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some statistics on ability rolls - and a mea culpa on rerollitis

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BG uses a total minimum for ability rolls of 75.

We are used to powergaming so much so that a roll of 75 is shunned -- it is used in the extreme challenge runs.
However, a roll of 75 (for a 6 x 3d6 dice roll) is actually about the top 4% of all possible rolls. The median is a mere 63.

Basically, the engine forces us to play the cream of the cream among humans.

Now, let's look at a Sarevok's stats:

(as of BG1) 18+17+17+14+12+13 = 91
(as of BG2) 18+17+18+17+10+15 = 95
[and an exceptional strength score of 100 for both cases]

Assuming that you are brothers and all, you wanna roll identically high stats as Godchild:

For BG1 stats (91 total) this is about 0.003% odds.
Yes. That 91 roll you have has a chance of only 3 in 100,000.
(Of course, you see it more often than re-rolling 100,000 times, because (i) the engine discards already mediocre and bad rolls and (ii) many classes have minimum stat requirements which further skew the odds in your favor.)

For BG2 stats (95 total) the odds are about 1 in a million, literally.

=====

Here is my own mea culpa for a new run I will engage:

Assume that I AM a godchild. At least as good as Sarevok. A worthy challenger to a God's portfolio, at least in potential.

I will run the RNG and take the FIRST roll that returns better or equal to 91 in total (matching Sarevok in BG1).
Re-arrange stats as I wish, matching the 6 rolls to the abilities (but no minmaxing! - so no CHA as a dump stat etc.)

(Here is a pseudo-code that generates such rolls if anyone wants to use. Or you can simply re-roll in game and redistribute in EEkeeper.)
[spoiler]
roll[] := Table[
Random[Integer, {1, 6}] + Random[Integer, {1, 6}] +
Random[Integer, {1, 6}]
, {k, 6}];

sumroll[r_] := Sum[r[[k]], {k, 6}]

For[k = 1, k < 1000000, k++,
rt = roll[];
st = sumroll[rt];
If[st >= 91, Print[st, " ", rt]; tc += 1];
];

Print[tc];
[/spoiler]


Your Spouse//Significant Other/Flatmate knows you've been playing too much BG when ....

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1/. When leaving the house he/she says "I'm going to pester someone else" ... and has absolutely no idea why they said it.

2/. When playing a WW2 aerial combat sim you hear them screaming - "RAAASSSSSK!"

3/. Midway through an Armor battle he yells "Go for the eyes!"

4/. He cheerfully volunteers "I''l do it" in a bright falsetto.

And yes ... my hubby has done all these things.

Black Pits II: Cannot refight battles

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I can fight the initial battle but the game will not let me refight battles after battle 10. What am I missing?

Will Xzar get me through the day?

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So, my party is mostly good, ok everyone in my party is good except ol Xzar. Xzar has been with me since the beginning... I lost his little halfling buddy on the way to the mines but then abandoned him for the sun monk. When Kivan bailed on me because I took too much tune. I reloaded an autosave and decided to leave him an area behind, go back to grab Xzar as a filler, then get him back after dispatching the outlaws (a sort of bug I found to keep Kivan around... he is my favorite companion so far). Anyways... I had an unexpected fatality in Tazok's camp and was sort of forced into keeping Xzar till I could find someone else. Well to make a long story short, I have sort of just continued on with my life and Xzar is still in my party.

I want to keep him for Role playing reasons mainly because I have always enjoyed the idea of the Diablo style necromancer.... basically a "good" guy who uses dark magic. There was a character in the Diablo books called Zayl who was a creepy fellow who raised the dead, talked to a skull, gave the rest of the heros the creeps, but all and all, did good for himself and the others. I like to think Xzar as that type of guy... Sure he is dark, a minion of the Zhents, but perhaps him and the hero have a common enemy, the Iron Throne... Also his dual personality makes it viable that he can keep his cool -most- of the time, but perhaps has episodes of insane evilness.

