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Shortest Black Pits game ever

lunarlunar Member Posts: 3,460
So I spent the good portion of an hour rolling up characters for Black Pits..A spiffy wild mage, a charismatic and agile swashbuckler, a fearsome halforc barbarian, an elven archer, a human monk, and a she-wolf shapeshifter. I rolled and rolled hundreds of times just to get the stats I like.

Finally we entered the pits, three tasloi came rushing in as usual. My super monk (STR 18, DEX 18, CON 16) could martial arts them to death, heck my shapeshifter could turn wolf and rip them apart easily. But what did I do? Ordered my wild mage to cast a sleep spell. Yeah, all great stories start with a wild mage casting the most basic of spells, right?

Needless to say, it wild surged into a fireball and it wounded all of my characters down to 1 HP. Game paused:badly wounded. I unpaused and all of them collapsed one by one, and the game ended, returning me to main screen. :facepalm:

Worse still, there was no auto save to load so my characters were gone for good. And I spent so much time rolling them!

Anyway, I wanted to share this with you and I wonder if anybody failed at the initial battle of Black Pits like I did? Even I am the first one to fall at that point, I think an auto-save at the start of the game could have been nice, to salvage neatly rolled up characters. ^^
Post edited by lunar on

Comments

  • ajwzajwz Member Posts: 4,122
    At least you'll always have the memories :p
  • rdarkenrdarken Member Posts: 660
    Aww /comfort

    Sometimes making the characters is the most fun, anyway. Right?
  • lunarlunar Member Posts: 3,460
    Heh, thanks. Yeah sure, but then again it felt kinda..sad. Deaths are supposed to be non-trivial in a game like this thanks to loading and all...

    Umm, I could have saved them by exporting all of them when the game was auto paused, right? Then I could have imported them anew in a new game. I got excited thanks to that unexpected fireball and unpaused the game, only to watch them fall..at least the fireball got the taslois too. Small consolation, I know.
  • LennisLennis Member Posts: 34
    edited December 2012
    Two rules when rolling a wild mage:

    #1: Be liberal with your saves.

    #2: First read rule 1

    Honestly, the wild mage is overrated, and your experience illustrates why. In PnP there are no reloads. Why risk summoning a pit fiend every time you fling a magic missile? (The first time might be funny, but throwing away an awesome character on one roll of the dice can kill the laughs pretty quick.)
  • GruloGrulo Member Posts: 109
    I would never group with a Wild Mage in PnP, that's for sure.
  • AstafasAstafas Member Posts: 448
    But you did get a funny story to share. :-D
  • triclops41triclops41 Member Posts: 207
    I spent a long time rolling a fighter/mage/cleric for a solo run who died in two hits...:(
  • SylonceSylonce Member Posts: 65
    Your story alone is worth the short play. Well done :D
  • PantalionPantalion Member Posts: 2,137
    edited December 2012
    Simple rules when playing with a Wild Mage:

    #1: Never stand within fifteen feet of a casting Wild Mage. At low levels they explode quickly and without warning.

    #2: Don't be Reckless unless you've got a good reason to be. In fact, don't even cast unless it's going to win you a combat (this should be the basic rule of mages anyway). If you do Reckless, double rule 1 distance and have your wild mage parked a ways away.

    #3: For routine spells like Fireball, consider a wand, mages are too important to waste spell slots on simple damage spells anyway.

    #4: If you're going to need to cast a lot, or be Reckless at all, Chaos Shield first without fail.

    #5: Whilst the added power will help most of the time, remember that you are riding a bell curve, and be prepared with contingency plans and tools for the off-chance that things go awry. Summon a Pit Fiend? Pop a Protection from Evil and run, run you fool. Your vital spell that the combat hinged on failed? Then your plan needed work anyway.

    That's about it.
  • GruloGrulo Member Posts: 109
    I do admit i had fun once... but only once... playing with Neera. She did summon the Pit fiend in the middle of a battle, and i killed the beast. Made me feel like a badass.

    After killing the beast i killed Neera of course.
  • BelgarathMTHBelgarathMTH Member Posts: 5,653
    @lunar, you didn't actually fail, other than in putting a wild mage in your party. Wild mages are death. Absolute idiocy, unless you enjoy reloading over and over. Wild mage = automatic fail.
  • PantalionPantalion Member Posts: 2,137

    @lunar, you didn't actually fail, other than in putting a wild mage in your party. Wild mages are death. Absolute idiocy, unless you enjoy reloading over and over. Wild mage = automatic fail.

    That's as illogical as saying that Wild Mage makes you automatically win. They're a gambling class, they do not automatically, nor inevitably surge, there is a clear and finite probability of doing so, and a clear and finite probability of it never causing any negative surges.

    Only the poor craftsman blames his tools, as it were.
  • rdarkenrdarken Member Posts: 660

    @lunar, you didn't actually fail, other than in putting a wild mage in your party. Wild mages are death. Absolute idiocy, unless you enjoy reloading over and over. Wild mage = automatic fail.

