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iQuit for ... Mac only! (THIS IS SUPPOSED TO GET YOUR ATTENTION) in General
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Member # 869
Profile Homepage #6
Nothing. It's just an excuse to give Drakey some good-natured RiBbing.

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My BoE Page
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Posts: 9973 | Registered: Saturday, March 30 2002 08:00
The Abominable Party-Building Topic in Blades of Avernum
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Member # 869
Profile Homepage #43
In a sense, you're playing against the designer. When the players and designers are on first-name terms, as is the case in the BoE/BoA community, this is more than just an abstract truth; it's something that the more active community members take into active consideration.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
The Abominable Party-Building Topic in Blades of Avernum
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Member # 869
Profile Homepage #41
Feats? You mean traits? Someone's been playing too much D&D. :P

EDIT: Well, here comes the list. It's mostly qualitative rather than quantitative because I don't actually know how powerful the effects of most traits are. It also includes my opinions on them.

Strong Back: 100 more XP needed to gain a level. Increases carrying weight by one third, reduces encumbrance by 4. Opinion: this one's actually pretty good. More carrying capacity is always nice, and fighters will probably wear enough armour that if they don't have this they'll need to throw skill points into Defence. The experience penalty is pretty minimal, too.

Nimble Fingers: 150 more XP needed to gain a level. Flat +4 bonus to Tool Use. Opinion: Paying an experience penalty every level for a small one-off bonus is a sucker's deal. Might be okay in a party you're intending to use for a small low-level scenario and never touch again, but otherwise stay far away.

Beastmaster: 150 more XP needed to gain a level. Gives the Call Beast ability (summons a monster). Opinion: Oh, please. If you really want a summoning ability, you may as well go for Divinely Touched, which is far superior in every regard.

Strong Will: 150 more XP needed to gain a level. Supposedly increases resistance to mental effects. No visible effect on statistics. Opinion: Eh. Apparently this is useful on singletons to prevent them from being paralysed with disastrous results, but paralysis isn't really all that common and the trait isn't 100% effective at preventing it anyway.

Good Education: 150 more XP needed to gain a level. Supposedly increases "knowledge" (presumably Rune Reading and possibly Item Lore). No visible effect on statistics. Opinion: If you have only one spellcaster in your party, you might struggle with Rune Reading enough to consider this (although frankly, saving up the skill points you'd get from the extra levels you'd gain by NOT taking this trait and putting them into Arcane Lore would probably get you better returns). If you have quite a few spellcasters in your party, you're not likely to ever struggle significantly with Rune Reading, so this trait won't be much use.

Toughness: 200 more XP needed to gain a level. Supposedly reduces "serious damage" and increases resistance to poison and disease. No visible effect on statistics. Opinion: I don't have very much experience with this, but I'm not convinced it actually has a noticeable effect.

Fast on Feet: 200 more XP needed to gain a level. Increases initiative and gives a decent chance to get one bonus AP each round. Opinion: Not great. Once you're hasted (which you should be for most major fights), 7 AP isn't that different from 6. Only with Quick Strike or AP-boosting items might this ability provide a worthwhile extra boost for you.

Natural Mage: 250 more XP needed to gain a level. Allows mage spells beyond Slow to be cast while encumbered, and supposedly gives a bonus to spell effectiveness. Imban and I have determined that this bonus is equivalent to 3 points of Bonus to both mage and priest spells at level 1, plus an additional point of Bonus at every level divisible by 7. Also gives the ability Restore Energy (restores spell energy by 50% of maximum amount). Opinion: Eh; it has its uses, but it's pretty expensive for what it gives in practice. Typically, mages don't gain much by wearing encumbering armour. I'm not sure about the extent of the bonus it gives to spellcasting, but I doubt it's huge. Restore Energy is okay (and has the advantage of requiring no AP if used in combat), but only usable once per day.

Elite Warrior: 300 more XP needed to gain a level. Supposedly gives bonuses in combat. Gives the ability Go Berserk (blesses and shields user). Opinion: Not sure about this. Go Berserk is pretty good at low levels, but its usefulness falls off later on. The unspecified "bonuses" do seem to have some effect, but I'm not convinced it's worth the very substantial XP penalty.

