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-   -   How important is "power" in this game? (http://www.ironworksforum.com/forum/showthread.php?t=26074)

Klorox 08-01-2006 06:37 PM

I only have the Baldur's Gate games, and IWD1 to compare here.

In all of those games, you didn't need to be all that powerful to have fun and complete the game. More so in the BG games.

Do I really need to max out power here to be successful, or can I afford to roleplay a bit more, and still complete this game?

For instance, I see a lot of gamers lowering INT and CHA to 3 for characters that don't need the stat. Can I get by with a minimum of 8 or 10 in all ability scores?

What about playing mismatched race/class combos? Like having Dwarven Sorcerers, and Tiefling Clerics? How about Halfling Barbarians and Gnome Paladins? What about a Half-Orc Bard or a Drow Monk?

I'd really like to play this game, but I really also want to be commited to a certain party and stick with it. I've been known to chronically restart in the past, and don't want to do that with this game. I also would like to get through without using a walkthrough, and still experience a ton of stuff.

Any and all advice on the stuff I've written above, plus other basic IWD2 tips are greatly appreciated.

TIA.

xander12402 08-02-2006 02:19 PM

Well in my opinion having been thru IWD2 without any prior knowledge about powergaming or having a manual to refer to, I managed fine with just roleplaying more realistic characters, and not a dual or multi class in site(I do wish I knew more about this aspect of the game).At the moment playing a multi player game with slightly more powergamey characters but we are only playing with 4 characters in total so the extra power is probably more necessary, but in answer to your original question it is definitely possible without resorting to dropping all "pointless" stats.

Raffin 08-02-2006 06:21 PM

Klorox,

You can play this game, and win, with pretty much any party you can put together, as long as you play on a relatively easy setting, and don't mind reloading saves. Try it in HoF-from the start mode (or any IWD 2 HoF) and you're toast. So easy and average is fine [img]smile.gif[/img]

That said, how powerful do you have to be? Well, spellcasters need a fairly high score in their spellcasting stat (ie. anything under 16 in that stat is asking for pain), or they won't be able to cast certain (or, if it's 10 or less, any) spells. None of these rule out the strange combos of class/race, but they make it harder for that character to be effective. Also, while it's possible to play without either, playing without at least one healing spellcaster, one offensive spellcaster, and one tank is, in general, very painful.

Beyond that, how much you roleplay and how much you powergame is up to you. It's easier to win with certain classes and stats, but it's definately possible with just about any combos.

Have fun! [img]smile.gif[/img]
-Raffin

Marty4 08-03-2006 10:18 AM

Vanilla IWD2 is entirely possible to complete with less-than-perfect parties. HoF mode is as well, but it is much harder to achieve victory without powergaming in HoF. When I played IWD2, I enjoyed challenging myself to finding the best combinations of classes, stats, and races to achieve the most power possible, even though it wasn't really necessary. Truly powergamed characters aren't NEEDED unless you are otherwise limiting yourself, like playing through with only two characters.

Unique combinations are pretty fun to fool around with, if you like. One of my favorite runs through IWD2 was a duo of a drow monk and a human cleric of lathander. The monk had enough magic resist and armor to tank as many enemies as he wanted, while the cleric could nuke them without worrying about his health, heal him, or melee beside him. I've also done theme parties, my favorite of those being the all-paladin party (two paladin/fighters, two paladin/clerics, a paladin/mage and a paladin/sorcerer).


If I were to start a roleplaying party now, I'd go for the standard BGII-type spread. A paladin, a fighter, maybe a rogue/mage, a sorcerer, a cleric, and a ranger.

If I were to make a powergamed party, I'd go for the bare minimum of melee capability (I find it overkill), using only fighter/cleric and a ridiculously multiclassed deep gnome monk as tanks, while filling the rest of the slots with variations of a mage and three sorcerers. Before my disc got corrupted, I actually had a very nice powergamed party going, where my multiclass plan allowed for all 6 members to melee in early parts of the game, but evolve into devastating spellcasters as I progressed.

