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How tips on mitigating damage?

Ok, So I'm currently on Chapter 9 on SoD, and Minsc who is my main tank is suffering so many critical hits from enemies in the area, and mainly because they're scoring so many critical hits. Either they have 10% to crit, which with a large number of enemies, does add up. Or, they have such a high number of attacks per round.

I find myself having to use up my entire day's worth of healing on each encounter and Minsc only has 1x Armour of Faith, and Jaheira 1x Ironskin which again. Is useful for one encounter.

Am I supposed to have to stop and rest, after every single encounter? To me, that breaks the immersion. :/

Comments

  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    Does wearing helmets not prevent critical hits in SoD?
  • lunarlunar Member Posts: 3,460
    edited April 2016
    Simple. Do. not. melee. with Minsc and Jaheira. Use summons and missile weapons. Buy acid arrows, their damage is the old bg1 one:a lot! While enemies are busy with your summons, have all your (preferably hasted) party attack with acid arrows or fire bullets. In my game Corwin and Minsc and my archer finished off enemies so fast with their acid arrows, they avoided a lot of damage. Acid arrows wreck anyone not requiring +2 enchantment to hit. When you are of high lvl use web and cloudkill, Dynaheir excels at this, her web is very sticky. (Invoker speciality!)
  • Incantus89Incantus89 Member Posts: 28
    Well first of, as someone said already helmets. 2ndly, give him a solid mace and a shield if you want him on the front line, you need an absurd AC to survive against multiple oponents, especially considering minsc has somewhat lackluster CON.
  • SeveronSeveron Member Posts: 214
    edited April 2016
    @lunar Well yeh. I could memorise what few mage spell slots I have to summon creatures that last one encounters worth and like I say, unleash every spell avaliable to me. The thing is, I would then end up having to rest after 2-3 encounters to replensish my spells which to me is silly.

    Party wakes afresh at 7 to do a days adventuring. Comes across a band of orcs, and defeats them. Ah look, my spells need rememorising. Time to sleep guys. at 8 am...


    Crits prevent the massive damage being taken, you only take the regular damage but you still take it nontheless.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Severon: A sensible adventuring party might not go to sleep at 8 am, but they also wouldn't keep adventuring without valuable spells memorized. They'd likely spend the next 12 hours someplace safe (well away from the dungeon in question) before finally resting... rather than going on to the next fight at, say, 9 am. If an adventurer is smart, they'll rest as often as they can get away with, because they know their lives depend on fighting at full strength.

    I might not want to go to bed at 8 am, but if it reduced my chance of dying a violent death, I'd do it anyway.
  • woowoovoodoowoowoovoodoo Member Posts: 150
    edited April 2016

    @Severon: A sensible adventuring party might not go to sleep at 8 am, but they also wouldn't keep adventuring without valuable spells memorized. They'd likely spend the next 12 hours someplace safe (well away from the dungeon in question) before finally resting... rather than going on to the next fight at, say, 9 am. If an adventurer is smart, they'll rest as often as they can get away with, because they know their lives depend on fighting at full strength.

    I might not want to go to bed at 8 am, but if it reduced my chance of dying a violent death, I'd do it anyway.

    From Alveus Note 06 (SoD content, flavor text. An author writes a book about magic):
    (The following notes are written in meticulous point-form.)

    - Always stay at the back of the party. Monsters rarely attack from the rear.
    - Middle, Middle is good too. Surround yourself with hulking companions in full plate armor.
    (Here follows a doodle of a stick figure in a pointy hat surrounded by armored individuals carrying enormous swords.)
    - Can also follow way behind group. Say one hundred yards. Cast spell from a distance and join in when the looting begins.
    - Perhaps one mile behind party? They can scream if they need help.
    (The next few points are scratched out.)
    - Could just stay home.
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