Divinely Touched: 400 more XP needed to gain a level. Gives +1 to Strength, Dexterity and Intelligence at level 1, and a further +1 bonus at every level divisible by 8. Gives the abilities Divine Aid (gives Divine Protection status to user), Call Spirit (summons a shade) and Regenerate (restores a small amount of HP). Opinion: On one hand, it gives the best ability in the game, a couple of other mildly useful ones, and some nice stat bonuses. On the other hand, the XP penalty is enormous. If you use it, plan to base your character design around it.

Cursed at Birth: 200 fewer XP needed to gain a level. Supposedly gives penalties to resistance against some magical effects and also penalises other actions. No visible effect on statistics. Opinion: I've played through an entire scenario with a character who had this and didn't notice any significant penalties or weaknesses. The XP bonus is pretty good, so it's worth considering.

Sickness Prone: 200 fewer XP needed to gain a level. Supposedly reduces resistance to poison and disease. No visible effect on statistics. Opinion: Again, I haven't observed any real penalties with this. If you haven't filled up your two trait slots with traits you want, you should definitely think about taking this one.

Sluggish: 300 fewer XP needed to gain a level. Reduces initiative, and decreases AP by 1 every round. Opinion: Eww. Losing 1 AP every single round hurts. 5 AP when hasted is okay for fighters and archers if you don't mind never being able to move around without losing an attack, but if you want to take negative traits for the XP bonus, there are less harmful ones.

Brittle Bones: 300 fewer XP needed to gain a level. Appears to double all damage received from physical attacks. Opinion: Obviously, don't give this to a fighter. Archers and spellcasters, on the other hand, don't really have any reason to ever be in melee, so this won't hurt them too much.

Completely Inept: 400 fewer XP needed to gain a level. Supposedly penalises (presumably) all actions. No visible effect on statistics. Opinion: Wow. The XP bonus is very impressive, and my testing so far seems to show there isn't any obviously enormous penalty. If you want an XP bonus, try this out in a small scenario; if you find it doesn't ruin you, by all means use it.

Races:

Nephil: 100 more XP needed to gain a level. Gives +2 to Dexterity at level 1 and a further +1 on every level divisible by 8. Supposedly gives a bonus to combat with missile weapons. Opinion: For such a small XP penalty, and considering that your race doesn't count toward the 2-trait limit, it's a pretty good idea to make your archers Nephilim.

Slith: 200 more XP needed to gain a level. Increases fire resistance by 35%, and supposedly gives a bonus to combat with polearms. Opinion: Fire resistance is an okay thing to have, but it doesn't justify the significant XP penalty in itself, and I'm not sure how powerful the polearm bonus is.

[ Thursday, March 31, 2005 18:19: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
The Abominable Party-Building Topic in Blades of Avernum
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Member # 869
Profile Homepage #39
If you can bash down doors when you can't pick the locks, either your Strength must be ridiculously high or your Tool Use must truly suck. You'd be better off investing your spare skill points in Tool Use than Strength.

As for Dexterity's relation to TU, every 2 points of Dexterity mean 1 more point of Tool Use. Likewise, 2 points of Intelligence mean 1 more point of Arcane Lore, and 4 points mean 1 more point of Nature Lore. And 4 points of Dexterity mean +5% resistance to all elements. And so on. All this stuff is mentioned on the character info screen; it's just a matter of listing it.

[ Thursday, March 31, 2005 15:06: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
The Abominable Party-Building Topic in Blades of Avernum
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Member # 869
Profile Homepage #37
Radiant Shield is only 10 SP, and you only need to cast it once per battle. 3 or 4 extra intelligence is a hell of a lot cheaper than 10 or 20 luck.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
help me in Blades of Avernum
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Member # 869
Profile Homepage #7
To get past the guard spider, you have to talk to the chief spider and do the quest he gives you.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
The Abominable Party-Building Topic in Blades of Avernum
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Member # 869
Profile Homepage #35
quote:
Originally written by Guardian of Eternity:

