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When were the last time you felt giddy about..

LoldrupLoldrup Member Posts: 291
When were the last time you felt giddy about..:
  • finally finding a scroll of Chill Touch, such that your bard can become useful (Garrick!)
  • purchasing that leather armour +1 from the Bereghost Smithy, making your thief wear the most powerful armour available to you in the game
  • realising that your charname level 1 mage is actually the most effective tank in your entire party, due to: a) her having cast Find Familiar back in Candlekeep, giving her 11 HP - the highest in your party of non-fighters. b) the Armor spell which gives her 6 AC which is TWO LESS than what leather armour gives, not even counting the piercing and missile penalty of leather armour.
  • realising that your thief is your second best tank due to that Leather +1, and her high Dex. Also she's your best damage dealer because she may use melee weapons in which she has proficiency.
  • realising that your cat familiar seemingly gets more hits in on that Neira-assasin in Naskell than any other members of your party.
  • having to fight that Neira 5 times before you succeed because only a carefully orchestrated plan can put her down under your chosen restrictions.
  • Finding yourself under attack by 4 skeletons, knowing perfectly well that death is coming for you, only to remember that clerics can Turn Undead, and then seeing three of the skellies running away in fear :D
  • having your cleric (Branwen) reach level 3 and unlock the all powerful Barkskin, turning any one desired on your team into a veritable tank, compared to that Leather Armour they otherwise have.
I'm currently doing a playthrough with my most extensive set of restrictions to date.

Restrictions:

No character is allowed to use weapons for which they have any proficiency points. Exceptions:
- Thieves may use melee weapons in which they have proficiency (but not specialisation!).
- Xan may use his sword.
- When fighting monsters for which specific weapons have bonuses against, it is okay to fight with these weapons even when one has proficiency or specialisation in it (except for the hammer 'The Knee-capper’. For small enemies (650XP and below) you shouldn't use it with proficiency points).
- When fighting Karoug it's okay to use weapons in which one has any number of proficiency points.
To pay for their privilege, thieves are not allowed to backstab mages.
No Web, Sleep, Horror, Silence, Glitterdust or Hold Person spells. You may however cast these from scrolls. Thus you can use these scrolls as 'special sauce’, just like potions.
You may at most use the Command spell once (successfully) against any given foe.
No ranged weapons may be used against spell casters. This includes magically concocted ranged weapons such as Melfs Minute Meteors, but not the less powerful spell 'Magical Stone' (are there others?)..
No magic missile spell against spell casters.
Wizards may only be slain after all their minions have perished.
No Fireballs against humans.
No Dorn beyond his quest line.
No dual wielding fighters.
No purchased special ammo. Use only the special ammo you can find in the wild.
No short duration prebuffing before fights.
Disallowed items:
- all wands, except the Wand of Magic Missile.
- Gauntlets of Dexterity.
- Gauntlets of Ogre Power.
- Rings of the princess or similar items.
- Ankheg plate.
- Drizzt's equipment (except if you actually kill him!).
- Chesley Crusher.
- The Stupifier unnerfed (on Android).
Disallowed items and magical items may not be sold (too rich too soon).
If you ever need to kite an enemy for more than a short time, run away and come back later.
The following enemies gives too much XP bonus and are therefore disallowed from being slain: Dread Wolves, Winter Wolves, Ghasts, Sirenes, Polar Bears, Golems, Basilisks, the Revenant, the undeads around Durlags Tower (except the two at the bridge). They may however be attacked late game, but still only as little as possible.
Try to think twice before completing a quest: do you really want **2000** XP for saving Melicamp the Chicken? Or 500 XP for handing over a short sword to that halfling in Bereghost? Or 900 XP for talking down Marl? (I haven't visited Feldepost Inn yet - for that reason). Skip finalising such quests till later in the game where the extra XP doesn't matter. Stay low level - stay tense!
Highest level of armor allowed for each chapter:
Chapter 1: Leather,
Chapter 2: Leather,
Chapter 3: Studded leather, Hide armor,
Chapter 4: Chainmail,
Chapter 5: Splint mail,
Chapter 6: Plate mail,
Chapter 7: Full plate mail (Ankheg never allowed).
No equipment swapping during battle (potions, scrolls, ammunition exempted).
No potion stacking using the same type of potion in a stack.
No sleeping before half of NPCs are tired (and no fake travel to make them tired ;)
When specialist mages reach level 3, they must dedicate half of their spell slots (rounded down) to spells that belong to their specialist school. The highest spell level the caster has access to is exempted from this rule.
You may morf to maps to pick up the NPCs you want.
You may change the class of one NPC.
You may NOT change character’s proficiency points.
For one NPC, you may swap one stat for another.
You may fix the HP of NPCs that had unfortunate level up rolls before they joined you.
You may not change NPC thieves’ thieving skill points. Those are part of their personality.