Now.. Ive been becoming attached to him a bit.. He has saved my ass more than once with his ability to cast scrolls and drain spells. I wouldnt mind having a zombie or two in the party either as it might make for some fun interaction between him and the rest of the goodies, especially Yeslick. My problem is, I am curious as to if he will survive or not.. Ive heard that Edwin is the way to go, even though he is evil (LE).... Edwin doesnt make much sense RP wise due to being not being crazy and having his own dark agenda. I just feel without Edwin, my experience will be heavily handicaped as perhaps Xzar is not the greatest mage... In other discussions I have read Xzar, necromancy being the best, others say it is just about the worst you can get. Anyone have any feed back? should I keep my crazy necromancer? or change for the all powerful Edwin... or perhaps another alternative

~ Not required but give a brief "why" to your vote

Drow weapons make no sense

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I was playing bg2 the other day, in chapter 6, with the drow are attacking and something struck me as very odd, now correct me if i'm wrong but don't drow weapons disintegrate in sunlight, then how are the drow (demons aside) attacking Suldenesslar and winning?

kensai questions

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I just recently started playing bgee1. I wanted to play a kensai. I picked 2h weapon and 2h speciality.. Do they stack? Or do I just get 1 benefit? Im kinda new to this. Would it be best to play 2 weapons or 2h with the kensai?

Is this a BGEE mod that you would like to see? (spoilers)

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I'm asking this here because I know that the BGEE Modding forum doesn't get much traffic, and I want to see what sort of enthusiasm there might from the community for such a mod. I believe it would be one of the single best improvements to the game possible. And if it is not too difficult to mod, I may embark on learning how to do it.

I refer to this thread in the BGEE Modding subforum:

http://forum.baldursgate.com/discussion/32224/increased-banters-in-bgee#p1

For reference sake I will restate the concept here.

1) This mod uses existing voiced banters only--there is no new written dialog content.

2) The banters between NPCS that already exist will fire with much higher frequency. All banters will fire often; hopefully the sweet spot for frequency will be found. Feedback about how often might be ideal for banters to fire is invited.

3) New relationships will be established between NPCs. Although it would be impossible to please everyone in that regard, it would probably be the most fun overall if there are a few surprises (such as Edwin and Alora striking up a friendship in vanilla).

4) For antagonistic relationships, a fight break may out after a certain point according to a % chance of occurrence. I.e., if certain conditions are met, then there is, say, a 1 in 5 chance, that the NPCs duke it out. The fight would be interruptible. Afterward that pair of NPCs will continue to grouse at each other as before but won't fight again.

5) Beyond the choices about which particular banters get traded back and forth, the new bantering relationships, and chance of a fight breaking out, there is no further modification to the game. The characters do not have any new content--they just banter frequently. They interact! (Sometimes with a chance of a fight breaking out.)

Resources with which to envision the possibilities for such a mod:

Mordeus Index of BG1 NPC Banters

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If you randomly click anywhere on the playback bar for the above You Tube link, you can hear a lot of lines that almost never fire in the game, and really deserve to be enjoyed and put to better use.

I have been advised that the BG1 NPC Project for EE intends to implement many of these ideas. And I love that mod for its immense creativity. But to be frank, I do not always want to play the game using someone else's vision of our beloved characters!

If BG1 NPC Project for EE is going to use a highly modular design similar to SCS where you can select the components you like--and as such the player could choose only what I am describing here--then it makes sense to wait for completion of that project. So I have added that as a poll option.

If there is really strong support for this idea, I will consider attempting to learn how to code such a mod; since I strongly believe that is probably the single strongest improvement to BGEE that I can envision.

Will leaving cause problems with my keep?

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Am I in danger of loosing De'Arnise Keep if I leave to go to where Imoen is?

I've just cleared out the graveyard, and the shadow thieves have told me I need to go away to the place where they send mages to never be seen or heard from again. Think I saw at some point that there is a long period you are away. The last thing that happened at my keep was that Lord Roenall essentially threatened that he would be back. Although I try not to look things up, I looked it up and see that it's about a week before he actually does come back to try and take the keep.

I'd rather not wait around that long, especially since I've done all sidequests I can find except the circus tent (heard it was bugged), the sewer key and going back to take on the shadow dragon. Am I safe leaving? Will the flood and eventual assault on the keep wait until I get back? Many items are also stored there, and I'd rather not have to micromanage taking them all out or risking losing them. Any help is appreciated.

Another No-Reload Adventure !