So, in short, has this thread refuted the original four-character party originally put forth, of a human tank, two nephil archer-priests, and a human mage priest, using the (advantageous) "disadvantages" to boost level gain?
I wouldn't say "refuted". There are other party designs that can dish out much, much more damage in certain situations, but I can tell you from experience that my design is a very solid defensive party. (I'd like to see a fighter-based party beat Galthrax in Bahssikava without relying on invulnerability or Divine Aid. Okay, so you can probably do it with Cloud of Blades if you can dance around the antimagic, but I don't allow myself that spell because it's unbalancing.)

quote:
Sorry for the practically-double post, but I just had to ask... do many of you use the pre-made classes (Berzerker, Archer, Rebel, etc.) or do you just go with a Custom?
The default classes can be used to effectively start with a handful of extra skill points if you're clever and if you really find most of their skills at least somewhat useful, but I don't really think it's worth the trouble. One big disadvantage at low levels is that it's impossible to start any class with large amounts of both mage spells and priest spells.

quote:
TM's big list o' skills
Dexterity, Quick Strike and Gymnastics all seem to give some kind of bonus to "initiative" -- that is, to who goes first in a round. My personal theory is that each level in one of these is equivalent to one level of hasting in terms of its effects on initiative, but I haven't tested that.

Also, I'm pretty sure Gymnastics gives a bonus to hit as well as to evasion. And I thought Hardiness only affected physical damage. Luck does indeed have a lifesaver effect but I'm not sure how its chance of working is worked out.

quote:
Luck actually looks like a pretty good deal, what with all those resistances. Do they in reality help that much though?
Well, in reality they don't do much that Radiant Shield at sufficiently high levels can't do.

[ Thursday, March 31, 2005 12:46: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
New Abortion Laws in General
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Member # 869
Profile Homepage #227
quote:
Originally written by andrew miller:

Looking at it from a purely legal perspective, I don't see how government can intervene at all. This is because technically, citizenship is only applied at birth, and the laws of a nation don't apply to non-citizens.
There's no reason why laws can't prevent citizens from doing things to non-citizens; in many jurisdictions there are laws to prevent you from going overseas with the intention of having sex with someone who'd be legally a minor where you live, for example.

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My BoE Page
Bandwagons are fun!
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Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Which GF3 ending do youall like the best? in Geneforge Series
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Member # 869
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You might observe that the first poster states that he is in fact joking, and the replies are all clearly absurd.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
help me in Blades of Avernum
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Well, thanks for making a topic instead of a poll this time, but I thought I already answered your questions in your previous topic.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
The Abominable Party-Building Topic in Blades of Avernum
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Oh, absolutely. With a mage-priest you won't have the points to spare for intelligence until high levels, with an archer-mage or archer-priest you'll get more mileage out of missile skills instead until very high levels, and if you're thinking of making a pure mage or pure priest you should probably consider diversifying their skills. (A pure priest can be handy at low levels when a few extra HP from Enduring Barrier makes a real difference, but at high levels EB is increasingly irrelevant.)

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
help me in Blades of Avernum
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Member # 869
Profile Homepage #1
Firstly, please click "New Topic" instead of "New Poll" unless you actually want to make a poll.

Now, to get past the green energy fields, you need the Opening Stone. You can get it from the talking spiders after talking to the vahnatai.

To find out what to say at the controls, you need to find and talk to the dragon.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Another Pathetic & Premature Geneforge 3 Topic in Geneforge Series
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quote:
Originally written by Icshi:

And no, the possibility of having sub-zones had never occurred to me — I merely estimated the number of zones total. Quite frankly I'm not too keen on the whole sub-zone idea. You can't jump to them very easily since they're not on the world map. Still, since the game takes place on a series of islands, it is perhaps a necessary evil for space/display reasons.
It could have been done Fallout-style, with a sub-menu from which to jump to sub-zones after selecting the main zone. It's not as if Jeff's been afraid to borrow other elements of GF's game mechanics from Fallout. :P

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Will there be a Windows SubTerra 2 version? in SubTerra
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EDIT: Whoops. Disregard.

