Superba Posted November 14, 2013 Share Posted November 14, 2013 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? Quote Link to comment Share on other sites More sharing options...
Jerakeen Posted November 14, 2013 Share Posted November 14, 2013 I think this belongs in the Avadon 2 forum. :-) (moved) Quote Link to comment Share on other sites More sharing options...
Copernicus Posted November 15, 2013 Share Posted November 15, 2013 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. Quote Link to comment Share on other sites More sharing options...
Lilith Posted November 15, 2013 Share Posted November 15, 2013 Just so you know, intelligence doesn't actually boost utility skills like healing and blessings. They're affected only by bonuses from skills and equipment. Quote Link to comment Share on other sites More sharing options...
Punctuation rains from the heavens Posted November 16, 2013 Share Posted November 16, 2013 Also, attack scarabs unfortunately always depend on Dex (for Blademasters, Shadowwalkers, and Tinkermages) or on Int (for Shamans and Sorcerors). That's the final nail in the coffin for any variety in stat allocation. (And it is being addressed in the remix ) Quote Link to comment Share on other sites More sharing options...
Copernicus Posted November 16, 2013 Share Posted November 16, 2013 Well, drat. I was sort of hoping that at least the scarabs would work in a more class-independent way. (Why do these characters even have stats? Is there any advantage at all for a smart blademaster?) Thanks for the info! Quote Link to comment Share on other sites More sharing options...
Randomizer Posted November 16, 2013 Share Posted November 16, 2013 Smart blademasters don't suffer as much from mental attacks. Quote Link to comment Share on other sites More sharing options...
Copernicus Posted November 16, 2013 Share Posted November 16, 2013 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... Quote Link to comment Share on other sites More sharing options...
Lilith Posted November 16, 2013 Share Posted November 16, 2013 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. Quote Link to comment Share on other sites More sharing options...
VCH Posted November 16, 2013 Share Posted November 16, 2013 I still say Jeff should put a "recommended button" in there (a button that once pushed will auto allocate stat points). NWN 1 and 2 did that, and I felt no guilt in clicking it every level. Quote Link to comment Share on other sites More sharing options...
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