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Not knowing...

The one thing above anything else that I dislike about the game is the apparent randomness of difficulty of encounters. While exploring an area that seems appropriate for my level I suddenly stumble into something more dangerous.

When a party member dies I always reload. Sometimes I try the encounter a couple of times before giving it up. Luckily I save the game frequently so it doesn't really set me back, but I just find it disturbing...

Comments

  • CaptRoryCaptRory Member Posts: 1,660
    Oh yeah! Well I find your lack of faith disturbing! =-p

    Most encounters can be beaten if you're well rested and have the right spells prepared. There are only a few that are ridiculously tough and you need to be able to cast things like Dispel Magic for.
  • atcDaveatcDave Member Posts: 2,151
    The world is a dangerous place...

    Generally, if you stick to areas appropriate to your level, the encounters will be doable. But if your starting characters encounter a vampiric wolf... Time to hit reload!

    It can be fun to try to run away, or regroup after a disastrous run in. But generally I think it's just not worth it.

    This game is not designed to make it easy. You can get yourself killed just by being unlucky. But playing smart and careful makes it less likely.
  • CaptRoryCaptRory Member Posts: 1,660
    You can minimize problems by having a scout who is invisible or has really good stealth skills to go ahead of your party
  • francofranco Member Posts: 507
    edited May 2013
    @Fysh. To me part of the excitement of the game is the uncertainty (especially when you haven't yet learned where everything is) that you might meet something really dangerous. I remember being very surprised in a battle like @atcDave refers to with a vampiric wolf. All we had to counter it was a +1 staff (that went to our fighter who had no proficiency in it), the magic missile wand, and maybe a few +1 arrows, and maybe a few desparately summoned first level creatures to help divert it. A couple of party members were killed, but we finally won and it was exhilarating. That's the part that gets your adrenaline going.

    Also @CaptRoty is right when he says that a scout with some good stealth skills going out ahead can help you to avoid battles that look too tough, or to be able to have to prepare for them. I remember many times when this was the case.

    Enjoy the game, especially when it's new to you.
  • FyshFysh Member Posts: 25
    hehe yeah I just ran into a pack of vampiric + normal wolves - kind of unsettled me.

    See when I saw them running towards the party I had no idea how difficult they might be. I guess it just comes down to experience. But even now I still really have no idea how tough the party will need to be. Maybe I'm supposed to keep trying and dying until eventually I succeed.

    It would be good to have some kind of indicator. For instance if I knew, say, they were level 6, I could try my luck at level 4 or 5. But for all I know I need to be level 7.

    If I had some kind of indicator I could think "OMG run!" and try to escape rather than dying and reloading which kind of breaks immersion.

  • FyshFysh Member Posts: 25
    Th
    CaptRory said:

    You can minimize problems by having a scout who is invisible or has really good stealth skills to go ahead of your party

    That only works when you know how difficult an encounter is, which probably means you've played through the game before.
  • CaptRoryCaptRory Member Posts: 1,660
    There's no knowledge skill, which would be a good adaptation of the now standard This Guy is X Difficult meter.
  • FyshFysh Member Posts: 25
    CaptRory said:

    There's no knowledge skill, which would be a good adaptation of the now standard This Guy is X Difficult meter.

    Yeah that would have been cool.

    Oh well I have to get used to it! :-)

  • GishGish Member Posts: 74
    I know how you feel. It's very hard game. Remember knowing nothing about d&d when I first played it. I didn't know you could do this then but you can lower difficulty. Also I'd try to rest. Lot and buff. Also have a backup save before you go do bg stuff, like keep a save at friendly arm inn and do that before each venture
  • CaptRoryCaptRory Member Posts: 1,660
    On your first playthrough, I heartily recommend making a new save that you don't touch at the start of each chapter so you don't have to stat all over if things go really bad.
  • atcDaveatcDave Member Posts: 2,151
    Well one thing to keep in mind is that some creatures are immune to certain types of weapons or damage. A lot of it is fairly obvious, like undead and Winter Wolves not taking damage from cold. But a fairly common thing is certain beasties will require magic to hurt them (like Vampiric Wolves), that may not be as obvious. But you can set your feedback to show all damage, and then just watch the results. It will show you if something is reduced or resisted. So you may quickly discover you only have a couple of effective weapons in the party, or only one or two spells of any use at all.

