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Strategy to enjoy Avadon longer


Superba
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I hate the idea to finish the game and be forced to wait a year or two for next Avadon adventure, so the idea to slown down everything came to me on first round on Casual inside the Corruption, I believe it is about two third of the game (monsters which come out from under the sands if you step out of path). So I left the party and restarted the game on Normal. When new party will be at the exact same point I will start a Hard session, the same until Torment. Only at that stage the Torment party will play for what remains of the game, with the experience accumulated by others.

 

The purpose of this strategy is thus to preserve the most exciting part of the game as long as possible. I also intend to use the final psychologically as a motivational engine, knowing that I still do not know what will happen and wanting to get there.

 

Honestly, what do you think?

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I do something similar, although for a different reason. On my first start through Avadon 2, I began with a Tinkermage, but I slowly got annoyed because he seemed just _way_ too powerful. Half the fun of a Spiderweb game is trying to puzzle out how to get your characters through dicey combat situations; but it seems like you'd need to start out on Torment from the beginning to make things tough for a Tinkermage. So, I started over again with a Sorcerer, my favorite class from Avadon 1. Now, somewhere in the middle of the story, I've gotten the idea into my head that it might be fun to try an intellectual Blademaster; this character wouldn't necessarily be a true master of the blade, but with a (presumed) intelligence boost to the utility skills and an appropriate set of scarabs, he should be able to dominate the battlefield from the front while his companions snipe away from the rear...

 

Anyway, I like to create unusual characters and see how they play out. :)

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Smart blademasters don't suffer as much from mental attacks.

 

Hmm. I just don't see how to build a successful character whose primary ability is "resistance to mental attack." :(

 

Perhaps there should be a warning added, such as "Giving a blademaster points in intelligence will make your game much harder", or some such... :)

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Yeah, I actually suggested in another thread that giving each class fixed stat growths would make character build options more versatile, not less, since you'd no longer have the incentive to hyper-specialise. Some people really like being able to put points in specific stats for roleplaying reasons, though.

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