Few tips for IWD's noob pliz :)
Lateralus29
Member Posts: 1
Hello everyone,
I'm a BG player since years but i never play to IWD.
I love NPC and banters so i'm afraid of long silences. I haven't a lot of time but i want to give a try to IWD.
I love to plain my BG's parties from candelkeep to TOB with weapons of choice, NPC etc etc I,m afraid of IWD's random loots and i don't know what are the best proficencies ..
I read a bit here so i have few ideas for my team but i need advice (don't mind spoil for class, loots or proficencies)
I'll maybe try this:
-human Paladin UH long sword
-Fighter/druid multi scimtars? Qstaff?
-Bard long bow
-Figther/cleric gnome? with flail/morningstars?
then it become harder, do i need a sorceror or a bard + a illu/thief gnome is enough?
Maybe a fighter dual is better for GM?
The only thing pretty sure is that i want a paladin a bard and kind of a druid for rp and fun.
I need advices, a lot of
thanks
I'm a BG player since years but i never play to IWD.
I love NPC and banters so i'm afraid of long silences. I haven't a lot of time but i want to give a try to IWD.
I love to plain my BG's parties from candelkeep to TOB with weapons of choice, NPC etc etc I,m afraid of IWD's random loots and i don't know what are the best proficencies ..
I read a bit here so i have few ideas for my team but i need advice (don't mind spoil for class, loots or proficencies)
I'll maybe try this:
-human Paladin UH long sword
-Fighter/druid multi scimtars? Qstaff?
-Bard long bow
-Figther/cleric gnome? with flail/morningstars?
then it become harder, do i need a sorceror or a bard + a illu/thief gnome is enough?
Maybe a fighter dual is better for GM?
The only thing pretty sure is that i want a paladin a bard and kind of a druid for rp and fun.
I need advices, a lot of
thanks
0
Comments
I'd personally go with three fighter/clerics (preferably dualed though multi is fine too), two sorcerers and a fighter/mage/thief. But since you say you want a paladin and a bard and a druid, I'd flesh out your party with a fighter/cleric, a sorcerer and a fighter/mage/thief.
-In the long run you'll find potent magic versions of any weapon but in the first chapters the most reliable profs are morning star, mace , longsword and crossbow.
-Your druid will eventually come across a cool quartestaff , but I would start with scimitar/sling profs for shield defense.
-midgame you find a very good longbow , its wise to have someone proficient in it.
-from mid to endgame you'll come across very powerful axes , and in good quantity so you can have more than one party member proficient if you wish.
-Regarding a backup mage or bard, it is always wise to have two magic users , one for area spells and damage, and one for boosting such as haste and emotion spells (a bard fits like a glove in that role).
- Your paladin will do fine , remember to possess some skill in a blunt weapon such as morning star or mace .
- If its your first time playing IWD you're gonna need a (single, dual or multiclass) thief, as the game has some nasty traps here and there, and decent daggers and short swords.
Other than that , I would just say "go for it". I understand what @jsaving said about scarceness of scrolls but that is valid when you compare IWD to BG2 , in iwd I have had three (single and multi) mages in the party and they were all able to fill their spellbooks with decent spells . Even though the game does lack roleplaying value it is also highly immersive and it makes you think of different tactics that you may not have thought of in Baldur's Gate. Also, the game has a system that randomizes certain treasures , so you never know if what's in a chest will be a magical club or a magic dagger, and that's really cool as well. There are very powerful weapons for sale as well, but you can't really buy them all because they are very expensive (which is actually a good thing).
...
I have few more questions:
-Are there some HLA?
-is GM mandatory or not such a big deal? I don’t know if there are a lot of APR weapons. I don’t know if the goal is to reach 10apr like in BG series ...
And the last one, do you play with the extra-Xp in difficult or very difficult?
GM is not mandatory because you can also beat the game with paladins and rangers or multiclasses who can specialize but dont reach GM. Nevertheless, GM os always good and gives your fighters a clear advantage. If you have a sorcerer in the party you can learn Improved Haste and double your man at arms's attacks per round , but whether it os mandatory or not it depends on your playing style. For instance: At mid levels the spell Haste can help you a lot when fighting mobs, but so can a fireball or web spell, so that's what I mean by playing style. Speaking of mobs, you should prepare yourself for these kinds of fights in IWD and have reliable tanks , potions are also very , very useful.
I have played with extra XP at maximum difficulty in the original version and it's quite nice as you get to end the IWD at higher levels (below 3 million in a party of 6, though) and HoW+TotLM at around 3 million xp. I would keep the extra damage for the extra challenge, though.
Sorry for the double-nickname. I use an old one by mistake.
and when it comes to the "extra XP for higher difficulty setting" i would suggest turning that off, true you might only hit 3 million XP if you finish all of IWD, TotLM and HoW but it makes the game a bit more challenging and fun, i find the game to be to easy, even on insane difficulty if the "extra XP for higher difficulty setting" is turned on
The problem now is to choose the good proficiency to GM
longsword
axe
morningstar/flail
are all good choices
level 9 is not bad... but you could be all the way until chapter 5 before your second class is going to hit level 10
up to you, but for me, never had issues with dualling at level 7
Totally agree, the IWD saga isn't as long as BG/BG2/ToB so if you dual after level 7 (with a party of six) you might miss your previous class usefulness for a good part of the game.