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Old 05-15-2002, 02:46 PM   #11
Lemernis
Drizzt Do'Urden
 

Join Date: July 8, 2001
Location: New Jersey
Posts: 611
That party of six magic users was one of the funnest parties I ever tried. I had the specialists all cast their own school's spells at least 50% of the time, and usually about 75%. It was hairy in the beginning but that is exactly what made it so much fun. I remember I actually felt scared for them at level 1, and being relieved when they could sideskirt an encounter when most of their spell slots were spent, even though they would only be facing off against gibberlings and such. Anyway, by the time they reached Cloakwood they were actually very powerful and were having little difficulty anymore. I left them there and never got back to the game. I think the party composition was illusionist, necromancer, enchanter, conjurer, and then a cleric and a thief-mage. You can get away with just one character who melees, which was my cleric. Because of the weak AI most of the enemy generally attack that one meleer (enemy magic-users will target non-meleers with Confusion, Hold, etc.).

If I had it to do over I would try using all specialists, adding a transmuter and a diviner to the four specialist already listed. I'd then have the illusionist acting as the meleer by having him cast Mirror Image, Armor, etc. He also be the one taking trap damage. The problem is from a RP perspective unless you have a thief or cleric detecting traps, preparing a mage to withstand the damage and setting off traps that you know are there is a bit cheesy. So maybe I'd settle for using a cleric-mage instead of a pure cleric. Anyhow, I would highly recommend giving a party like this a go. Lots of good tension early on.
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