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Author Topic: Baldur's Gate  (Read 18532 times)

Earthquake Damage

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Re: Baldur's Gate
« Reply #120 on: March 25, 2011, 01:28:48 pm »

After some musing, here's an interesting idea:  the no-magic challenge.  No magic items.  No spells.  No Bhaal powers.  Exceptions are plot-critical usage only (i.e. I'm pretty sure you need to use the Pocket Plane ability in ToB), but only for the main quest.

In BG2 there is a heavy crossbow with a +5 to hit item bonus, I think that is on top of it's normal +2 for a total of +7. There are also tons of magical bolts that are very good. There were a couple of light crossbows that were pretty good. I think there was one that shot multiple times per round like a bow.

That said, bows still seemed to be better, but you might as well give one of your two handed fighters a crossbow, as there will be some cool ones at some point that are pretty good with a Bolt of Biting for example, especially if you just have them fire a bolt before charging in or while waiting for bad guys to advance so the one shot per round isn't as big a deal.

Crossbows get one attack per round (IIRC no different from most melee weapons).  Bows get 2 or 3 (not sure).  Darts get 2 or 3 (I think 3).  Throwing daggers get 2 IIRC.  So bows are generally the best ranged weapons.  Moreover, I'm pretty sure the best bows (the ones with an endless supply of magical arrows, such as the Bow of Gesen and IIRC Tansheron's Bow) are all short bows.  There's at least one awesome dart, though:  Crimson Dart +3 (or whatever -- maybe it's a dagger, not a dart?).  Crossbows are relatively inferior, with few exceptions.  The best one has unlimited +4 ammo IIRC, but still has 1 APR.

Also, fun fact:  Launchers with unlimited ammo deal huge damage if you equip ammo with them.  Equipped ammo effects (including damage, to-hit bonus, and everything else) stack with their inherent ammo.  The equipped ammo's enchantment level takes precedence, though (i.e. normal arrows fired from the Bow of Gesen are considered non-magical weapons).  ToB offers bottomless quivers of up to +3 (IIRC) ammo for all three launcher types (bow, crossbow, sling) though, which lets you approach melee damage levels.
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Re: Baldur's Gate
« Reply #121 on: March 25, 2011, 03:11:55 pm »

Solo Wizard Slayer run. Hah.
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lemon10

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Re: Baldur's Gate
« Reply #122 on: March 25, 2011, 07:06:46 pm »

After some musing, here's an interesting idea:  the no-magic challenge.  No magic items.  No spells.  No Bhaal powers.  Exceptions are plot-critical usage only (i.e. I'm pretty sure you need to use the Pocket Plane ability in ToB), but only for the main quest.
This amuses me, its basically the opposite of a no-item run.

Do all ToB class abilities count as magic, or only some of them (i would assume that fighter/most theif abilities would be fair game to use)?
What is a magic item, does it include potions? scrolls? summon items? enchanted weapon/armor (eg. +1 armor)?
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Earthquake Damage

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Re: Baldur's Gate
« Reply #123 on: March 25, 2011, 07:34:39 pm »

Do all ToB class abilities count as magic, or only some of them (i would assume that fighter/most theif abilities would be fair game to use)?
What is a magic item, does it include potions? scrolls? summon items? enchanted weapon/armor (eg. +1 armor)?

The HLAs thing is a judgment call, but I'd say it's more class-dependent than anything.  Fighters and Thieves have mostly non-magical abilities, though that Time Stop trap is very much debatable.  I'd say the same goes for Monks.  Primary spellcasters have mostly magical abilities, but secondary ones (Bards, Paladins, Rangers) are more varied.  Fighters get Whirlwind and IIRC so do Paladins, so I'd file that under non-magical.  Summon Deva, however, is clearly magical.

As for magic items, I mean all magic items.  Everything you listed counts, as do most miscellaneous ones you didn't (e.g. Horn of Blasting).  I think there are some magic weapons without a +X (like a returning throwing dagger or something).  The point is to avoid magic as much as possible, using your best judgment of what is or is not magic.

EDIT:  For encounters where you absolutely positively must kill something that requires +X weapons, I'd apply the plot-critical exception, but only if you have no other way to kill it.  If your Thief can get the job done with traps (may be impossible for certain bosses or whatever), you're stuck using traps instead of weapons.

