Ishad Nha, on 15 May 2014 - 07:36 PM, said:
If the Roman version of the Original Nethergate could be tough unless you knew where to go, that might explain why the original game did not do as well as Jeff hoped?
The thing is, if you're playing to the Romans' strengths the game isn't all that
much harder in comparison. Pile on armour, grab javelins and slings, and pick your battles carefully until you gain some more strength (I mean that's the case with the Celts, too, but having a couple healers makes the Celts a little more forgiving). I'd suggest sticking to the demo area (east of the Ruined Hall Bridge), clearing out both starter dungeons, and mopping up the fixed encounters there before heading west. The extra strength you get there will help you survive when you do go exploring. Also, I'd probably only have one spellcaster, and have them focus on war and health circles - I only use two spellcasters with Celts, and they're supposed
to be better at magic. Having another character attacking is a good thing - shielding and battle rage are okay, but damage dealing is better.
Whenever I play, either with both Romans or Celts, I usually clear the starting area, and then deviate wildly from the path. I don't think I've ever crossed the bridge and headed to Vanarium straight away, which suggests that heading off the main road isn't as much a killer as is being shown in the LP. By the time you cross the sparkling bridge, a group of 6-8 Fomorians should be just about doable.
(Oh, and the quartermaster at Shadow Valley Fort can totally identify items for you)