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Hello guys, today I'm starting a new solo no-reload playthrough but this time without SCS, firstly because I'm playing some multiplayer without it at the moment and secondly because I thought it would be nice to first finish the vanilla game on no-reload before challenging myself with SCS once again.

I give you Dariel Rivendil, a Half-Elf Neutral Good Fighter/Mage/Cleric who started with 2 pips in Slings and Morning Stars. I didn't think much about him RP-wise but I think you can picture Dariel as some Paladin/Mage multiclass, he considers himself a righteous person and he acts like a knight.

image

I chose this character for 3 reasons :

-I wanted to have fun ! And triple classes characters are by far my favorite, even if I often give more credit to the F/M/T than the F/M/C
-I wanted to play something original and I feel like the F/M/C is underplayed on this forum.
-I want to succeed, which means some sort of arcane magic, in my opinion of course.

The rules :

-No mod except a Simple xp cap remover.
-Insane difficulty.
-Max HP on level up.
-Solo

After doing all his chores in Candlekeep, Dariel spoke with his foster father. Gorion told him it was time to flee the citadel and that it would be better to travel as soon as possible, by night.

But even protected by the shadows, they were ambushed by an armored figure and his group of bandits. All powerful was Gorion's magic, it wasn't enough to save him as he told Dariel to escape ...

The next day, Dariel swore to take his revenge one day against this man who took his only family.

Solo No-Reload SCS run with Vallon the Undead Hunter

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Hi folks! The following is a description of a solo no-reload attempt with an Undead Hunter. I felt like playing a badass warrior, and went for something new - had never played a Paladin before. There's not much to tell about him personalitywise, other than that I view him as less self-righteous than the average Paladin. Less Keldorn/Anomen and more Valygar. I'd even considered rolling a Justifier or Stalker Ranger.
Btw I’m not abandoning Serene. I will continue her run through BG2, but I first want a true no-reload character to make it there as well so that he/she can follow Serene’s footsteps.

So here’s Vallon:

[spoiler]
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[/spoiler]

This thread is strictly about strategic challenges Vallon faces in this (SCS) game. I do roleplay his alignment (Lawful Good), so no stealing evil actions for better rewards. However, Imoen has been recruited and will be recruited again for larcenous purposes :)

Yesterday was a national holiday here, so I made quite a lot of progress. In Candlekeep, Vallon bought a 2h sword and a helmet and went straight for Obe and the potion of Speed he could get from Deder. If you quaff the potion and tell Obe immediately afterward that you’ve seen enough fighting, you don’t even have to fight his Gibberlings. Hasted, all quests but Reevor’s rats were done.

***

Imoen gave Vallon her potions and her Wand of Magic Missiles, from Monty he got a suit of studded leather and two potions, and from Xzar he received two spells he would later sell. Vallon then continued alone, south to the High Hedge area where he dispatched a few Skeletons with little difficulty. He kept one skull. Further south he finished off a wolf, saving Melicamp the chicken. Thalantyr was able to restore Melicamp to his human form, which earned Vallon his first level up. He sold Imoen’s wand plus some other loot, and visited Beregost. There, the Marl, Firebead, and Ogrillons/Mirianne quests had Vallon reach level 3. Further south three Flaming Fist Officers who accused Vallon of banditry found their untimely deaths at his hands. Vallon donned the plate mail armor of one of them and kept two more suits he would later sell. After that, Karlat was downed as well, but not after various healing potions were consumed. That Dwarf is a sturdy little bugger.

He then traveled west to deal with Bjornin’s Half-Ogres. It was nice to see that Vallon was already able to hold his ground against those monsters, although he had to finish off the last two with his crossbow after suffering a few hits.

[spoiler]
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[/spoiler]

On the South Coast Vallon found Brage and traveled with him to Nalin in Nashkel. Vallon got to keep Brage’s Cursed Berserking sword, which would be enchanted for controlled use by Thalantyr. But first Neira was dealt with at the Nashkel Inn. Vallon knew that she wouldn’t be able to Hold him, so he was quite confident. She did cast Unholy Blight twice, but Vallon would simply step outside to prevent himself from harm.

