No warriors party
Zeckul
Member Posts: 1,036
Here's an interesting constraint: build a party without any warrior class
- No Fighter or Fighter kit
- No Paladin or Paladin kit
- No Ranger or Ranger kit
- No Barbarian
Additionally:
- No more than 1 cleric
I started a game with this party:
- Half-Orc Cleric of Lathander, plays the role of tank. 18 dex and 16 constitution are of the essence. Could have gone with dwarf or gnome too, but 19 strength is always nice to have.
- Elven Assassin as thief and damage dealer, bow expert. 19 dex and sneak attack ftw.
- Human Avenger, versatile but fragile caster.
- Half-elf Bard
- Elven Sorcerer
- Human Sorcerer
As you can see this is heavily skewed towards arcane magic, I like arcane magic Been playing with this on Insane for a few hours, the 3 ogres group in the starting cave fell easily to a well-placed Color Spray (deals with the Ogres) and Entangle (deals with everything else). Requires a lot of micromanagement but should be a fun challenge. Fighters make the game easy.
How would you do it?
- No Fighter or Fighter kit
- No Paladin or Paladin kit
- No Ranger or Ranger kit
- No Barbarian
Additionally:
- No more than 1 cleric
I started a game with this party:
- Half-Orc Cleric of Lathander, plays the role of tank. 18 dex and 16 constitution are of the essence. Could have gone with dwarf or gnome too, but 19 strength is always nice to have.
- Elven Assassin as thief and damage dealer, bow expert. 19 dex and sneak attack ftw.
- Human Avenger, versatile but fragile caster.
- Half-elf Bard
- Elven Sorcerer
- Human Sorcerer
As you can see this is heavily skewed towards arcane magic, I like arcane magic Been playing with this on Insane for a few hours, the 3 ogres group in the starting cave fell easily to a well-placed Color Spray (deals with the Ogres) and Entangle (deals with everything else). Requires a lot of micromanagement but should be a fun challenge. Fighters make the game easy.
How would you do it?
6
Comments
I also like to abuse the hell out of trap setting so that is key for me.
My last playthrough was wizard slayer (in retrospect a very weak choice, but I hadn't played the game in years and just got through a BG trilogy play where arcane casting enemies were some of the toughest fights), Dwarven Defender, Lathander priest, Thief (no kit), Dragon Disciple (who by the time he gained 100% fire resistance could easily solo just about any hoard), and a mage/cleric dual for some redundancy in healing/buffs and for the ability to actually carry a larger assortment of mage spells.
I'm definitely glad I didn't ONLY pick sorcerers for arcane casters since there's a big variety of useful spells or some that might just be fun now and again that are worth having in the spellbook.
I recall a couple battles where all your party's buffs are dispelled when walking in the door on them in the expansion pack section.... that might be rough, otherwise I don't see you having much trouble if you know how to play the classes you've picked.
Blade (decent warrior/mage)
Sorceror (boom!)
Totemic Druid (healer with free summons)
Assassin (ranged poison, and traps. The swashbuckler gets the thief skills)
Skald (can fight in a pinch. Does buffing magic, gives much needed bonuses)
All elves or half-elves for a theme.
Its like ewoks tripping AT-STs, except the Chicken Walkers are ogres.
Elf Shadowdancer (my sneaky sneaky)
Elf Totemic Druid (my summoner)
Elf Priest of Lathander (my undead exterminator)
Totemic druid makes armies of summons, shadowdancer leads said animals through dungeons.
Priest of lathander because of "turn undead" and healing in case something goes wrong.
Swashbuckler: prolly shorty for the saves or human for dualing to mage
Blade: defensive spin is a good option.
Cleric or cleric kit: dwarf. Singleclass for best turn undead possible.
Druid: unsure if totemic or avenger. Either would work really, but I lean towards totemic.
Sorceror: yeah they are too good to not include ofc.
Bard: Unkitted or Skald if dualing the swashie, otherwise I would use an unkitted mage for some more arcane. If not for the restriction of only one cleric I would have brought a C/M for some redundancy in arcane and divine spells.
It's better not to continue your argument before it crosses the line.
This is kind of irrelevant now that we have IWD:EE, but in the original Icewind Dale, with Heart of Winter installed, a six pure mage playthrough was NOT fun, because of this one reason: you couldn't rest in Yxunomei's lair!
That was a BIG annoyance. It meant that whenever you wanted to rest (which was often if you were using a pure mage party, because you would rely totally on your spells and eventually they'd run out), you'd have to go all the way back through the area to Marchon of Waterdeep. And of course in order to do that you'd have to go through the traps and hope that none of your six characters step on any, because if they do they would quite possibly get confused AND poisoned. Confused characters can't drink antidotes, and pure mages can't cast Neutralize Poison. If that wasn't enough, pure mages can't disarm those traps, and unless you have the Wand of Trap Detection or have memorized where the traps are, then yeah.
Sorry if that was off topic. What's important for this thread is that I think all-mage playthroughs are fun in IWD:EE and more people should give one a try.