Quote:
Originally posted by Olorin:
What they did is use the Cntrl-Q trick with their summoned skeletons....
allowed summons to travel between areas....
would help with traps like maze, since you wouldn't immediately lose if you had another party member there...
also help for situations where you get charmed in combat.....
If you use this, you may want to be strict with yourself about what you allow your skelies to do for you--summoned creatures can't normally scout for you, or open doors after all.
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That makes
perfect sense. As long as the player adheres to the rules about what Summons can and cannot do (such as help lug your Inventory around), I don't see a single reason why this should not be considered a legitimate tactic for avoiding Soloing problems, except for the Selfish Test.
Other people's opinions?