What about this group? (IWD ORIGINAL)
Wisterias
Member Posts: 238
Hi. I'm gonna start a new game (Insane) soon and I want to know what you think about this... (It's the non-EE version so no kits etc)
1. Bard, half-elf, Neutral Evil (evil so he can use the Ring of Dwarven Bone; or maybe Chaotic Neutral... don't know); at least 17 constitution so he can drink the potion that transfers -1 con to +1 strenght. Wide variety of weapons but main will be bow, axe, great sword... Very fast leveling and extra exp for "bard quests".
2. Fighter/mage/thief, Elf; I know, he will take some time to level up... but I like my thieves to be useful xD So I add magic and good Thac0. If I feel the need, I will farm some exp (Ice Golems, etc.) Main weapons, bows, Axe, long sword...
3 and 4: cleric/rangers, my tanks. They get access to SOME druid spells but it takes time and they don't get all of them, I need to get some levels for that, but they are still good clerics from the start... Main weapons ofc slings/flails/morning stars/maces...
5 and 6: fighter/druids, again tanky chars; they will be having all the nice druid spells, and some spells that c/r can't cast like shambling mounds (Stalkers). Iron Skin does not exist in this version of the game... They can shapeshift too. Main weapons; slings/scimitars mostly (Frostbrand+3, Gloomfrost Talon, etc)
Some improvement/change?
1. Bard, half-elf, Neutral Evil (evil so he can use the Ring of Dwarven Bone; or maybe Chaotic Neutral... don't know); at least 17 constitution so he can drink the potion that transfers -1 con to +1 strenght. Wide variety of weapons but main will be bow, axe, great sword... Very fast leveling and extra exp for "bard quests".
2. Fighter/mage/thief, Elf; I know, he will take some time to level up... but I like my thieves to be useful xD So I add magic and good Thac0. If I feel the need, I will farm some exp (Ice Golems, etc.) Main weapons, bows, Axe, long sword...
3 and 4: cleric/rangers, my tanks. They get access to SOME druid spells but it takes time and they don't get all of them, I need to get some levels for that, but they are still good clerics from the start... Main weapons ofc slings/flails/morning stars/maces...
5 and 6: fighter/druids, again tanky chars; they will be having all the nice druid spells, and some spells that c/r can't cast like shambling mounds (Stalkers). Iron Skin does not exist in this version of the game... They can shapeshift too. Main weapons; slings/scimitars mostly (Frostbrand+3, Gloomfrost Talon, etc)
Some improvement/change?
-1
Comments
for the cleric/ranger i would go with morningstar/warhammer, just because the morningstar +4 defender is an amazing melee weapon if you luck out to get it, and then the 2nd best crushing melee i would say is the star forged warhammer +4 that is also if you luck out to get it ( both weapons offer amazing resistances) plus morningstars and warhammers are more common than maces ( although the 3 white doves in HoW is absolutely insane )
for the fighter/druid i would do daggers before scimitars, there are a lot of daggers in IWD especially ones that do lots of poison damage, and not too many enemies are immune to poison ( except for undead maybe ) but the thing about scimitars is, if you do not luck out and get the 1/4 chance scimitar from the reward in kresseleck's tomb, you will have to wait until chapter 5 before you get the option for another magical one
other than that, solid
Yes I know, those are random loot, but for that I do some search first, I enter the area and go to check the loot casting invisibility or sanctuary on me or using invisibility potions, if i'm not happy I reload and re-enter the area. In the case of the potion I save, kill Kerish and see if he's gonna drop it, if not I reload/re-enter. Same with the ring, I kill those enemies and of they don't have the ring, I reload/re-enter. Same with Kaylessa. It's tedious sometimes but nvm.
I got a great roll for my bard, 18 18 18 18 10 18 😱. 100pts. If I do HOF with this group I can drink another potion of -1 con +1 strenght.
In the end I have 1 bard, 1 f/m/t, 1 fighter/druid, 3 cleric/rangers. Yes, the weapons for the c/r are pretty clear. For the f/d mmm... The lucky scimitar is pretty decent from the start. Since it's not IWD-EE, can't dual-wield, so... Anyway I took scimitar (well, long swords) first, maybe I will take dagger at some point, it's true there are a lot of good ones in this game.
Original IWD is included in the supported games it seems. I never play IWDEE without this mod now.
I have some kind of... Allergy to mods in classic video games 😆, I mean, I even had trouble getting used to the EE versions of these classics.
What I do is... I Accept the random loot 80/90% of the time but I do the reload thing for some items only.
as yes, i completely forgot about conlans special weapons, its so rare for me to use that i usually just forget them haha, although i like using the giving star with cleric/class types, i find it heals quite often and that extra str boost is quite nice
For comparison here's my current run:
Paladin (Long sword, Crossbow, Axe)
Cleric/Ranger (Flail, Sling, Hammer, Mace)
Fighter(7) - > Druid (Scimitar 5*, Dart)
Fighter/Thief Halfling (Long sword, Long bow)
Invoker (Autolearn/spam damage spells)
Bard Half-Elf (Spam songs, spell buffs, utlitity)
Maybe not optimal, but covers all bases and keeps me engaged!
Human: Paladin (Cavalier) - Long Sword + Shield. Tho, I did use the Trollslayer sword. Flail vs. undead.
Human: Paladin (Undead Hunter) Long Sword + Shield, Long Bow. Morning Star vs. undaed.
Human: Paladin (no kit) Long Sword + Shield, Long Bow. Morning Star vs. undaed.
Half Elf: Cleric/Mage (Summon/Heal Spells) Morning Star + shield, sling for range.
Half Elf: Cleric/Mage (Party Buffs/Direct Damage Spells) Morning Star + shield, sling for range.
Halfling: Fighter/Thief (Range/Trap Finding) Short Sword + Shield. Light Crossbow. Warhammer for Undead. DW Short Swords.
Not the most imaginative group, but it worked very well and covered all the basis. Honestly, I could have dropped the un-kitted Paladin for a Cleric/Ranger or Fighter/Cleric and dropped a Cleric/Mage for a Bard. That might be my next group just for fun.
Hi, well you know? In the EE's I go 5 sorcerers (DD) 1 f/m/t lol, but in the originals mages are so limited (scrolls, few high level spells to use..) so I prefer to use the magic more like buffs and utility... So multis are fine. But at the same time I want all my chars to have arcane or divine magic.
Nice, well I'm playing the non-EE version so paladins have no kits 🙃 but looks fine.
When I played this game before the EE version was available, I had 3 regular paladins, 2 cleric/mages, 1 fighter/thief. It wasn't my original group, it was my second one. I noticed that my lone paladin in my original group was the #1 target and died before my other characters got a scratch. I tried playing more, but got frustrated and made my second group.
I swapped my fighter and fighter/cleric for 2 additional paladins. I figured the attention would be split between three of them, I was right. I dropped my bard for a second cleric/mage. The rest is history.
So very true. Even with EE version, I really don't use kits unless I am messing around with an RP idea. So, I thought I would test out the cavelier and undead hunter. I didn't notice much of a different save for my cavelier couldn't use bows and my undead hunter couldn't use lay on hands.