You can also view them on Google Docs with a slightly better formatting.

My party consists of:
Eclatan (level 1female chaotic neutral Enchanter)
Her cat familiar (I chose the alignment strictly to get the cat)
Imoen (level 2)
Branwen (level 3)
Jaheira (level 2)
Garrick (level 2)
Dynaheir (level 1)

I use charm person, Command, Armor, Entangle and Barkskin a lot. I also have some success using Chill Touch with Garrick. It's really a life saver to have your opponent THAC0 worsened by two points. It's almost like having Defensive Harmony cast on your entire party (though only if you're fighting just one enemy). Unfortunately it doesn't work on undeads.

This is how I brought down Neira without magic missiles, damage spells, ranged weapons and with shitty AC and THAC0 on almost all my characters (also, I had run out of Command and Barkskin spells):
Put one shitty NPC forward and attach her. As soon as she starts casting, run away and put another shitty NPC forward. Remember to have your retreating NPC drop her weapons so she doesn't kill innocents when she is Feebleminded.
Repeat this two more times such that Neera has exhausted her disabler spells (three shitty NPCs will now stand enfeebled and Held in the corners of the inn). Send your tank forward and attack Neira. I used Imoen as my tank, as my charname Enchanter'a Armor-spell had run out. Now wait until you see that Neera has started attacking Imoen (Neira *will not* change targets mid fight, so you are doomed if she chooses a non-tanky NPC). Now send everybody else in and rain a beating on her (or, as much beating as you can deliver with THAC0s in the range of 21-23). Keep Imoen stocked with Healing Potions. She will need them.
Post edited by Loldrup on

Comments

  • tbone1tbone1 Member Posts: 1,985
    I need to try this. I just started a "no warrior class" run - no one with Ranger, Fighter, or Paladin levels allowed. Once I've finished (probably through restartitis) I need to try this.
  • OlvynChuruOlvynChuru Member Posts: 3,075
    There's an easy way to beat Neira even with these restrictions. Just leave the inn and get the guards to help you against her.
  • LoldrupLoldrup Member Posts: 291
    tbone1 said:

    I need to try this. I just started a "no warrior class" run - no one with Ranger, Fighter, or Paladin levels allowed. Once I've finished (probably through restartitis) I need to try this.

    Great - welcome onboard! :D

    I have updated the rules a bit:

    * Studded leather has been postponed till after Mullahey. This forces you to use magic armour in the Naskell mine.
    * I have added that *any* scroll may be cast, even if it has a disallowed spell. This makes scrolls a kind of 'special sauce' just like potions.

    I recommend printing the ruleset and hanging them near your monitor, else you can quickly forget the details!
  • LoldrupLoldrup Member Posts: 291
    edited July 2017
    I added this rule, to stay low level for longer:
    "Once one of your party members reaches 5000 XP, you may only level up a party member when all members are ready to level up. After that, the next level up will have to wait until the condition is met again, and so on."'

    Also I now allow mages to use melee weapons in which they are proficient.

    To encourage pick pocketing, I now allow items achieved through pick pocketing to be sold. In general, selling magic items isn't allowed, but pick pocket makes for an exception.