    I really, really do not understand why this kit was added lol
  • BelgarathMTHBelgarathMTH Member Posts: 5,653
    edited December 2012
    @Pantalion, naturally, I disagree. We're talking about a chance of DEATH.

    Suppose you had a six shooter, and you were asked to play Russian Roulette with it. Four chambers are empty. One contains 100,000 dollars. The last contains a bullet to your brain. If you die, neither you nor your heirs receive any money.

    Only a fool would take those odds.

    In a game of Baldur's Gate as a wild mage, you are going to fire that gun, again and again, over and over, hundreds if not more than a thousand times.

    You WILL die. It is only a matter of time, if you are stupid enough to keep firing that gun.

    Your "logic" would only work if there were only money involved, to win or lose, to become rich or go broke, and you could gamble to your heart's content, go earn some more money if you went bust, and come back to gamble again.

    There is nothing "logical" about your argument.

    Again, we are talking about DEATH.

    Unless, of course, you have the ability to "reload" as many times as you want. and thus have unlimited "do-overs". That would be like going to Las Vegas with a bottomless bank account. Of course, if you had that, what would be the fun of gambling? What would you stand to gain?

    Life doesn't work that way, and neither does a no-reload or minimal reload BG game.

    So, the issue comes down to whether you care about reloading the game or not. Logic has little to do with it. It's just a matter of play preferences. In the case of the wild mage, it's a matter of comedy of errors. "Ha, ha, ha, that was really funny, I and everyone I care about are now dead, but so what, since it's just a video game, and I can reload as many times as I please. Let's see what funny way we all die next."

    Puh-leeze.

    But, to each their own, of course.
  • PantalionPantalion Member Posts: 2,137
    As mentioned above, there are simple rules to alleviate the dangers of surges without the nancyboy method of reloading, including the fact that with Adoy's Belt my Wild Mages tend towards a Polymorph save of -2. If I may, allow me a different simile.

    Here, you have a miracle drug.

    This Miracle Drug instantly and permanently improves your performance without the limitations such specialisation normally brings, it gives you the ability to succeed in things you couldn't normally dream of, it lets you do things nobody else can do.

    But there are side effects. It randomly causes fits, and almost always does if you're attempting the impossible. If one happens when you're not prepared for it, then you may die, or people may be hurt. You know all the possible outcomes that might happen with a fit, and most are benign, but some can be dangerous, and if one happens whilst you're doing something important, you may let everyone down. There are no guarantees in life, and about one perfomance in twenty causes a fit, but the longer you take the drug, the more often the benign effects will happen and the less often you'll suffer effects at all.

    So what do you do? Do you cast aside the chance of ultimate power, or do you determine the possible effects, always accounting for the chance of failure or mishap, and work the odds to maximise the benefits in your favour as much as possible?

    It's worth keeping one thing in mind:

    There are no guaranteed death effects on the Wild Surge table.

    In your Russian Roulette example, it's your choice whether you wear a helmet, or even to point the gun at your own head. You know there are bullets in there, but you do have the tools to prepare and handle that eventuality.

    If you're not up to the forethought, planning and caution to mitigate risk to make Wild Magic work in your favour then yes, you'll probably get yourself killed, but just because you didn't avoid it, don't make the logical leap of assuming that you couldn't have avoided it.
  • BelgarathMTHBelgarathMTH Member Posts: 5,653
    edited December 2012
    @Pantalion, first of all, there ARE guaranteed death effects on the table. Petrify Self.

    Second of all, I will change my mind, agree with you, and compliment you on how right you are and how wrong I am, when you show me a screenshot-documented no-reload BG run as a wild mage, or with Neera in your party.
  • PantalionPantalion Member Posts: 2,137

    @Pantalion, first of all, there ARE guaranteed death effects on the table. Petrify Self.

    Second of all, I will change my mind, agree with you, and compliment you on how right you are and how wrong I am, when you show me a screenshot-documented no-reload BG run.

    Petrify is not guaranteed, it is a 1-in-20 chance of automatic save failure, and there exist spells that protect from petrification. Secondly, there is no Petrify Self. There is "Target is targetted with a Flesh To Stone spell", which is a different matter entirely.