[ Wednesday, March 30, 2005 17:57: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
The Abominable Party-Building Topic in Blades of Avernum
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Member # 869
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I agree that the bonus Intelligence gives to offensive spells isn't much, but every point of Intelligence means 3 extra SP, and every 8 points means an extra summoned monster from Create Illusions. Healing maybe 110 HP instead of 80 every time you cast Healing is a pretty significant improvement too.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
The Abominable Party-Building Topic in Blades of Avernum
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Member # 869
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A whole bunch of quotes from different people follow, along with my responses.

quote:
I think it's worth giving everyone a point of priest spells. It doesn't cost much, and having everyone able to heal can help when I'm in trouble.
This isn't a bad idea, although if your fighter needs to heal people regularly, it probably means you don't have enough priests. On the other hand, giving a fighter spells means that monsters with dumbfounding ray are likely to target him instead of your casters.

quote:
Ah, Thuryl, but my casters have the ludicrously high amount of endurance it takes to get Magical Efficiency, and thus have, like, twice as much health as my fighters. It is true, though, that my priest is now about ten levels ahead of my mage, on account of not having any advantages.
Magical Efficiency isn't a bad skill as such, but I'm not convinced that it's better than putting all those points into Intelligence instead; that gives you extra SP and more powerful spells, and the way I play I don't run out of SP all that often anyway. I suppose if you use lots of high-cost spells like Fireblast or Divine Restoration, Magical Efficiency might be worth your while.

quote:
So Intelligence doesn't matter for a mage or priest until you're done building your particular spell-related skill, and dexterity doesn't matter at all for anyone?
Pretty much. Dexterity's good if you want certain special skills, but in its own right it doesn't do much. Intelligence has its uses, but I try to keep my spellcasting skills as high as possible to avoid the risk of finding a spell I can't learn.

quote:
1) I try to get the maximum experience penalties for the parties I am creating. This extends the useful life of the parties I create. I am not interested in leveling up quickly. -60% to -70% experience penalty.
This is just a personal preference as regards the way I play, but I find this doesn't work for me. I like to make things as hard as possible for myself, which means playing with a party significantly lower in level than intended for the scenario.

Now, if I allow myself Divinely Touched, then I can finish scenarios with ludicrously low-level parties, but only by running away and resting to recharge Divine Aid after pretty much every significant fight. This isn't fun. At the same time, I don't want to have Divine Aid to fall back on in scenarios where I won't need it. So I don't use Divinely Touched. As for the other advantages, none of them seem enormously worthwhile to me.

quote:
Second, unlike a tank, which has to put lots of skill points into endurance and defense and the like, the archer is free to be entirely offensive, since they should only very rarely be in harm's way in the first place. In this way they're much like magic users. Also, while a tank should probably have a couple points in either bows or thrown, so he doesn't waste a turn if the enemies are out of range, the archer does NOT need any points in melee or pole weapons, since these will do less damage than the ranged attack anyway, there's no restriction on point blank shots, and it's easy and cheap to buy lots of arrows often. Thus, the archer's attack level (dex/2 + bows + sharpshooter) should be considerably higher than the warrior's equivalent.
Agreed on all counts, but I do have one thing to add; I find that at high levels, pure archers aren't enormously superior in firepower to archer-priests, because at some point all of the skills that add to missile damage become so expensive to add more points to that they essentially stop progressing and you may as well put a few points into something else.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Lord Putidus (The Darkness) Released! in Blades of Avernum
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Member # 869
Profile Homepage #5
Er, unless you were expecting the villain to win, it's really not that much of a spoiler. You know he's the bad guy from pretty early on.

[ Wednesday, March 30, 2005 03:12: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
The Abominable Party-Building Topic in Blades of Avernum
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Member # 869
Profile Homepage #8
quote:
Originally written by MadScientist:

Has anyone tried to load up one character with items that grant "-xx% chance to be hit"? Is it possible to bring the chance to hit for the enemies down to 5% consistently? I imagine a tank with high defense, gymnastics, and resistance. Would this work in high-level scenarios?
It's not impossible. I played with a Divinely Touched character for a while, put lots of points into Dexterity, Defence and Gymnastics, and found that quite a lot of the monsters in Bahssikava were getting 5% hit rates on him most of the time. The trouble is that monsters with a much higher level than you will have a ludicrously high chance to hit you no matter how well-defended you are, so you can't always rely on dodging attacks for survival. (I learned this the hard way when I got torn up by Bahss's bosses.)

