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Nothing to do with bravery.
I know clerics in and out enough I think, or at least well enough, to make a run using no items at all. Or, I might restrict my self to a sling. I am not sure yet. A well planned cleric really needs no items at all really. They have negative plan protection, barkskin, armor of faith, one of my highest level spell slots will have to be devoted to regeneration so I can soak up damage. The other will have to be shield of the archons. That leaves no room for gate though. Ugh. I have taken naked characters through both of the Diablo games, really, it can't be that tough. |
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And that was what the Abi-dalzims were for. BAH! Even if I didn't kill you in under 12 seconds I would soon bring you down whereas you could not even begin to damage me for another 20 or so rounds... Or I want to be cheesy I can timestop, Shapechange:mind flayer, KILL in 3/4 attacks later [ 01-11-2003, 02:26 AM: Message edited by: Lucifer Lord of demons ] |
hey......priest of talos sounds pretty cool class to play...i might try it.....but wouldnt it be weird that u worship talos when ur almost a god urself....?
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Roleplay it. What if you did not plan to worship him long, just long enough to learn what you need to know.
And then replace him [img]tongue.gif[/img] |
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In the Baldur's Gate series, the game is heavily balanced in favour of the mage. Certian items, like the Robe of Venca for example, easily destroys any thought of balance. I would like to see how many folks would still love their mages if say, they did not have access to this item. Also, with all of the abuse that can be done, well, any sense of balance goes right out the window.
In PnP games, you will see a lot more clerics. Starting off at level 1, it is easy to survive and slowly gain the power you need. I can also safely say, in most PnP games, you will find more high level clerics then you will high level mages. There is no save and reload in PnP. Death can be final. Clerics are the only characters that have the sorts of protections one needs to survive some of these sorts of attacks. Death Ward is probably one of the most used spells. Once somebody gets wind that there might be a powerful mage or a powerful cleric waiting at the bottom of the dungeon, everybody in the party begs to get Death Ward, or, other types of spells to raise saving throws or offer protection from instant death cast upon them. The mage is the ultimate offensive character, while the cleric is the ultimate defensive character. In a world where there is save and reload options, the need for defense is greatly reduced. However, I guess I am still biased from my PnP days. Also, in PnP, there are many foes that are totally immune to any form of arcane magic. Like Arch Liches or Nether Wraiths. However, a cleric's finger of death can make short work of them (Dice rolls willing) because a cleric's spell workings are divine in orgin, and there are very few creatures that are immune to divine type spells. Also, I should mention, in PnP, Spell Immunity as it is from the mages spell book only protects from other arcane spells. When you cast Spell Immunity: Necromancy for example, to be protected from certian dangerous spells, this only protects you from other mages. The divine nature of the cleric's magics punch right through this, rendering it utterly useless. Meaning that if somebody cast Wail of the Banshee, your spell immunity would save you, but, any clerical death magics would still toast you quite quickly and cleanly. This of course, is not implemented in games like Baldur's Gate though, as there are to many people to please, and, to many people would be up in arms over to many seemingly unfair situations. I can understand the need for this though, dumbing it down a good bit, because other wise, they would have very few customers, Only the most hardcore RPG buffs would even bother trying the game. The reason for the differences in how spell magics work is quite simple really, the mage channels arcane energies that he barely understands, while the cleric asks for a boon from his God. Said channeled energy can be easily rechanneled, refocused, or blocked, while the direct pummelings from a God can seldom be ignored. The Gods control magic, having say in it's flow and form, while mere mortals only tinker with it habouring grand delusions that somehow they have control over it. And yet another reason why I am so biased to clerics also extends back to my PnP days. Spell componates. While a mage might be able to cast fireball or lightning bolts, it does not always mean that he can. He must have the proper spell componates, a bit of bat guano or an amber rod and some cloth to be able to do so. This has been removed from most CRPGs completely, much to my dismay. Much of the fun of playing a wizard was hunting down the rare and exotic bits you needed to cast those high level spells. It was frusterating to have a spell book full of great spells, awesome spells, and not have the various assorted bits you needed to cast them, and, oh so satisfying to unleash all unholy hell once you did. Clerics needed no such bits. He merely pointed his finger and said "DIE!" and most often, stuff died. |
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ME ME Kongor the wizard slayer joins the anti magic clan. mage/clerics the world over tremble in fear. death is upon you! [img]graemlins/evillaughter1.gif[/img] [img]graemlins/biglaugh.gif[/img] [img]graemlins/evillaughter2.gif[/img] |
cough! cough!
You must be kidding! Cleric/mages etc... are meant to fear YOU! PLEASE! Take 6 mages against an ARMY of non mages and the mages will win (since you also hate clerics apparently...) |
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