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Lauren CW

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Everything posted by Lauren CW

  1. The only time I ever used wands in Spiderweb games was the corrupting batons and the inferno ones, before I learned these spells. Also, they're quite useful in Nethergate if you're min-maxing and don't have access to spells yet because you're waiting on training.
  2. So far, I've just recieved permission to go West, and gotten my curse from the Crones. It was incredibly difficult managing without spells, so I trained a single rank in Druidism in one of my characters, and bought her a level of health circle so she can cast cure minor wounds. All the training is going to cost a LOT of money, but my melee and my ranged characters are doing fine just armor use and high base stats, so I'll focus on getting spells first. My ranged character has a dex of 11! I've had to skip any door with a strength of 15, and have only been able to open a few trapped chests, given that I can't disarm them at all. I'm going to have to go back through every dungeon in the east and get stuff I missed.
  3. Alrighty! So I can train in armor use and pump primary stats, as well as luck for a celtic party until I start buying my skills. I plan on burning through a lot of wands and scrolls early game. Or selling them so I can buy druidism and spell circles. We'll see how it goes.
  4. Strategy Central is pretty bare when I went for a look, I was wondering if anyone had some things to keep in mind for Min Maxing, both Celt and Roman sides? I'm really not sure where to put my skill points, in terms of what will be trainable later. I assume it's always safe to add points to the primary stats, STR DEX INT END. What else have I got to work with? I've seen Health circle, I think there was a War circle trainer, not sure about druidism. I believe there was also a melee weapons trainer, one for Hardiness and Defense. I plan to do whatever it takes to make the money to train these all to max before investing skill points, for a whole party. I am well aware that this may mean killing 1.24 million boars in the woods. As always, and help would be incredibly appreciated. PS: Looking for all the information to Min Max is always tiresome. Anyone feel like helping me make some guides? I usually spend about 3 hours researching all my options in any of the Geneforge games =S
  5. I haven't checked out General in ages. But now that I've seen that link, I definitely wanna get in on that, yo.
  6. I just lolled hard in the middle of crammed computer lab at college at the mention of selling Vyvnas-Bok.
  7. What is AIMHack? Like Nethack some way? I prefer the *Bands.
  8. The party had a fight with Vlish last night. They were moving through the mountains to clear out a pass, and coming down one of the paths were 3 roamers and 2 vlish. The party noticed the lack of any wildlife noise, and knew this was a bad sign. A cleric used spider hand to scout around, and found the baddies closing in. So in one of the narrower parts of the path, they created and raised water, washing away the roamers. The Vlish, I took the liberty of making them float above the water until it subsided. They had between 80 and 101 hit points. They attacked twice in a round, doing a 16DC+1d20 attack versus will saves. If it succeeded, the attack did 2d8+6 damage and caused them to either run in terror or freeze in place. Each subsequent round, the DC to break the fear effect was reduced by 5. If forced into Melee, the Vlish would do two tentacle pokes with an attack bonus of +12. Each poke does 1d6+2 damage, and failing a fortitude save of 14DC+1d20, they were poisoned for 2 rounds, taking 1d8 each round. This seemed to work well. The two Vlish were able to usually keep 3 of the party of 7 feared at a time, which definitely was a hindrance. One or two of the players thought that this was extremely powerful (Those who got feared, mostly >.<) at which point I told them they SHOULD be afraid of Vlish. A swarm of 5 of them could easily wreak havoc if not handled correctly. After killing this patrol, they continued down the path the Vlish and Roamers wandered down, and came upon their first spawner. It spat out a roamer before one of the Clerics had a bright idea to drain the essence from the basin. I made it so that every few rounds the essence would refill the bowl, and they burned 4 spells to keep it empty, while hacking apart the spawner. It took them a little bit to whittle it down, and they were feeling pretty good about themselves. So I told them to see how they felt after they had to take down a spawner that had a Vlish or two defending it. >;D
  9. ^ Oh trust me, it was merely idle musing. I know the enormity of the task, especially given Jeff's timelines. One would have to take an extreme amount of liberty.