    Thus my rule set currently looks as follows:

    No character is allowed to use weapons for which they have any proficiency points. Exceptions:
    - Thieves and mages may use melee weapons in which they have proficiency (but not specialisation!).
    - Special darts (stun and poison darts) may be used by anyone with any number of proficiency points in darts.
    - When fighting monsters for which specific weapons have bonuses against, it is okay to fight with these weapons even when one has proficiency or specialisation in it (except for the hammer 'The Knee-capper’. For small enemies (650XP and below) you shouldn't use it with proficiency points).
    - When fighting Karoug it's okay to use weapons in which one has any number of proficiency points.
    To pay for their privilege, thieves are not allowed to backstab mages.
    No purchased special ammo. Use only the special ammo you can find in the wild.
    No Web, Sleep, Horror, Silence, Glitterdust or Hold Person spells. You may however cast these from scrolls. Thus you can use these scrolls as 'special sauce’, just like potions.
    You may at most use the Command spell only once (successfully) against any given foe.
    No ranged weapons may be used against spell casters. This includes magically concocted ranged weapons such as Melfs Minute Meteors, but not the less powerful spell 'Magical Stone' (are there others?)..
    No magic missile spell against spell casters.
    Wizards may only be slain after all their minions have perished.
    No Fireballs against humans.
    No Dorn beyond his quest line.
    No dual wielding fighters.
    No short duration prebuffing before fights.
    Disallowed items:
    - all wands, except the Wand of Magic Missile.
    - Gauntlets of Dexterity.
    - Gauntlets of Ogre Power.
    - Rings of the princess or similar items.
    - Ankheg plate.
    - Drizzt's equipment (except if you actually kill him!).
    - Chesley Crusher.
    - The Stupifier unnerfed (on Android).
    - Dagger of Venom may not be used against spell casters.
    Magical items may not be sold (too rich too soon). As an exemption, items obtained through Pick Pocketing may be sold.
    If you ever need to kite an enemy for more than a short time, run away and come back later.
    The following enemies gives too much XP bonus and are therefore disallowed from being slain: Dread Wolves, Winter Wolves, Ghasts, Sirenes, Polar Bears, Golems, Basilisks, the Revenant, the undeads around Durlags Tower (except the two at the bridge). They may however be attacked late game, but still only as little as possible.
    Try to think twice before completing a quest: do you really want **2000** XP for saving Melicamp the Chicken? Or 500 XP for handing over a short sword to that halfling in Bereghost? Or 900 XP for talking down Marl? (I haven't visited Feldepost Inn yet - for that reason). Skip finalising such quests till later in the game where the extra XP doesn't matter. Stay low level - stay tense!
    Highest level of armor allowed for each chapter:
    Chapter 1: Leather,
    Chapter 2: Leather,
    Chapter 3: Studded leather, Hide armor,
    Chapter 4: Chainmail,
    Chapter 5: Splint mail,
    Chapter 6: Plate mail,
    Chapter 7: Full plate mail (Ankheg is never allowed).
    No equipment swapping during battle (potions, scrolls, ammunition exempted).
    No potion stacking using the same type of potion in a stack.
    No sleeping before half of NPCs are tired (and no fake travel to make them tired ;)
    When specialist mages reach level 3, they must dedicate half of their spell slots (rounded down) to spells that belong to their specialist school. The highest spell level the caster has access to is exempted from this rule.
    Once one of your party members reaches 5000 XP, you may only level up a party member when all members are ready to level up. After that, the next level up will have to wait until the condition is met again, and so on.
    You may morf to maps to pick up the NPCs you want.
    You may change the class of one NPC.
    You may NOT change character’s proficiency points.
    For one NPC, you may swap one stat for another.
    You may fix the HP of NPCs that had unfortunate level up rolls before they joined you.
    You may not change NPC thieves’ thieving skill points. Those are part of their personality.
    Post edited by Loldrup on
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