[spoiler]
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[/spoiler]

At the Nashkel Carnival Vallon bought a green scroll of Protection from Petrification, and at Thalantyr’s he had got the “upgrade” to the Cursed Berserking sword. The new ‘Sword of Rage’ is a 2H sword +3 with a daily enrage ability. Vallon’s next destination was Mutamin’s garden, where he slew the Basilisks in melee, and protected himself against Mutamin’s spells by activating his sword’s enrage ability. Mutamin was hasted and therefore difficult to hit, but a critical did him in.

[spoiler]
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[/spoiler]

When he was done, Vallon was close to level 6. Kirian & co, were left alone for the time being. Instead Vallon traveled to the Temple of Lathander area, where he slew a number of different types of Wolves, including Vampiric Wolves, to reach level 6. After it, Vallon considered the time ripe to go Ankheg hunting. He cleared the cave without difficulty, found a Heavy Crossbow of Accuracy in it, brought Brun his son’s body, and gave the farmer 100 GP. Outside, Vallon’s run almost ended when he was up against two Ankhegs. He had just quaffed a healing potion when both Ankhegs started hitting himwith their acid spit. Having just drank the healing potion, he had to wait before he could drink his next potion, one of invisibility. He barely made it in time, at 4 HP. He rested elsewhere, found the two Ankhegs again, and slew them.

[spoiler]
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[/spoiler]

Vallon kept one of the Ankheg shells and got a suit of Ankheg scale armor produced by Taerom Fuiruim. In the tenday he had to wait for it, Vallon slew Greywolf in the Nashkel Mines area, and did the quests in the two Cloudpeaks areas, including taking on Vax and Zal, Sendai & co (one of them dropped the Boots of Grounding), and Caldo and Krumm. He also returned to the South Coast, where he helped Nib and faced the Doomsayer. The latter was a formidable foe who had Vallon quaff all his healing potions, circa 10, before he would fall.

[spoiler]
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[/spoiler]

When he got his Ankheg Armor Vallon decided to test Bassilus’ mettle. With his sword’s enrage ability activated, which protected him from a Mental Domination, Vallon had no difficulty with the the priest. (I overwrote the screenshot.) Vallon also took care of Zargal and his two buddies. Funnily Zardal’s sword shattered, but that wouldn’t keep the brave Hobgoblin from attacking:

[spoiler]
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[/spoiler]

On the North Coast both Droth and Shoal were felled. Droth is a dangerous foe who can cast Chaos among other spells, but with Vallon’s sword’s rage, Droth became much more manageable. The North Coast’s many Ogres and their ilk, weren’t a real threat anymore at this stage of Vallon’s growth as warrior.

[spoiler]
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[/spoiler]

He had a much harder time in the Light House area though, where the six “enhanced” Sirines (inclusing Sil), and two Hamadryads and their Water Weirds were difficult for him to overcome, even with a green scroll of Protection from Magic to protect himself against Blindness and Charms and against the random traps in the treasure cave. Without the scroll he probably would have had to flee the scene. The Improved Invisible Sirines would walk away all the time, in order to attack with their arrows of biting. Perseverance, healing potions and antidotes, and spreading his foes by entering the cave, helped Vallon through the ordeal. Inside, one of the Flesh Golems brought Vallon’s health to dangerously low levels, but an invisibility potion and subsequent healing helped him restore his health.

[spoiler]
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[/spoiler]

Vallon traveled to Beregost where he finished off Silke in close combat, again relying on Rage.

[spoiler]
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[/spoiler]

I must say that the Sword makes life for Vallon quite a bit easier. Vallon buys or otherwise acquires all anti-magic potions (Shielding, Blocking, Protection) and scrolls he can get his hands on (only two so far: one at Thalantyr’s and one from Hafiz the Gnome). The sword’s enrage ability has allowed Vallon to take on a few optional foes, such as Droth for his Helmet of Defense and Silke, and to save some of his anti-magic consumables for later. Other players could use the Greenstone Amulet for this purpose; I usually can’t find it due to Item Randomization..
After he was done with Silke, he decided to further train himself as an Undead Hunter (for max XP, and level 8) before tackling the plot quests. Vallon traveled to the Valley of the Tombs (i.e. Nashkel Mines exit), where a potion of heroism and his replenished stock of healing potions helped him best the Revenant. Narcillicus and his Mustard Jellies caused Vallon quite some trouble. A potion of magic blocking helped gave him three round of protection the wizard’s spells, but his Jellies slowed Vallon, causing him to retreat. Only Narcillicus followed, and was dealt with in melee. He rested and slew the Jellies the next day in melee (so that their spit wouldn’t hit him).

