Is four too few?
Nonnahswriter
Member Posts: 2,520
I've been brainstorming ideas for an Icewind Dale EE playthrough, and I dug up some old character sheets my very close friend and I made in our early tabletop days. We had two characters each, while my mom was the DM, played in (conveniently) 2nd Edition. So I thought, "How cool would it be to revisit these awesome characters again in the icy wastes of the Dale?"
I've heard you can beat the game with any number of characters in a party. I always preferred a full-party run because I love making characters, but I've only got four to work with this time, and I'd like some opinions. The characters are:
Zarr, a halfling thief.
Ashelia, a human cleric.
Amara, a half-elf mage.
Todd, a human ranger.
I already know that thieves are kinda lack-luster. Might make Zarr into a fighter/thief instead. But otherwise, will this allow enough coverage, even with so few characters? I don't mind a challenge, but I don't want to create a party that's doomed to fail from the very start.
Thanks for reading!
I've heard you can beat the game with any number of characters in a party. I always preferred a full-party run because I love making characters, but I've only got four to work with this time, and I'd like some opinions. The characters are:
Zarr, a halfling thief.
Ashelia, a human cleric.
Amara, a half-elf mage.
Todd, a human ranger.
I already know that thieves are kinda lack-luster. Might make Zarr into a fighter/thief instead. But otherwise, will this allow enough coverage, even with so few characters? I don't mind a challenge, but I don't want to create a party that's doomed to fail from the very start.
Thanks for reading!
Post edited by Nonnahswriter on
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I wonder if anyone is batty enough to run 6 threesome multis in IWDEE. Cuz that'd be bonkers.
And cry trying. TT_TT
Why have 7th level spells when you can have TONS of 1st, 2nd and 3rd level spells? Damn, I've been doing it wrong!!
Todd is a simple man. Some may even call him a bit..."derpy." Born and raised a carpenter, he always dreamed of living as a part of the wild, one of the king's rangers. Always humble, always honest, and always strives to do what's right. Yet his lack of wits and wisdom leaves him a bit slow when it comes to "seeing the big picture." He's not one for detailed plans or sneaky schemes--give him a target, and he'll shoot. When he, among a few others, were captured by pirates and left for dead on an island, Todd's charisma and natural leadership skills led him and his party out of danger, and eventually found them a ship back to the mainland. His friends call him "Head-Loppin' Todd," for during their adventures, he defeated many foes, often with a swift cleave to their heads.
Ashelia began her career as a cleric of Thor, but when pirates kidnapped her and stranded her on an unknown island, her god did not hear her pleas. As they explored the island, they came to discover abandoned temples to a lost goddess--overgrown, fractured, and tainted by the feces and filth of goblin and orc hordes. Pitying the goddess, Ashelia cleaned the temple the best she could, and offered prayers to the altar, no doubt the first visitor in many years. In her sleep, the goddess granted her a vision of her true self--the triple goddess Brigit, lady of fire, hearth, creativity, fertility, and healing. As thanks for her patronage, Brigit blessed Ashelia and her friends for the rest of their journey, and even saved Ashelia's life when she'd been cornered by the island's zombie king. After she returned to the mainland, Ashelia vowed to serve Brigit instead of Thor, and rekindle the goddess's broken faith. She's never looked back.
Zarr likes gold. Though a born hunter and fisherman, he loved the glint of gold, and grabbed whatever shiny thing he saw that wasn't tied down. So while the other captives worried over how to get back to the mainland, how to retrieve their gear, how to survive this gods-forsaken island in the middle of nowhere, Zarr fantasized over the treasure that could be found, and how much he could carry with him. During their travels, the team quickly realized that their pirate captors had been overrun and slaughtered by orcs and goblins. Two different monster tribes, who didn't seem to like each other very much. Zarr, ever the sly one, suggested when the party had been cornered: "Well, if the goblins an' orcs hate each other so much, why don't we just let 'em kill each other instead o' us?" The party agreed to his plan--they caught the attention of both warring factions, and led them down an inter-joining hallway. Upon seeing each other, the monsters forgot their chase on the adventurers and turned their blades on each other, allowing the party to slip away (and loot the corpses when they'd finished). Back on the mainland, his search for treasure never stops.
Amara is a bit of the quiet sort. She abandoned a career as a meager forester in favor of the arcane arts she'd inherited from her elf blood. Unfortunately, she was still but a mageling when she'd been kidnapped by pirates, and could do little to defend herself against the monsters. Amara tends to put herself before others, and maintains a cautious, bitter attitude, always the first to sigh and shake her head at "idiocy." But, as much as she may hate to admit it, she may never have gotten off the island without the help of her party members. Over the course of their adventures, as Todd, Zarr, and Ashelia have proven themselves time and again, Amara has chosen to stick with them--even come to like them a little--while slowly gaining her own magical powers. Amara is determined to never be that helpless again, and strives to grow stronger with each passing day. Until, perhaps, she no longer needs her companions, and she can venture out on her own, just the way she likes it.
I think they were all dualed at 3 or 5 can't remember... As soon as they got back their fighter lvls, it was beyond easy... The mage rocked 2 handed and elven chain mail... I stopped playing right after severed hand, cause it was too easy
When the Mage will reach 8th level spells, the triple class will reach 6th level spells. It's arguably better to be a triple class, the synergy and added benefit is too good.
Fo seriouz, would you rather cast Chain Lightning or Horrid Wilting???
Cool thought though, in IWDEE you can just rock a Sorcerer!
I can't remember--is Find Familiar in this game?
Sneaky sneaky!
One is the lost temple and in that case, there are better items, such as magic launchers, to get instead.
And if we take an extreme exemple, at 405,000 xp, the Mage is level 11 with level 5th spells, while the F/M/T is level 9 Mage and also has level 5th spells.
To not derail the thread too much, I would say that your 4 man party should be enough to play through the game, every role is represented.