    It's good that you're already using the auto-pause, that will make it easier to follow what's going on. Just pay attention and be patient. The really fun thing is learning the best ways of defeating various challenges.
  • CaptRoryCaptRory Member Posts: 1,660
    At early levels don't be afraid to use up your wands and potions. You get them all game long and you're a lot weaker in the beginning. Later you'll be able to cast fireballs yourself. At the start you'll need to use those things to tackle challenges you'd otherwise not be ready for.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited May 2013
    Also HD isn't a really good indicator of str...Ogres are 3 HD (~lvl 3) and will wreck your world in melee, even at cap, if you can't kill them before they can swing or get lucky and they miss (but since they're 3 HD and relatively low saves, Sleep can wreck them). (Some spells are based on HD, so it does pay to pay attention to whether spells are working or not. Sleep is brutal vs up to 4 HD (technically 4 HD +3 hp...but I'm not sure if the +3 part is used), but useless vs higher...while Command is devastating to 6 or less HD (no save), but allows a save for those above. Cloudkill instant kills 4 and under HD with no save, 5 and 6 if they fail a save or just deals damage to 7 and above. Death Spell only works on creatures up to 8 HD, but has no save. Deathblow and Greater DeathBlow warrior HLAs work instantly kill any creature up to 10 and 12 HD respectively, per hit, with no save, for the duration.

    A HD is equal to a D8 of HP...so a 3 HD creature will likely have about ~24 hp +/- con mods (BG doesn't roll HP for each monster, and instead a particular monster ID will have the same HP). While a 1/2 HD creature will have no more then 4. This is the equivalent of levels for monster classes.

    (Dopplegangers are an exception...normal dopps have 4 HD of HP, but are considered 10HD for spell effects, same for greater Dopps who are 8 HD, and also considered 10 HD)

    Also Liches and dragons are a bit screwy when determining what HD they are...Liches are technically 12 HD, no matter their hp total, but tend to have 20th level spell-casting ability. Dragons are all considered 20 HD, if memory serves, but having varying amounts of HP and their difficulty generally depends on their variety (the shadow dragon is probably the most nasty due to it's breath weapon drains 4 levels per attack, and deals a lot of damage on top).

    Characters that use player classes have HD equal to their highest class level.



    And even a pile of 1 HD creatures can be game ending if they're equipped with ranged weapons and all decide to aim at your PC at once and manage to hit.


    Generic monsters generally have pretty low HD, under 6, unless they're something like Doppelgangers or Ogre magi, or demon knights though named enemies can varying widely in actual level...though their difficulty ultimately comes from knowing if you have the means to counter them appropriately.
    Post edited by ZanathKariashi on
  • FyshFysh Member Posts: 25
    I retried the Teyngan encounter today. Added another fighter to the party and boosted equipment. Changed my spells around a bit. Managed to charm the hobgoblin, and blind the mage. Killed both, but Teyngan seems unstoppable. Resisted sleep, blindness, charm & entangle, and tore through my party. Tried 3 times, but seems like I need to get stronger first.
  • FyshFysh Member Posts: 25
    Well I went back to my F/M game which I played approximately the same amount of time as my specialist mage. My PC is 2/2, but my party NPCs are slightly higher. I picked up Branwen, and journeyed to the Teyngan encounter. Did it first time with little effort. No one even came close to death. Now I know a little more about the game am going to stick with F/M.

    By the way, if I have a +1 bow, does that count as a magical attack or do I need +1 arrows?
  • Fighting_FerretFighting_Ferret Member Posts: 229
    @Fysh The ammunition needs to be magical... the magical bow just helps you to actually hit the target easier. Also a lot of the specialty arrows are considered magical, so not just the +1 variety.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    The enchant level of the launcher only counts if it generates it's own ammo (like Everard's (+2 bullets, hit as +5), Firetooth (X-Bow) (+2 Fire Bolts, hit as +4), etc), otherwise it's whatever enchantment level the ammo is.
  • CaptRoryCaptRory Member Posts: 1,660
    That's an important distinction for those coming from 3rd edition where the weapon applies its enchantment to arrows fired from it.
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