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Want to do some different four man party

Hello!
I apologize for posting so many ideal party threads, but i am not sure which to play.
I want to play either a blade or a F/M/T or a sorcerer.
I really need some person who can steal.
I also REALLY want a romance option which is fun.
It doesnt have to be the strongest party in the world, but it should be fun and challenging to play.
Bonus if Mazzy is in it (I love Mazzy)

Comments

  • jmerryjmerry Member Posts: 3,882
    There is no such thing as an ideal party. Just pick something and start playing.

    Some parties require advance planning, but that's tied to some specific objective. For example, when I built my fire-themed party, I made detailed plans for how they would achieve fire immunity, and what that meant for party selection. There isn't enough fire resistance gear to make everyone immune with just generally available equipment, after all; I need specific NPC gear and class/kit abilities to make up the gap.
    You don't seem to have any specific goal for your party other than "effective", and that's just too broad to work with.
  • Sloty1984Sloty1984 Member Posts: 147
    edited September 2023
    I want to play either a blade or a F/M/T or a sorcerer.
    I really need some person who can steal.
    I also REALLY want a romance option which is fun.
    It doesnt have to be the strongest party in the world, but it should be fun and challenging to play.
    Bonus if Mazzy is in it (I love Mazzy)

    Sorry but these are my fundamentals
  • YigorYigor Member Posts: 811
    jmerry wrote: »
    There is no such thing as an ideal party. Just pick something and start playing.
    /quote]

    Absolutely. You can play 100 times and still find some improvements, new tricks and additional tactics. 👈
  • Sloty1984Sloty1984 Member Posts: 147
    How can I keep good and evil aligned npcs in one party without someone leaving at a point?
  • Sloty1984Sloty1984 Member Posts: 147
    Which profiencies would you give Anomen?
  • Sloty1984Sloty1984 Member Posts: 147
    What do you think about:
    Blade Charname
    Nalia Mage
    Anomen (which weapons should I specialice him)?
    Mazzy as archer (which weapons should I specialize her into later)?
  • jmerryjmerry Member Posts: 3,882
    Anomen: Must use cleric weapons. Starts with mace specialization - improving that is an obvious choice. If you don't like maces, pick something else and stick with it. While you might dual-wield in the late game, it'll be a long time before that's a reasonable option, since he doesn't start with any proficiency and improving his primary weapon is the higher priority. Until then, stick with shields.

    Mazzy: Pick a melee weapon nobody else has dibs on, and dump your proficiencies into it. Anything works, and this choice is only constrained by the plans of your other party members - so, for this party, anything but Anomen's specialty.
  • Sloty1984Sloty1984 Member Posts: 147
    Is CHARNAME or Anomen better to take Flails in my party?
  • Sloty1984Sloty1984 Member Posts: 147
    What are the disadvantages to take Neera?
  • Sloty1984Sloty1984 Member Posts: 147
    What are the disadvantages to take Neera?
    Why is she better than Nalia?
  • Sloty1984Sloty1984 Member Posts: 147
    What do I need to do to romance Neera?
  • Sloty1984Sloty1984 Member Posts: 147
    Can someone explain how the wild mage works?
    How can I make her casting reliable?
  • jmerryjmerry Member Posts: 3,882
    edited September 2023
    As a wild mage, 5% of everything you cast becomes an unpredictable wild surge. In exchange, you get the same extra spell slot as a specialist without having to give up any schools. Wild surges roll d100 and reference a table (reproduced in the manual) for the result. Rolls of 100 or more result in the spell being cast normally; there are several ways to increase your rolls, including an inherent bonus equal to the wild mage's level.

    Wild mages also gain access to a few unique spells. The two "chaos shield" spells offer bonuses to wild surge rolls, while the level 1 "Nahal's Reckless Dweomer" lets you choose anything in your spellbook and attempt to cast it ... at the cost of that spell automatically becoming a wild surge.

    And finally, spells that a wild mage casts get their casting level randomly modified. Cast a Magic Missile at wild mage level 5, and you might get a casting level 1 MM for one missile or a casting level 9 MM for five missiles.
    Sloty1984 wrote: »
    How can I make her casting reliable?

    You can't. The best you can do is stack surge roll bonuses and reduce the risk of losing spells to wild surges by increasing the chance that you overflow off the top of the table into "spell cast normally" results. You can't ever stack enough bonus to completely eliminate the risk, though.
    As for the casting level changes, you can't directly mitigate that. However, it can only go so far (up or down at most 5), and spell effects are capped at casting level 20. Get to epic levels, and the changed casting levels won't make any difference.
    Post edited by jmerry on
  • YigorYigor Member Posts: 811
    Sloty1984 wrote: »
    Can someone explain how the wild mage works?
    How can I make her casting reliable?

    LoL 😹 The whole point of wild mage gameplay is to get funny uncontrollable effects. You can accidentally change you sex, lose almost all your money (or, inversely, get tons of gems) or summon a mighty demon from Nine Hells. 🤣
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