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Do you think there is a Hell? in General
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Member # 869
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I don't think that was her point, Alec. She seemed to be saying that when you convert someone you're doing it for them rather than you. ("You" as in "one", that is.)

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My BoE Page
Bandwagons are fun!
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Posts: 9973 | Registered: Saturday, March 30 2002 08:00
The Abominable Party-Building Topic in Blades of Avernum
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Member # 869
Profile Homepage #7
quote:
Originally written by PoD person:

Thuryl, if you HLPM-generate your parties, why bother with the disadvantages? The HLPM, as I understand it, will spit out a level 40 party, regardless of whether all the characters have Sickness Prone, Brittle Bones, Elite Warrior, or Natural Mage.
Good point. I guess I like a challenge. :P

(Seriously, though, in long scenarios the extra levels you gain *during* the scenario make a huge difference. Most parties go into Bahssikava at level 40 and finish at level 60; one of mine went in at level 30 and finished at level 75.)

quote:
While I'm kind of on the subject...

No Natural Mage, Thuryl? Gah.
In general, the only things worth putting on a mage's back don't encumber him anyway. Sticking him in platemail and a shield won't really do much to save him if he gets attacked (especially with only 3 Endurance). As for the bonus to spellcasting, I don't think it's worth effectively *doubling* the amount of XP it'd take to level up (remember, to get Natural Mage I'd also have to remove one of my disadvantages).

quote:
EDIT: I would also really, really like to know how to do a singleton, and whether or not combat with one is always won by the skin of one's teeth, because, in that case, I just won't bother.
If I were into singletons, I'd be inclined to make an archer-spellcaster. Archery as the main source of damage, enough mage spells to use Create Illusions for protection and enough priest spells for decent healing.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
The Abominable Party-Building Topic in Blades of Avernum
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Well, my fighter never goes into combat without being blessed a couple of times first.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
The Abominable Party-Building Topic in Blades of Avernum
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Hmm. I usually use a freshly-made HLPM party for each scenario I play, so my item selection tends to be more limited -- in particular, few or no AP boosts, and no super-powerful weapons. I used to build parties around having fighters do all the damage, but found that they made the combat too fast and chaotic for my liking -- I had to have the combat essentially won within a round or two, or I'd be swarmed and killed. My current style is more defensive.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
The Abominable Party-Building Topic in Blades of Avernum
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Member # 869
Profile Homepage #0
There seems to be a certain degree of demand for a party-building FAQ of some sort, so to that end I'm starting a topic to collect opinions and advice on stat management, both large-scale (what each of your characters is meant to do) and small-scale (what stats you give them to achieve that end). Now, this is meant to be helpful to other players rather than simply a reflection of what people are used to, so don't just turn this into a post-your-party topic; if you want to tell us what party you use, justify why it works for you.

I should add that I always play on Torment difficulty, and almost never use invulnerability, Divine Aid or potions except in scenarios where some of these are virtually essential (e.g. Canopy). So if my strategy works under these restrictions, it'll hopefully work pretty much anywhere.

The information I'm about to give is going to be pretty in-depth; apologies for those of you who don't need it, but I use a fairly unusual party design and feel that I ought to explain how and why I use it.

Character #1

Character #1 is my party's only fighter; he's usually enough to hold off attacks from melee-using opponents. (If he isn't, well, that's what Character #4 is for; I'll get to that later.) I make him human and give him the traits Sickness Prone and Completely Inept, because neither of those traits is actually very harmful, and gaining levels ludicrously fast is generally a good thing.

Initially, I build up Strength, Endurance and Melee Weapons so that their costs remain about equal. (Sometimes I'll use pole weapons as my primary weapon skill instead, depending on the scenario.) Once I've reached 14 levels of Melee Weapons, I put points into Pole Weapons so as to get Blademaster. (I've done some calculations, and 14 levels of one weapon skill is pretty much the optimal point at which to try for Blademaster.)

After that point, I try to build up Strength, Melee Weapons, Blademaster and Endurance with their costs remaining equal as before. You'll note that I don't mention putting any points into Dexterity. This is because I don't need to; I find I almost always hit 95% of the time anyway, and trying to reduce enemies' hit rate against you is generally less efficient than being able to survive when they do hit you. In fact, the only other stats I put points into are Defence and Assassination; Defence gets points whenever my encumbrance gets close to the point at which I'd start losing AP, and Assassination gets a point or two when I have points to spare.