    Concerning the latter, four questions:
    No reload due to wild surges, or no reloads for any reason? The first is simple, the second tends to get tedious if you happen to lose concentration for a second due to a screaming three month old kicking you in the shins.
    Wild Mage Neera, Wild Mage Charname, both, can I run the PnP legal Wild Mage kitted multiclass or would you require me to snooze through the game single classed?
    Solo or is partying fine?
    Just the main plot, or do you want me to run through Durlags, Aec'Letec and Werewolf Island too?
  • BelgarathMTHBelgarathMTH Member Posts: 5,653
    @Pantalion, any start-to-finish no-reload will do. You should be the wild mage, with or without Neera. Feel free to skip any and all TotSC content. No multi-class. Vanilla BG:EE only. Document your progress.
  • The_CheesemanThe_Cheeseman Member Posts: 175
    Wild surges aren't a bug, they're a feature. If you require reliability and consistent performance, why are you playing a Wild Mage? The kit is designed for people who enjoy the randomness and consider the occasional reload a small price to pay for the hilarity of occasionally dropping a cow on somebody. It's not objectively bad, you just have to be the right audience to enjoy it!
  • lunarlunar Member Posts: 3,460
    I agree wild mages are tons of fun. And I believe my party (rest in peace) had the right audience, Bealoth the Entertainer's blood-thirsthy customers must have loved the spectacle. Sure it was short but at least it ended with a BANG. =p
  • GruloGrulo Member Posts: 109
    edited December 2012
    1) BG:EE Wild Mage =/= PnP Wild Mage, so saying "WIld mages are awesome in PnP!!" is irrelevant.
    2) Fun =/= Reliable. Yes, watching cows fall from the sky can be fun, but you won't think like that when you desperately need a dispel or a haste.
    3) When you have to cast protection from evil/petrification and a bunch of other protective spells just so your mage can safely cast a magic missile, you know there is something wrong with that class. (Btw, what if the Wild Mage is your only caster? Who is gonna cast those protective spells? Ahhhh thought so...)
  • rdarkenrdarken Member Posts: 660
    @mlnevese Could you elaborate a bit more on the spells? I'm intrigued, but don't exactly understand. In Wildstrike, what does subtracting the Wild Mage's level from the surge roll do?

    For Wildshield, what does absorbing a spell do? Restore memorized spells of equal level or just negate the effect?

    For Spellshape, what does "without forgetting it" mean?
  • mlnevesemlnevese Member, Moderator Posts: 10,214
    @rdarken

    Wildstrike the lower results in the wild surge table are usually the worst for the caster. The spell forces an automatic wild surge roll with the cater's level being subtracted from the roll.

    Wildshield completely negates an effect. For area spells it only negates if the effect is centered on the caster.

    Wildshape allows the caster to destroy an incoming spell and use that energy to cast one of his own spells without it being lost from his memorized list.

    There were many other nice spells in PnP. If anyone is interested I can post some.

    Also an important aspect of the wild mage that was not implemented is that they had a chance to determine the results of any random magic item, such as an wand of wonders or deck of many things.
  • MokonaMokona Member Posts: 89
    Freakin wild mages man. Adding additional levels of randomness to a magic system that's already random - absurdity.
  • PantalionPantalion Member Posts: 2,137
    Grulo said:

    3) When you have to cast protection from evil/petrification and a bunch of other protective spells just so your mage can safely cast a magic missile, you know there is something wrong with that class. (Btw, what if the Wild Mage is your only caster? Who is gonna cast those protective spells? Ahhhh thought so...)

    If you're casting Magic Missile, then the chances of a negative surge happening that is detrimental or unhelpful to you are 5% x 52% (for the purposes of a single combat, this includes beneficial surges like Gems! Gold! and gender bending your victim).

    At the same time, you are looking at a 5% x 15% chance of Cow summoning, fireball or other spell that drastically improves the magic missile and the rest of the 33% chance of something about equal or slightly better (but hard to quantify compared to direct damage) of happening.

    The chance of the wild surge being retargeted to you, and then being surged into a Petrification effect are 5% x ~3% x 1% x 1%, with a further 5% chance of your not passing the save. This is less than the chance that five of your enemies simultaneously critting your caster in a single combat round.

    Rest assured you are unlikely to require a Protection from Petrification when casting a magic missile, and fairly unlikely to require it whilst casting Protection from Petrification.
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  • GruloGrulo Member Posts: 109
    Pantalion said:

    Grulo said:

    3) When you have to cast protection from evil/petrification and a bunch of other protective spells just so your mage can safely cast a magic missile, you know there is something wrong with that class. (Btw, what if the Wild Mage is your only caster? Who is gonna cast those protective spells? Ahhhh thought so...)

    If you're casting Magic Missile, then the chances of a negative surge happening that is detrimental or unhelpful to you are 5% x 52% (for the purposes of a single combat, this includes beneficial surges like Gems! Gold! and gender bending your victim).

    At the same time, you are looking at a 5% x 15% chance of Cow summoning, fireball or other spell that drastically improves the magic missile and the rest of the 33% chance of something about equal or slightly better (but hard to quantify compared to direct damage) of happening.

    The chance of the wild surge being retargeted to you, and then being surged into a Petrification effect are 5% x ~3% x 1% x 1%, with a further 5% chance of your not passing the save. This is less than the chance that five of your enemies simultaneously critting your caster in a single combat round.

    Rest assured you are unlikely to require a Protection from Petrification when casting a magic missile, and fairly unlikely to require it whilst casting Protection from Petrification.
    As remote as that possibility might seem, in the end it remains a possibility.

    Meh, maybe i just hate Wild Mages because i was clearing Durlag's tower and suddenly i noticed half my gold was lost. I immediately looked at Neera... and sent her into the Crushing-walls trap.

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