[spoiler]
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[/spoiler]

The other undead in the area caused Vallon no trouble, and it was after slaying a Ghast that Vallon reached level 8 (his highest level for BG1, as I will respect the XP cap, even though it’s removed).

Vallon’s last mission before tackling the Nashkel Mines was Gullykin and the dungeon beneath it. His only potion of magic shielding was used against the dungeon’s wizards. Between Lendarn and the Ogre Mage, the latter was the first to fall. He was stuck between his Ogrillon minions, a wall and Vallon, so there was no escaping for the mage who, conveniently, dropped a suit of full plate mail. Lendarn did hurt Vallon with a few of his spells, (Cones of Cold and Melf’s Minute Meteors) but he would fall to Vallon’s blade just the same. Gandolar Luckyfoot was thankful and gave his ‘lucky ring0 (+1 Luck) to Vallon.

[spoiler]
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[/spoiler]

Vallon traveled to the High Hedge where he bought ten bolts of biting. Unfortunately there weren’t any more of the bolts for sale. He also acquired the Claw of Kazgaroth in case the Kobolds’ arrows would hurt him. (Vallon didn’t use a shield, and he hadn’t found the Elves’ Bane girdle or the Boots of Avoidance yet.)

The Nashkel Mines have three difficult parts: the bridge on the third level (where a character can get stuck, surrounded by a horde of the somewhat tough SCS Kobolds), the exit from the third to the fourth/final level, and Mulahey’s lair. On the bridge Vallon lured a few of the Kobolds his way, to see how their arrows did against him without the Claw of Kazgaroth. It turned out that he didn’t need the Claw, so he proceeded to slay all the Kobolds that crossed his path.
Near the level 3 exit more Kobolds fell to Vallon’s blade, until he faced the Kobold Chieftain and a Kobold Shaman. The Chieftain attakcs with extremely poisonous arrows, so Vallon decided to administer his foe a dose of its own medicine, with a bolt of biting. The Kobold Shaman injured Vallon with his spells (Chromatic Orbs, Magic Missiles), albeit slightly. He too got served a bolt of biting. The remainder of the battle consisted in Vallon slaying the Kobold without meeting much resistance.
Mulahey received two of the same bolts, and was annihilated in melee. He wouldn’t cast a single spell (other than his SCS-provided insta-cast spells). Mulhey’s Kobolds and Skeletons presented no real challenge. In terms of useful gear the loot was meagre this time: except for the decent Barcers of Archery that Vallon kept, only two enchanted short swords and a few spells he would sell.

[spoiler]
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[/spoiler]

In Nashkel, enraged Vallon slew Nimbul, and took his Boots of Avoidance. The Item Randomizer hasn’t been overly generous with Vallon, which caused him to seek out the likes of Borda near the Xvart village (someone I always skip), to see if he would drop something special. First however, Vallon had to fight Molkar & co in a very cramped area. Enraged, he withstood any mind-affecting magic, though Drakar’s Unholy Blights did do some damage. After a long fight, especially with Drakar and Morvin (who seemed to be the toughest meleers), Vallon was the only one standing.

[spoiler]
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[/spoiler]

The Xvarts and Borda were dealt with after that, but they didn’t drop any interesting loot. So Vallon returned to Beregost, where he took care of Tranzig. Enraged Vallon was very content to see the mage drop the Golden Girdle.
He proceeded to the Larswood where Lamalha and her girls ambushed him. They were less difficult to deal with than Molkar & co. Vallon first focused his efforts on the casters. The rogues had darts of stunning, but those wouldn’t affect Vallon since he’s immune to Hold (and in my setup that includes Stun but not Web).