In combat, his primary job is to make absolutely sure he's the only one getting hit. He's the first to charge into a room, and always stays a couple of spaces in front of the other characters. Of course, he's no slouch at dealing out damage either, but the party can work efficiently even if for some reason he's not able to attack.

Characters #2 and #3

#2 and #3 are essentially identical Nephil archer-priests, both with Sickness Prone and Brittle Bones. (The way I play, Brittle Bones is essentially irrelevant as a disadvantage, because they're never going to be attacked in melee.)

I start both of them out with 6 points in Priest Spells, 5 points in Dexterity and 8 points in Thrown Missiles. After that, I try to build Priest Spells up so that it's always at least a couple of ranks above the highest-level spells I'm getting at the time, and put points into Dexterity when I have points to spare. Once Dexterity is high enough for me to get Sharpshooter, I basically forget about Dexterity completely and keep building up Priest Spells, Thrown Missiles and Sharpshooter (keeping Thrown Missiles and Sharpshooter at an equal cost per point).

At high levels, once Priest Spells is at 17 and I have decent missile skills, I'll start putting a few points into Intelligence, but I don't go overboard; once it's high enough that I can get Magery, I generally stop building it up (maybe putting a few points into Magery instead, but not too many). Eventually I might give them a few points of Mage Spells, just enough for them to cast Create Illusions.

Strategically, they can do a number of different things. Usually they'll have slings equipped as missile weapons, so that I don't have to worry about conserving ammunition; for really major battles, I might switch to javelins. Blessing and Radiant Shielding before battles is always useful. Against BoA's ubiquitous undead and demons, of course, they can throw Repel Spirit around. (Against 2 or fewer monsters, though, I'll usually just sling rocks at them instead.) And when someone needs healing or curing, well, that's what priest spells are for. High-cost spells like Divine Restoration or Divine Host are reserved for real emergencies.

If I find myself in need of Tool Use, I'll usually put a couple of points of it on either #2 or #3. Likewise for Arcane Lore, although with three spellcasters in my party I rarely have any problems with Rune Reading.

Character #4

This one's a fairly typical mage-priest. Human, with Sickness Prone and Brittle Bones. Starts with 6 levels of Mage Spells and 5 of Priest Spells, then builds them up about equally from there. Once both are at 17, I start giving him points in Intelligence, then Magery. From then on, I put all my points into Intelligence and Magery, keeping Intelligence costing about 2 points more than Magery at all times.

Since #4 usually has the best overall spellcasting ability, he's usually the one who casts Enduring Barrier on my characters in preparation for a dungeon. He also hastes the party in preparation for major fights. (War Blessing is okay as far as it goes, but Haste lasts far longer and gives a much better initiative bonus.) When the party is overwhelmed by monsters too powerful or numerous for #1 to safely defend them against, #4 casts Create Illusions for protection. The rest of the time, he's mostly a healer -- attack spells are so expensive that I rarely find them useful.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Help - Basshikava in Blades of Avernum
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Member # 869
Profile Homepage #29
Wow. No wonder you were missing a lot. Were you trying to design them so they'd stand up in melee or something? My recommendations are not to give archers any Endurance and not to try to make them melee fighters; they'll always do more damage with missiles than melee anyway.

Although, uh, if all four of your characters were archers, that might be harder to achieve in practice.

[ Tuesday, March 29, 2005 16:03: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Magery v. Priest-ery in Blades of Avernum
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Profile Homepage #6
May as well use this as another excuse to plug my preferred party design. As I've mentioned before, my party consists of one fighter, two archer-priests (using slings, so I don't have to worry about ammunition), and a mage-priest.

My fighter's job is to not die; sure, he dishes out a couple of hits every round, but what really justifies his existence is his ability to take a beating every round and survive. My archer-priests' job is to heal the fighter when he needs it and shoot at stuff when he doesn't. My mage-priest is used for healing, hasting, and occasional situations where having a mage is useful (e.g. against melee-immune monsters). When I'm up against monsters my fighter can't sanely take on in melee, my mage-priest uses Create Illusions to take some of the heat off.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00

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