![]() ![]() Tanky fighter, damage fighter, mage, cleric, thief and extra. IWD is generally more hack and slash dungeon delve combat orientated than its BG counterparts, so I find you build for need. Others like me are looking for a party that looks something out of the older D&D games of the 70's and 80's. Some people really like to min-max or try novel combinations of party members. Some of what you'll see is based on the personal philosophy of the person playing the game. Personally, I don't care much for all the "kits" and multi-classed characters, and I don't like the fact that they level more slowly and seem to lack the same sense of purpose and identity as the single-classed characters. If you don't know which races to pick from, you really can't go wrong with human. Personally, I'd probably go with one more cleric or mage, and then another fighter, and have a full party of six characters. I'd recommend at least one of each, and then maybe two more that you enjoy. Most classes introduced throughout the 70's and 80's were variations, derivatives, or sub-classes of these four core classes. Those classes and the gameplay elements involved in them are really at the heart of the game. There were just 4 core classes in D&D originally: cleric, fighter, mage, and thief. taking along a second sorceror would not be a bad plan either, but there aren't enough scrolls for me to reccomend taking a second mage.Įdit - one other thing that can increase power is to make one of your "tank" slots a dwarven defender. ![]() and after 11th level they get a song that regens health, so you don't need to rest as often between combats maybe.ĭruid(edit - prefer totemic kit druid), fighter/druid, and ranger(archer kit), would be 3 possible reccomendations for the 5th or 6th slot that you might find fun and powerful. Possibly helping to strike a balance between fun and power, one of the tanks in my second template, or a 5th or 6th character in my first template, could be a paladin, there is a bit of roleplaying for them.īards also have a bit of roleplaying, hard to put a finger on wether you'll find bard fun, on the one hand, they often just stand around playing a song all combat long, which doesn't seem as fun to me, on the other hand, they add some solid convenience of identifying most magic items just by holding them after they get a few levels. if you make the first 3 characters I listed in either party all half-orcs with maxxed strength, dexterity, and constitution, and make your first "tank" a pure class fighter who goes for axe grandmastery, those things will help make the core of your group more powerful. fill the others with classes you think will be fun and adjust your strategy based on that, but, I'll say some about making this core more powerful. Now, that is just 4 character slots filled, and I reccomend filling all 6. Tank, tank, cleric/thief, mage or sorceror Tank, fighter/cleric, fighter/thief, mage or sorceror basically, the core of a good balanced party for difficulty like core or maybe a bit higher that uses pretty standard strategy for a D & D game to me looks like either of these two compositions. ![]() I'll try to give my general party building suggestions, which are based off playing the game some on insane (but with twinked gear from my core game) and some on core difficulty with regular fair gear progression. some will find the more powerful, the more fun. You can get a wide variety of good answers to this question, everyone's own balance of powerful and fun to play will vary. ![]()
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