06-22-2004, 07:10 PM | #1 |
Dracolisk
Join Date: September 16, 2001
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Oh, and if anyone out there has ever beaten Improved Faldorn (legally), please assure us that it can be done! Preferably without using a Rebalanced Shapeshifter or Anti-Paladin->Druid.
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06-22-2004, 07:23 PM | #2 | |
Ma'at - Goddess of Truth & Justice
Join Date: June 3, 2003
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In the Tactics readme, it even directly states some of that:
Quote:
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06-22-2004, 07:29 PM | #3 |
Dracolisk
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"State" is not the same as "justify."
I liked the Improved Druid Grove. Improved Faldorn sucks warthog unmentionables.
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06-22-2004, 08:05 PM | #4 |
Ma'at - Goddess of Truth & Justice
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I don't have Improved Druid Grove installed to check Faldorn's stats, so how many proficiencies does she have? She shouldn't be able to have more than 1 proficiency in each weapon category.
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06-22-2004, 08:08 PM | #5 |
Dracolisk
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Her proficiencies are all legal. It's her Base ApR that's set to 4.
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06-23-2004, 02:51 AM | #6 |
Baaz Draconian
Join Date: February 28, 2003
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And if she is so bloody tough let at least Cernd kick her butt - but he dies too.
[ 06-23-2004, 02:57 AM: Message edited by: Leslie ]
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06-23-2004, 03:02 AM | #7 |
Zhentarim Guard
Join Date: February 14, 2004
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If Six says it sucks warthog unmentionables, I believe him that it isn't fair/fun/etc. However, Six, are you totally opposed to Tactics "cheating" to the very letter of the law? In real p'n'p D&D, the DM can fudge skills in any direction he pleases, especially to make an enemy more challenging. That's the point of Tactics, it seems to me. The game rules apply to the players; the dungeon master is free to create an NPC or a creature beyond the normal limitations of their race or class, to provide challenge to the players and their limitations. Giving a human enemy 19 STR doesn't seem unreasonable at all. Of course the DM should still make vaulnerabilities for the enemy, else it would be impossible and no fun for the player. What I hope to glean from SixOfSpades reviews, is not whether Tactics cheats, but whether a Tactics battle is winnable/challenging/and fun.
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06-23-2004, 03:57 AM | #8 | |
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Quote:
I've got a NRL party going and I plan on getting to her right before Improved Irenicus since I can't face her afterwards.
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06-24-2004, 03:25 AM | #9 | ||||
Dracolisk
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Quote:
Quote:
Example 1: There is a Demi-Lich (reasonably) late in the game that is immune to instant death. This means that it is immune to the Undead-slaying abilities of weapons like Azuredge, and also to the Turn Undead ability of a very high-level Cleric (and a party Cleric could very well be high-level enough to Turn a Demi-Lich by the time they meet this one). Now, this is a cheat. But all it really does is make the battle less contingent on cheesy tactics like Reloading until the Demi-Lich fails his Save vs. Death. Example 2: In the Improved Twisted Rune, the Rune Assassins can all see invisible targets. This makes less sense than in the previous example, since it'd be next to impossible for a Thief to hear somebody sneaking around in a room with tons of spells flying all over the place. I'd have preferred having them actually Detect Illusions, but at least Weimer has this in his defense: The Rune Assassins really aren't much of a threat anyway, and they could see the invisible even in the original, unmodded game (go to the Tanner's basement and see for yourself). Example 3: TorGal's Claw, on top of its being a +3 weapon with some rather nice on-hit enchantments, does 2D6+3 damage. I think the only other SoA weapons that can beat it in terms of raw damage are Warblade and Carsomyr, at 1D12+4 and 1D12+5, respectively. Since when does a Dagger do more damage than a Two-Handed Sword? Quote:
Quote:
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06-24-2004, 03:55 AM | #10 | ||
Dracolisk
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Quote:
Quote:
1) Keep Jaheira in the party. 2) Wait until your primary Wizard is around Level 20. (Putting Jaheira around Levels 16/14, with about 4 HLAs.) 3) Return to the Druid Grove, and buff Jaheira up with everything that lasts longer than 1 turn. 4) Have Jaheira cast all her Insect Plagues and Creeping Dooms on somebody with Boots of Speed, who keeps running away from the bugs to postpone them. 5) Finally, shield Jaheira with a Death Ward, have her Doom herself, and cast Otiluke's Resilient Sphere on her until it sticks. 6) Have Jaheira cast Regeneration on herself for good luck. 7) Have your frantically-running-away-from-insects guy talk to Faldorn, and start the "duel." 8) Hope that Otiluke's does what it says, and makes Jaheira immune to pretty much everything. Since it was cast by a Level 20 caster, Faldorn (who is Level 15) has about a 1% chance of Dispelling it. 9) Have your high-level Wizard(s) empty all their Remove Magics as close to Faldorn as they can get them. Provided Faldorn's buffs are dispellable at all, a Level 20 caster should have a 75% chance of dispelling them. 10) When you're out of Remove Magics, finally have frantically-running-away-from-insects guy run over to the edge of the pit, close to Faldorn. The bugs will hit him and spread to her and her damned Spirit Animals. 11) Have Jaheira cast Cure Disease so she can see again. 12) Hit Faldorn's side of the pit with every damn Area-of-effect spell you've got, except the ones that do Cold or Electricity damage. 13) If Faldorn is still alive by the time the Otiluke's expires, have Jaheira ready to Shapeshift Fire Elemental, and Greater Whirlwind for dear life. After going through all of this, one must sit back and say, "What the #$&@ is up with that $%^*!?!?!" At this point, the prospect of fighting Faldorn without a Druid (as in the old TimeStop -> Shapeshift Mindflayer) is starting to look like the more reasonable alternative. But until Weimer corrects this, I'll probably just stick with uninstalling the Improved Druid Grove every time I get to Faldorn, and putting it back when I've beaten her. [ 06-24-2004, 03:57 AM: Message edited by: SixOfSpades ]
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