  10. I would do it only canister based, except that I want to give them the option to NOT use them. But still, they aren't gaining experience, just being awarded levels. The aggression, I'm gonna have them make will saves whenever appropriate for them
  11. I very much appreciate all the input here, for future reference it will all be very handy. I was also thinking about the leadership feat, and a way to somehow modify that to represent shaping, like a mix between followers in terms of numbers, and cohorts in terms of the power and amount of creations. In my campaign, I'm not recording individual experience points, but rather awarding levels based on accomplishments. I have already had the leader of one of my factions steal and use a Geneforge, but this is all very secretive. I do NOT plan on them ever using it, but they may learn more about it with some particularly sneaky information gathering. And besides, none of my players are familiar with the universe, so they wouldn't know how to use it. It would be quite funny to see someone dunk their bare hands inside and be burned to cinders though. Canisters, I plan to introduce a sort of taint score to keep track of their aggression, and when they come across them, they'll have to decide what to do about them. I was thinking about, if they use them, not telling them what exactly it did, and just write down who used what canisters in my notes and making appropriate adjustments to their rolls when it comes down to it.
  12. All of this discussion makes me want to replay the whole series again while taking notes to write a book/wiki
  13. "Well, for one thing, Shaping just can't be accounted for. How do you add a Vlish to your party? Can you play as a Battle Beta? If so, what stat changes would that make? How do attack techniques tie into Shaping? How do you handle Serviles as a new race? how about Drayks? Drayks are sentient and ought to be viable PCs, but how would you arm or armor a Drayk character? Etc" In my campaign, it is not a straight Geneforge dump. I draw heavily on elements from them, and mix and match to create my own world. In this particular campaign, none of the players are shapers. They're from an oriental setting, who's homeland comes under attack from a mysterious force of outsiders from across the great oceans. Adding a Vlish to the party? Our ranger could attempt to calm and befriend a rogue as an animal companion, although this would be admittedly difficult in the case of higher tier, more intelligent creations. Why would Drayks be viable PCs? Storm titans are sentient, but I'm not letting them run around with one of those either. And in fact, the party has already encountered and battled with a Battle Alpha, leading 4 Cryoas. I gave the Battle Alpha monster stats to suit my purposes as a DM as they became necessary. It's a really easy way to balance things on the go. I'm more interested in the role playing aspect than I am in creating my own gaming engine for pen and paper. And I would say it's definitely more a question of how would my PLAYERS handle Serviles as a new race. Maybe sometime in the future when they are more familiar with the universe, I would allow them to create and play as shaper classes, at which point I would have to create class progressions. But for now, I think I can handle the game smoothly by keeping it simple
  14. You dont see how its possible? What sort of problems would you anticipate?
  15. Nevermind, I figured out how to find some
  16. Hello all. I am currently running a DnD campaign that draws heavily from Geneforge. I was wondering if anyone had some of those creation loading screens, so I could show the party what some of the enemies they will be facing look like. I'm fairly they're in the image files for the games, but I don't have access to my computer for a while to grab them. I tried google, but no luck Any help would be much appreciated
  17. Hint: If at all possible, hit them all with poison/acid spells, especially if you have wands/scrolls to hit them all at once. Memory is fuzzy on poison, but acid will definitely be your savior.
  18. The only thing I can think of is that I have higher spellcraft on my agent for buffs. I'll do another test and provide my resistances and stats and such.
  19. I had a servile and an agent (Not infiltrator) at right around the same stun resistance and same level. When the servile went to take on a submission turret (Or anything else that stuns for that matter), he'd get stunlocked EVERY time, by even ONE of them until he could parry something. Now the Agent, with SLIGHTLY LOWER stun resistance, can take on 2 submission turrets WHILE ENCUMBERED and not lose a single AP. Do certain classes have innate resistances? These were both on normal difficulty.
  20. That's quite alright. I'm only 20 and I still get confused some times. I mix up Control Core B and the Guardian's bunker in G4 all the time.
  21. Nope. It doesn't lose levels of damage per turn. I use acid spray, and the damage is consistant until it wears off.
  22. If acid stacked, you'd see damage ranging much higher than just 30-70 (depending on resistances). You'd be able to get it doing up over 100 damage per round. And you can't. I believe it DID stack in earlier games.
  23. Confirmed. On version 1.0.2 on windows, it creates you a mental focus charm of +1 to spellcraft, +8 to MER and +8 to CMER
  24. I prefer just to wade in, acid, and start charming/terrorizing. The golden crystal on your weapon adds +6 to damage di and 30% to hit. On normal, I went from hitting for about 150-175 with the puresteel blade to around 180 to 200-ish. Multiplied by quick action, and 10 ap, it's quite nice.
  25. Originally Posted By: Barzhal PS - craft 5 or so charms - ghlaak eye + lightning gem + demon bile + rotghroth fang Hmm. I haven't seen this recipe anywhere else. Maybe it should be in the crafting section for strategies.
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