IWD: all-fighter party?
I was thinking something mildly retarded among the following lines:
Fighters kick ass
Hence 6 fighters would kick ass * 6
Then the neurons kicked in and the following doubts materialized in my mind:
- A rogue is necessary (I guess?), so one of the fighters could multi/dual to thief
- Perhaps I'd be missing on class/stat-specific quests, I don't the game well enough to tell?
- Perhaps I just won't have that many great weapons and armors to equip all these guys
Any thoughts? I'd like to make a really melee-heavy party but not miss on too much of the quest content and still have it be "balanced".
Fighters kick ass
Hence 6 fighters would kick ass * 6
Then the neurons kicked in and the following doubts materialized in my mind:
- A rogue is necessary (I guess?), so one of the fighters could multi/dual to thief
- Perhaps I'd be missing on class/stat-specific quests, I don't the game well enough to tell?
- Perhaps I just won't have that many great weapons and armors to equip all these guys
Any thoughts? I'd like to make a really melee-heavy party but not miss on too much of the quest content and still have it be "balanced".
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Comments
Fighter does not automatically equate to melee. Two archers (One with longbow and one with crossbow perhaps?), two two handers, and two shield users should keep you covered.
Yeah you need one rogue.
Don't think you NEED any specific other class to beat the game or or extra quests, but some classes unlock extra dialogue, rewards, xp, whatever.
i did something like this once. the only things i changed was i took out two of the fighters and replaced them with a paladin (leader) and a ranger and then i took out the fighter/mage and fighter/thief and instead had a fighter/mage/thief and one pure cleric. it's so much fun! especially against swarms of enemies like the lizardmen, yuan ti, wights in the cave before the Marilith general's area and the wights at Dorn's Deep w/ the lich. never bothered with turn undead because it was too much fun watching everyone go to work. what's nice about a fighter party is that you can use a lot of the weapons effectively instead of just picking them up and selling them at Kuldahar (which is nice as well) I took that team from IWD to HoW and TotL then back to IWD. it was epic. the only real issue i had was keeping all my melee guys (which was everyone except the ranger) up to date with good gear. there's only so much full plate mail at the Spine of the World apparently -.-
You do miss out on some opportunities if you lack other classes, but nothing to stop you from winning the game.
1 Pally - Leader/Healer
2 Shield Tank fighters
2 Barbarians for DPS - (Don't let them forget their Miniature Giant Space Hamsters!)
1 Thief, level thief stats up to get through the game and then dual to a fighter
Originally I had 2 ranger archers in there but this sounds a lot better I think if you are going for an all-melee brawl in your game.
1) human fighter3/druid dualclass (+++ sling, ++ sword) 18/..-18-18-3-17-17
2) human cleric5or9/illusionist dualclass (sling, mace, hammer, flail) 14+-18-16-18-15+-3
3) human ranger7/cleric dualclass (++ sling, ++ mace, ++ flail) 18/00-18-18-3-18-3
4) half-elf bard (bow, halberd, greatsword, crossbow) 14+-18-16-18-3-15+
5) dwarf fighter/thief (++ bow, ++ dagger, ++ long sword) 18/00-17-19-useless
6) gnome axe fighter (good aligned, +++++ axes, ++ bows) 18/00-18-18-useless
It's a bit far from my pure fighter party idea but there are still three fighter-based characters + 1 ranger-based one, and it has good class variety. The gnome fighter is truly kickass once he equips the Helm of the Trusted Defender (-3 AC wut?), although I haven't found any magical axe yet. The only problem with cleric5 dual-class is that my cleric hit level 5 midway through Kresselak's dungeon, where I still was heavily reliant on Turn Undead to stay alive. Needless to say the rest of the dungeon was a royal pain in the ass.