Still, as Raffin and Xander said, its really up to your preferenc, playstyle, and prowess as to what type of party you'll want to play.

Klorox 08-03-2006 11:38 PM

I've read in other places (forums, "hint" guides, ect. (where I only peek at character creation)) that magic using characters (both divine and arcane) are what really rule this game.

Is this true, even in regular (non-HoF) games?

For a rookie, what division of characters (non-spellcasters:spellcasters) will create a balanced, good party without being overpowered?

I don't want people to tell me what to play, but I'd love some hints that will make it so I won't be disappointed with my choices (I know me, and I'll restart, which I hate doing).

TIA

Neo the Warrior Cat 08-04-2006 12:33 AM

Multiple arcane casters will make regular encounters very easy.

Single class theives are a waste in this game, so they should be multi-classed, and quickly.

Fireball scrolls are in pretty short supply early on though. Which generally stinks.


Arcane doesn't rule this game like it ruled BG-II, there's nothing like PRATI to exploit in this game. Which is a good thing really.

(Frankly, as far as casters go you can get along fine with 1 nearly-pure arcane (sorc/pally looks nice) and a theif/mage, and for divine, Fighter/Druid makes a neat combo, as well as the general ClericX/Fighter 4. 2 divine and 2 arcane are all you need in this game, any more is just overkill.)

Klorox 08-04-2006 07:14 AM

1) What's "PRATI"?

2) How high a level can I expect my characters to reach in a normal game?

Raffin 08-04-2006 10:08 AM

Klorox,

If you're going for sheer power, sorcerors rule the pack, because they can summon, nuke, and disable with ease. That said, a good half-orc barbarian or druid that's shapeshifted can clobber in melee. There are no timestops or contingency spells, so the hard-cord cheese and power of BG2 is not present.

Average level when I play through regular with six characters tends to be 13-14. It varies, based on what side quests you do, and how you run certain segments.

-Raffin

wanderon 08-12-2006 03:26 PM

I like to keep my main spellcasters single classed since every level in another class takes from your highest spell abilities.

Sorcerers are mostly preferable to wizzies for your main arcane caster as long as you have a decent knowledge of what spells to choose - wizzies have some issues with lack of scrolls in the mid game where you are likely to level up and have empty slots for a while until you can get to someplace to buy/find the higher spell scrolls.

While single class rogue (thief) is not required they can be fun to play and worthwhile if you are into micromanaging them to max sneak attacks - otherwise I prefer a ranger/rogue build with the first level as rogue for skills then a level or two of ranger for free dual weild (in light armor) and all the weapon profs and some hit points and better attack bonus - then all rogue to level 10 to access the rogue only feats then all ranger from that point on. The classes complement each other very well and you can go with either a high dex build and weapon finesse or a med high dex and med high str build and go for normal weapons for the main hand and maybe have a two hander in your bag of tricks as well.

I like one single warrior only tank and then some more versatile tank for a back up - my favorite for this back up role is a ghostwise halfling barbarian X/Stormlord 4X - the domain spells work very well for a mostly melee oriented character and the extra buffs and such are very useful in the late game when a straight warrior could be replaced with a summoned critter to the same effect.

I don't MC my main cleric and like Lorekeepers for their free ID and decent domain spells later. I would rather have the additional high level spells than 4 levels of fighter.

I like straight druids as well - max wis, med/hight dex, low/med str - primary use as offensive caster/summoner/archer with shapeshifts for melee after level 5.

I like single class bards for the leader role - high int for skills and dialoge options - mini arcane caster/archer/talker/alchemist/and above all singer of songs (I don't abuse the lingering song tho its easy to do so).

Rogue is the next best talker folowed by the pally if you don't mind the goody two shoes mindset and refusing some rewards (or having someone else collect them which seems a bit cheesy to me if you are RPing the pally as the leader)

I usually get by with a single arcane caster but go heavy on divine casters but thats just my style...


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