, you'll do fine. Go play Icewind Dale.

Aerich, </font>

I can confirm that the Wand of Trap Detection is random. You can also get a dagger, a cloak, a shield, and maybe a couple other things.

<font color = mediumspringgreen>Good to hear: I was wondering. I was going on faith, since I haven't actually found it myself. </font>

Part of the little disagreement, NobleNick, may be because I've played the last couple times on Insane - that means I hit lvl 9 with fighters sometime in Dragon's Eye or shortly thereafter - for sure in DE if I rest for a wee bit on the 3rd lvl or avoid taking out the summoner quickly on lvl 4. That means you get thief skills round about the time the traps start getting nasty. I forgot to take difficulty level into account.

<font color = mediumspringgreen>Well, now, here is the crux of the problem, you scoundrel: Why don't you play on Normal like the rest of us mere mortals? Playing on Insane is just, well... Insane! Keep going on like this and before you know it you'll be hob-nobbing with the likes of Dundee Slaytern and his ilk, and talking about how you soloed a Mage through IWD/HoW/TotLM on HoF. I'm warning you: It's a sad road to travel! ~wink~

Seriously, I think this is why you need so much Cleric power; and why your Cleric, therefore, is very important for you to have early on. I reiterate my earlier assertion that an extra Fighter stretches out the time you can go between rests, by killing the enemy before they can harm you. This would be especially true for a excellently skilled ranged-weapon party, such as Cary has, and on NORMAL difficulty (or CORE, I guess it is, with HoF installed). "The best defense is a good offense."</font>

I happen to disagree about with the statement that an extra fighter will save you as much damage as a cleric would. It's not necessarily about saving damage, it's about what you do once you've taken it. I personally find it a lot nicer to enter combat with fully healed tanks, if I can manage it. And it's not always that easy to find a safe spot to rest.

<font color = mediumspringgreen>Agreed on the last two sentences. I, too, would like to have every last HP restored before entering combat; but I realize that this is definitely a luxury most parties do without, unless they have a Bard[11+]. However, with 4 Fighters *AND* a Paladin, Cary can rotate tank duty among **FIVE** frontline heavies. This should allow her party to travel much farther between rests than most parties could with the normal two Fighters and a Cleric. </font>

Additionally, that extra fighter isn't strictly necessary - just make sure the bard casts area of effect hindering spells (Grease, Web). You don't need the bard to contribute a Magic Missile or Acid Arrow, unless you are up against trolls or weapon-immune undead.

<font color = mediumspringgreen>Heh, heh, heh, heh actually, we are about 3 Fighters beyond what's necessary. That's what makes this so fun: It's extreme overkill: power gaming heaven!!

Agreed on the Bard. She'll make a good stand-in for Mage. But when she hits clvl 11, tune her to "War Chant of the Sith," crank the volume and break off the knob! If my Bard EVER uses her excellent weapons, it is because the party is in very deep kimshee. War Chant is just so powerful that I keep my Bard singing if even one of my warriors is still in his right mind and swinging a weapon.

(Cary, One more piece of unsolicited advice. Pinch your pennies and make the "Bardic Horn of Valhalla" one of your first purchases [if not THE first major purchase]. This is one of the finest pieces of equipment your party will ever own. If you can acquire it before DE, it will make your travels there so-o-o much easier: Berserkers ROCK in the early to mid-game, lose a little umph in late IWD [but are always useful to some extent], and regain steam in HoW and TotLM.)</font>

I guess the point is that there are plenty of options (most quite good) when you have the capability to dual 4 different characters in a single party. Either the cleric or the thief should be dualed at lvl 9 or before; I agree about lvl 9 cleric dualing, btw, but the cleric should definitely not wait until lvl 13 to dual. The focus here was that a thief can wait to dual if you have a bard and cleric (or druid, I suppose) in the party. It isn't easy, and can be frustrating, but it can be done - in fact, I did the last two levels of Dragon's Eye and the majority of the Severed Hand without a thief - but I had massive clerical power to take the strain off.

<font color = mediumspringgreen>Yes, Cary has a very strong and versatile party in the making, that will be tolerant of any "less than optimal" (from a power gamer perspective) choices she might take.

Congrats on doing DE and SH without a Thief! Like you, this is not something I would look forward to doing. Frustrating is right. And here, again, I see that this choice led you to more reliance on the Cleric in the early game. I stand by my assertion that DCing to Thief and holding off on the Cleric is less painful than vice versa. However, I admit that none of my parties have ever gone long without either: I've previously designed parties to have two DC Clerics, so that one character can DC into Cleric when another DCs out (a strategy that has paid off handsomely in HoW and TotLM); and my one mc character (to give the party infravision) is a Gnome Thief/Illusionist.

Yeah, I already hinted that clvl 13 would probably be too late to DC to Cleric, if there is only one in the party; so, given that, maybe clvl 9 would be a better choice (but not any lower). Though not an "uber" character, a Fighter[9]/Cleric[X] with either sling or close-in weapon maxed is certainly very respectable.

