Quote:
Originally posted by DraconisRex:
Luvian,
Got to disagree with the thought process.
"Here is an example. The fireball spell deal 1d6 point of damage per level in the class. A level 6 sorcerer would do 6d6, while a level 5 Sorcerer/1 bard would do 5d6.
I really like bards in pen and paper games, but when it come to crpg, and especially Icewind Dales games, I think they are weak. They are better in social campain than in hack and slash one."
1. Damage spells are limited. You look at the fireball in the beginning stages and say "less damage." True, but there are caveats. For example, the enemies you're likely to face will not be killed by a 6d6 fireball (18hpdamavg) over a 5d6 (15hpdamavg).
2. The social aspect is alive in this game. Bardsong modifiers are very much mis-understood. A +1 (+5%) to hit is very mis-understood by the average player because they look at absolute values versus relatives in effectiveness. Example: If you can only hit an opponent on an 11+ and get a +1 modifier (making it 10+) you have not increased +5% in relative terms. You have increased 1/10 or 10% in relative terms. Bardsong is available at all times in this game.
3. Bards, especially humans, make great front-men. Yes, at times, you won't get to place them in a leadership position in the appropriate semi-random or controlled-type encounter, but over-all they play a very positive role in IWD:II.
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Horrid Wilting cap at level 25, and every level add a d8.
My Paladin is +35/+30/+25/+20 and my Fighter is +30/+25/+20/+15 and +30 off hand. Another +1 to attack would not be usefull, but the aditional +1d8 to horid wilting and others high levels spells is very usefull.