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Old 09-12-2006, 10:01 AM   #6
crpgnut
Elite Waterdeep Guard
 

Join Date: May 11, 2001
Location: Fountainhead, Terra, NWC
Age: 64
Posts: 24
I've kinda decided to scrap this party and go much more magic heavy. My goal will be to create characters that can switch to spells very quickly. I'll probably try Samurai, Paladin, Priest, Rogue, Wizard, Wizard. Is it feasible to use the Paladin as the only healer? I might try Samurai, Paladin, Ranger, Rogue, Wizard, Wizard.
Choices, choices, choices....

A few questions:

If you don't start a rogue character, is there any way to get traps and locks skill without traveling to Ishad N'ha?

I like looking at maps after I've completed a dungeon to see if I've missed anything. I downloaded the all-maps file. Is that the best set of maps available online? Many, many links are dead that are referenced in earlier threads [img]smile.gif[/img]

The manual says that dexterity is the primary factor in determining whether a lock/trap can be picked. The in-game help file says that intelligence is the main statistic that determines success. Which seems to be true? In my very slight experience, intelligence SEEMS to be way more important.

One last thing: I'm the type of player who will roll all night trying to get the best scores. This is boring, but I like to start out tough. Has anyone made a set of roster.dat files that have legitimately rolled characters that got good scores? If so, feel free to email them to my nick at good old yahoo dot com [img]smile.gif[/img]

I rolled for two hours last night and I have two whole characters from it.

[ 09-12-2006, 10:02 AM: Message edited by: crpgnut ]
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