[spoiler]
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[/spoiler]

He cleared the Larswood of its bandits but noticed that they were better archers than the kobolds, so he equipped the Claw of Kazgaroth for its bonus to AC against missiles. In Peldvale he slew a few more bandits until he was approached by Raiken, through whom he infiltrated the Bandit Camp.
Tazok wasn’t fought his time, since Vallon still hadn’t acquired the Boots of Speed. (I only attack him with Boots of Speed and an oil of speed.) It cost him the Gauntlets of Weapon Expertise. Vallon didn’t bother with the many chests; he went straight for Tazok’s tent. Before entering he quaffed potions of invisibility, cloud giant strength, speed, and power (in that order), and he cast Protection from Evil on himself. Inside he moved to the west side of the tent, just within visual range of Venkt the wizard. He then activated his sword’s rage ability, and attacked Venkt with a bolt of biting, that poisoned the wizard. One or two more regular bolts finished him off. The others were fought with relative ease, until Vallon was the last one standing, with only moderate injuries. He healed himself, spoke with Ender Sai, drank a potion of absorption and opened the chest, which contained little more than a couple of spells. Again, not the richest possible harvest, although one of the bandit’s Long Bow of Marksmanship is a nice weapon.
Outside, still well-buffed, Vallon slew Taugosz for his full plate and for an enchanted large shield, took down many bandits for their scalps and Ardenor who had appeared out of nowhere and who would drop a Tome of what turned out to be Charisma, much to Vallon’s surprise. He left when the resistance was becoming too strong.

[spoiler]
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[/spoiler]

Vallon went to the Friendly Arm Inn to get some loot identified, and to sell it, and then he invited Imoen for a visit to the Nashkel Carnival, she would greatly enjoy. There she looted two chests from the merchant who sells the red and the violet potion. Potions of fire giant strength, invisibility and speed, amongst others, would greatly help in later battles. Imoen barely escaped being caught by the guards.

[spoiler]
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[/spoiler]

The pair also made a trip to Durlag’s Tower (upper floors). The Battle Horrors failed to hit Vallon, which gives hope for the Davaeorn fight, although Vallon also had difficulty hitting them. Inside Durlag’s Tower Ghouls fell to Vallon’s blade, and Kirinhale was pursued in vain (she kept going ethereal every time Vallon would close in on her). The trip provedvery worthwhile though, as it yielded Vallon a Greenstone Amulet, and a (randomized) Manual of Bodily Health, with which he raised his CON to 20. Not as good as a Manual of Gainful Exercise, but still pretty neat.
I’m now inclined to keep the Claw of Kazgaroth equipped on Vallon: I think relinquishing 8 HP and accepting the Save vs Paralyze/Death/Poison penalty is worth it for the AC and saves bonuses. Is there a specific threat other than Spiders and their Poisons that I should be wary of?

In the Cloakwood Vallon sided with Seniyad, and with a potion of free action he retrieved Spiders’ Bane for himself and Chelak’s body for Tiber. The druids were left in peace. Wyverns were luredout a cave and pelted with bolts for their skulls. Outside the Cloakwood Mines, Vallon quaffed two potions of Magic Protection, which granted him 100% Magic Resistance. He also used a scroll of Champion’s Strength he had bought at one of the Temples. The warriors were no match for Vallon, but as usual, the Mages were more difficult to deal with. When Vallon pierced their protections (Stoneskins, Mirror Images), they would go invisible and reluctant to show themselves. Both Vallon and Rezdan were struck by lightning. The latter even died due to it. Kysus became visible once, noticed how Vallon’s bolts were stripping him of his protections and went invisible again. He would only reveal himself after Vallon’s first potion of magic protection expired, very clever enemy AI. Kysus immediately cast a Chaos in Vallon’s direction, but timely acitivation of his sword’s rage ability, prevented the spell from affecting him. Vallon slew his foe with a nice critical.

[spoiler]
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[/spoiler]

Vallon is now preparing to enter the Cloakwood Mines.

My own party of six

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I've used a note pad to put together some ideas for a six member party I think is pretty balanced and strong, but not perfect; but that's okay. Healing and some magic and I've looked at all the weapons and armor of the game and looked for a way to make use of most of the good weapons, shields, armor, ect.

Dwarf: Dwarven defender. Hammers & axes

Kensai/Mage: Katana's (dual wielding) maybe long swords later to. But with Celestial Fury and Hindo's Doom I may just hold out.

Dwarf: Fighter/Cleric. Hammers, maces (or clubs)

Inquisitor: Bastard sword (foebane), long bow, single weapon style (I opted for the last over two weapon style to get the extra bow use)

Elf: Cleric of Lathander or Talos. Flails, slings.