There is another option, not yet mentioned, that is quite viable for a power gamer doing the entire game and expansions, or working in HoF mode. However it could be a bit tough for some to stomach from a roleplay perspective:

Instead of: DC Fighter[9]/Illusionist -and- DC Fighter[9]/Thief

Do this: Thief -and- (same as before) DC Fighter[9]/Thief

After the Fighter[9] DCs to Thief, discard the straight Thief and add the newly rolled DC Fighter[9]/Illusionist. Your Fighter/Illusionist will be over 9 levels behind the rest of the group; but it is amazing how fast she will catch up. She should be ready to DC well before you hit HoW.

The 9 Fighter levels of expo the party loses on a character using this technique seems like a lot in the early game, but it is really a pittance. The only thing that should keep one from doing this is if they can't justify it from a roleplay perspective.

A "softer" way of doing this is to create the original 6-person party, plus the straight Thief. Then party without the Thief, until you need her, then return to Kuldahar and exchange characters for as long as the Thief is needed. This wastes less expo on the Thief (whom you will eventually not need) and is more palatable from a roleplay perspective (hiring "expert" help when you need it, while a core party member recuperates in town). I can see the core group schlogging back to Kuldahar with all the weapons and armor they've captured in the VoS; then returning with the Thief to open bypassed chests and add the contents to armor and weapons they couldn't fit in on the first trip; then return with the second load of booty before picking up the core member again.

--------------------------------------------------------------

Having completed IWD and HoW (on Normal), and being close to finishing ToTLM, I feel I have learned some valuable lessons. Implementing those lessons --> My next party destined for IWD/HoW/TotLM would probably look something like this:

1.) DC Fighter[13]/Neutral_Cleric (***** Mace, *** Sling)
2.) DC Fighter[13]/Druid (***** Scimitar, *** Sling)
3a.) Gnome Thief [stops adventuring with party after (5.) DCs]
3b.) DC Fighter[9]/Illusionist (**** Axe, ***LongBow)
4.) DC Fighter[9]/Good_Cleric (***** Flail, ** Sling)
5.) DC Fighter[9]/Thief (**** LongSword, *** LongBow)
6.) Bard (*whatever, *whatever: doesn't matter; she will not use weapons)

All DC characters have natural STR = DEX = CON = 18; and other prime reqs maxed for characters to which they will DC. The Fighter/Druid will be the toughest, needing a total roll of at least 90.

Rationale: Hold all characters as long as is practical, to max Fighter HP bonuses, stack PPs as high as possible, and basically groom characters to be very tough hombres for the later game and expansions. Starting from the bottom:

Bard (character 6.) fills in for Mage in early game. Sings and casts an occasional spell in late game.

Need the DC Thief (5.) early, to avoid too much lost expo on Character 3a.)

Need first DC Cleric (4.) early enough to be well developed Cleric[12+] by start of HoW.

Thief (3a.) This hireling removes the early game pain of no Thief. Adventures with the party occasionally until character (5.) DCs; possibly after if the team needs infravision.

DC Illusionist (3b.) is not quite a "Battle Mage," but sports most of the virtues of a veteran Fighter and full Mage. Maxed out in bow and 4 star proficiency in close-in weapon. Heh, heh, heh, enemies jumping past the front lines to seek out soft spell casters are in for a very rude surprise.

DC Druid (2.) has all the benefits of veteran Fighter, except must use sling. Pick Scimitar for close in weapon, to reduce party's Priest-heavy dependency on crushing weapons.

DC Cleric (1.) Full Fighter and back-up Cleric. By the time the party hits TotLM, his Cleric skills should be well developed, only very slightly behind character 4. (In addition to a smattering of curative spells, the Clerics load up about 4 to 5 deep on "Recitation" and "Prayer." In tough fights: one Cleric casts Prayer and the other casts Recitation. These spells stack with each other and with the War Chant; making the entire team appear to the enemy as "Tanks of Slaying." The pair alternate spells, so they can perform this spectacular spell stacking feat TEN or more times between rests. Also, both can "raise dead;" so the party can always restore itself unless both of these very tough guys go down.)

If I gave in just slightly to roleplaying considerations, an alternate party make-up would have me trading in Characters 1.) and 3b.) as follows:

1.) Paladin (**LongSword, **LongBow)
3b.) MC Gnome Cleric/Illusionist

This gives the party infravision and variety but is a weaker build in my eyes.

Hope you found this interesting and not too long of a read.

Edit: Now you didn't expect me to get that long hurking post letter-perfect on the first attempt, did you?

</font>--------------------<font color = mediumspringgreen>
What's a party,
without a song?
Bards ROCK!
Party On!!
</font>

[ 10-04-2004, 11:49 PM: Message edited by: NobleNick ]


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