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Old 07-03-2002, 08:26 PM   #1
Avalanche
Elite Waterdeep Guard
 

Join Date: June 1, 2002
Location: Dallas, Tx
Age: 43
Posts: 11
For the purpose of generating discussion (and to see what others think of my assessment) I'm posting some thoughts on character classes. I've made up a few classifications, should be pretty easy to follow. I'm mostly concerned with parties of at least four, so arguing that such-and-such works well for tiny parties would probably not be relevant. I'll try to leave out things that are obvious (fighters can use most weapons).

Double Damage Classes
If your intent is to create a powerful party, I don't see how you could scratch either of these off your list. Rouges sometims to triple or more damage on top of handicaps, and since single-handed swords and daggers usually have initiative boosts, you can attack many times per round. Rogues can also use most ranged weapons and modern weapons. IMHO, fighters are basically as good as rangers with a bow, as I seem to have terrible experience with criticals compared to some of you.

Spells for Nothing Classes
These characters are extremely useful in the parts of the game between the very beginning and the part where you wander around Ascension Peak looking for level 30+ enemies. As long as you max strength and use stamina regenerating items, you shouldn't have too much difficulty keeping them conscious. And they can learn at least one close and one ranged weapon quite well, if you stick with it the whole game. The Bard, of course, can become a very effective fighter after level 18 (or sooner if you prefer, but why bother?), and for this reason is more preferable in my mind than the Gadgeteer. Haste, Insanity, Heal All, Restoration, Shrill Sound, Pandemonium, Freeze All, Magic Screen or Noxious Fumes, Terror, Guardian Angel, Armorplate, X-Ray, Detect Secrets, Earthquake, Asphyxiation, all at level 5-7 and as often as you like.

Dedicated Magic Classes
I find casters to be important to fill gaps in your spell needs. If you don't have either of the class above, you'll probably want one or two casters to make sure you can use Haste, get Healed, cast Element and Soul Shields, un-insane people, create and use Portals and generally clean up around the campfire. They can use slings pretty effectively, but don't count on much more, weapon wise. Eh, give them a stick to hit people with while they're learning and then the Staff of Doom, but that's probably your best bet. I don't really like Bishops, as I find little use for learning many spells or having huge amounts of Mana, when Magic Nectar is plentiful.

Hybrid Classes
This game is about specialization. I don't like them. The only reason, IMHO, that they can be powerful is because of specialized equipment, which seems very uninteresting to me.

[edits]formatting[/edit]

[ 07-03-2002, 08:29 PM: Message edited by: Avalanche ]
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