Hexxat: She will be my thief and has good enough stats when not in day light to be a good melee fighter to.

I originally planned to use the long sword more. I could for my Kensai as mentioned or switch up and give it to my dwarven defender and allow my other dwarf the Crom hammer. Or my inquisitor could use both since he'll only have 2 skill slots per weapon anyway.

I was also considering a cleric/mage to allow cleric spells in spell sequencers.

This party would have npc's in it in theory. Neera could become my kensai/mage and Mincs be reclassed to an inquisitor for example :-)

Any thoughts on these ideas? Thanks.

Run through Watcher's Keep

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This is just a documentation of my run through WK. If anyone wants to listen in, feel free.

How do the games determine your party's experience level?

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When recruiting NPCs, many random mob encounters, and probably some other things I'm forgetting about, the games check the party's experience level. Well, I'm unsure if that's true or not, as they could just be checking the main character's level, but that's why I'm asking. Are they simply checking the main character's level or do they check the total experience value of the party? Also, do any boss encounters check this or only trash mobs?

The Classiest Cleric

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Moving right along to Cleric, this is the fourth of my favorite class/kit polls. As always, this is for personal preference, and not to say what is the strongest kit. That said, feel free to debate to your heart's content in the comments! We've had some good (albeit occasionally heated) debates in the past two polls, so I'm curious to see if anyone cares so strongly about clerics.

Sooo, Bigby?

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Are any of his fists and hands any good?
(Pondering overlooked spells for my future sorcerer, but seems like long shot... perhaps, even for a straight single class mage.)

*I would* BG3 Baldurs' Gate III announced TODAY (End of 2014)

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Why the heck don't they simply make it?

Come on in 2014 is soooo simple to build an isometric game.

At Obsidian they are making Project Eternity (the exact copy of BG3) with just 15 people......... And they invested nothing, not a penny, it has been fully financed by players on kickstarter!!!

I am tired to check this site every week to find nothing but silly posts about D&D rules etc.........

BTW where is the poll/petition named "I want BG3 and I want it ASAP" ? Would you at least please link it to me?

Couple Questions Regarding the Stat Raising Tomes

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Hey,

Been carrying around a couple of tomes (INT and WIS) for awhile now because I'm not sure who I should give them to. My major concern is that (from what I gather) these stat bonuses don't carry over when importing to BG2 (for your other party members, that is). So, although I don't necessarily need to increase MY INT & WIS, giving them to a party member who is just going to end of losing it seems like kind of a waste. For example, seeing as Imoen is a T/M in the sequel, it would make sense to give her the INT tome, but if her stats are just going to revert back at the start of BG2, what's the point? I do realize that they would benefit my other members for the rest of BG1, so I guess my question is: Do you think it is more beneficial to give these tomes to your main character (regardless of whether it has any concrete benefit for the class that they are playing), or should I give them to my other party members even though they will eventually lose it. Thanks.

BG2 EE Cheats?

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Can anybody point out the Cheats and Item Lists for BG2 EE please?

[spoiler question] Does Rasaad comment anything extra during the Cult of the Eyeless

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He is a worshipper of Selune who in turn inherited the portfolio of the Amaunator -- the forgotten God during the quest with the Beholder. (I really liked that quest during the original.)

Does Rasaad's presence bring new dialog options & comments during the visit to Amaunator's followers?
(Well, he does brag in BGEE about how he spent *studying* for countless hours. So, he better...)

No, I don't want a BG3.

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Unless Beamdog receives permission to use 2nd Edition or 3rd Edition rules (to recycle the engine) and all the creative freedom necessary, they should not waste their time on a Forgotten Realms game. (Also, in my opinion, they have yet to prove they got the chops as compelling story tellers of the caliber that brought the original BG/BG2/IWD/Torment.)

I'd rather have them attempt something with Pathfinder or their own IP than waste precious effort on a still-born idea like BG3 :

BG3 is still-born because powerful Lawful Evil deities (Hasbro, Atari, WoC etc.) oppose such things to be done except as hollow cash-cows. (The only recent D&D game is a pay-to-win MMORPG where you can select between 3 classes for clickfest action.)

Beamdog: Make your own "Torment: Tides of Numenera"!
We'll be behind you.
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