EDIT:  To clarify more, I'd again say to use your best judgment as to what monsters you "must kill".  Bodhi is obvious, as you can't complete the main quest without killing her.  The underlings that fight alongside her in that same encounter, who I'm pretty sure don't technically need to die to progress, may or may not count.  Mandatory encounters that you can flee and still complete the main quest may or may not count.  Be aware that you only need to win the game, so sidequests and optional parts of the main quest (e.g. Ust Natha) should never warrant the plot-critical exception.  It really boils down to how hardcore you want your no-magic run to be.
« Last Edit: March 25, 2011, 08:14:27 pm by Earthquake Damage »
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Ochita

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Re: Baldur's Gate
« Reply #124 on: March 25, 2011, 07:35:35 pm »

You can't do a no magic run, there are monsters that are immune to normal weaponry!
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Sartain

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Re: Baldur's Gate
« Reply #125 on: March 25, 2011, 09:25:52 pm »

I'm doing a "Not playing the game at all" run right now, hows that for a challenge?
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neotemplar

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Re: Baldur's Gate
« Reply #126 on: March 25, 2011, 10:34:13 pm »

Ok does Branwen ever get any healing beyond light wounds?  Seriously I could use it a bit.  Also Ajantis is like a dire charm magnet.  Good thing he can't hit my main character's -5 AC.  Aj also seems impotent on defense, Ankegs keep tearing him apart.
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Ochita

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Re: Baldur's Gate
« Reply #127 on: March 25, 2011, 10:37:07 pm »

You need to be lv5 before you get better healing.
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neotemplar

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Re: Baldur's Gate
« Reply #128 on: March 25, 2011, 10:50:17 pm »

Girl needs to level then :P

Also dang Vampire wolves are nasty workers.
« Last Edit: March 25, 2011, 11:27:08 pm by neotemplar »
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<22:07:06> "Terry": If a kid is old enough to play D&D
<22:07:20> "Terry": A kid is old enough to experience a dolphin being strangled

neotemplar

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Re: Baldur's Gate
« Reply #129 on: March 27, 2011, 07:15:01 pm »



Look at all the smurfs running in terror!  Also Branwen is now lv 5 and still no new heals.  However her fancy undead (pictured) are quite helpful.
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<22:07:06> "Terry": If a kid is old enough to play D&D
<22:07:20> "Terry": A kid is old enough to experience a dolphin being strangled

Sartain

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Re: Baldur's Gate
« Reply #130 on: March 27, 2011, 07:39:09 pm »

Isn't Branwen a druid?
Pretty sure they have stunted healing spell progression, meaning you'll have to wait a level or 2 more I think.
Been a LONG time since I read AD&D rules, though.
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ed boy

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Re: Baldur's Gate
« Reply #131 on: March 27, 2011, 07:47:37 pm »

Branwen is a cleric.

Since she's level 5, she should be able to cast level 3 spells, of which cure medum wounds is what you will likely be interested in.
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Sartain

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Re: Baldur's Gate
« Reply #132 on: March 27, 2011, 08:09:19 pm »

Branwen is a cleric.

Since she's level 5, she should be able to cast level 3 spells, of which cure medum wounds is what you will likely be interested in.

Huh... I could have sworn she was a druid and one of the druids you encounter again in BG2, during the druid stronghold quest

Edit: Oh wait, thats Faldorn. Branwens the one without any sort of context or backstory, thats right.

Still, don't you have to be level 6 to cast level 3 spells?
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neotemplar

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Re: Baldur's Gate
« Reply #133 on: March 27, 2011, 08:15:08 pm »



This is her lv 3 spell sheet.  She is a cleric.  I don't see medium wounds anywhere. (totally lv 5 here)  Also remember I'm playing a vanilla BG I, not II so that might be throwing stuff off.

Also animate dead rocks to distract enemy casters.  Go ahead and fireball some skellys I could care less.

I'm totally failing to finish every mini quest which is awesome as it's replay fodder :)


OK according to the on disk manual.  There is no cure moderate wounds... NONE.  :P  kinda odd...

At lv 4 spells I can get cure serious wounds and at level 5 cure critical.
« Last Edit: March 27, 2011, 08:22:59 pm by neotemplar »
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<22:07:06> "Terry": If a kid is old enough to play D&D
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Ochita

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Re: Baldur's Gate
« Reply #134 on: March 27, 2011, 08:19:40 pm »



This is her lv 3 spell sheet.  She is a cleric.  I don't see medium wounds anywhere. (totally lv 5 here)  Also remember I'm playing a vanilla BG I, not II so that might be throwing stuff off.

Also animate dead rocks to distract enemy casters.  Go ahead and fireball some skellys I could care less.

I'm totally failing to finish every mini quest which is awesome as it's replay fodder :)
Do the miniquests, get items carried over, like the ultima sword.
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita
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