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Author Topic: Baldur's Gate  (Read 18551 times)

Jreengus

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Re: Baldur's Gate
« Reply #105 on: March 25, 2011, 05:53:49 am »

The story goes that someone was polymorphed into a tree while weaing it. Also its a +1 ring of protection. Found it by accident.
Isn't the ring of +1 protection on the map with the belt fetish ogre?
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Re: Baldur's Gate
« Reply #106 on: March 25, 2011, 06:02:24 am »

Na, sorcerer>monk for solo.

You're right, as I somehow managed to forget that Sorcerers even existed.
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lemon10

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Re: Baldur's Gate
« Reply #107 on: March 25, 2011, 06:04:42 am »

The story goes that someone was polymorphed into a tree while weaing it. Also its a +1 ring of protection. Found it by accident.
Isn't the ring of +1 protection on the map with the belt fetish ogre?
Correct.
They are both in the area south of the Friendly Arm Inn.
Location of the diamond:
Quote from: from DSimpson's walkthrough on gameFAQS
On the east side of the map is a stone path.  The path has three curves in
    it, one to the east and two to the west.  At the second curve to the west,
    the northern most curve, there are two trees standing on either side of the
    curve.  In the west tree, halfway up the treetrunk, a diamond can be found
    (worth 500 Gp.)
   Coordinates: Area E of Candlekeep (x 4418 y 1956)
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Because the solution to not being able to control your dakka is MOAR DAKKA.

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Re: Baldur's Gate
« Reply #108 on: March 25, 2011, 06:18:33 am »

I agree, solo insane poverty run with a sorceror would not be a problem.

A real challenge would be a solo insane beastmaster.

Also, some interesting challenges that I have seen done before:
-Solo no-reload insane with improved anvil (for those of you who don't know, this is a sadistically hard mod)
-Solo no-reload insane with every class
-No-pause challenges
-Zero XP challenge (BG1)
-Minimal XP challenge (BG2)
-Minimal kills challenge (different from the above in that you can cause someone to die without gaining XP, and you can gain XP without killing anyone
-Minimal stats challenge (I once saw someone combine this with the zero XP challenge (BG1), it was incredible)
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Sartain

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Re: Baldur's Gate
« Reply #109 on: March 25, 2011, 06:55:40 am »

I do believe I'll have to play this wonderful series again before long. I never actually got around to finishing Throne Of Bhaal, or romancing
Spoiler (click to show/hide)
in BG2
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Twiggie

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Re: Baldur's Gate
« Reply #110 on: March 25, 2011, 07:48:58 am »

dual ring of wizardry for 20 magic missile spells anyone?
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olemars

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Re: Baldur's Gate
« Reply #111 on: March 25, 2011, 10:50:22 am »

Dammit. My BG Complete Pack has been resting peacefully in a drawer for years. This thread has given me the urge to dig it out again.
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Re: Baldur's Gate
« Reply #112 on: March 25, 2011, 10:55:31 am »

Nope. Monk is too limited. You can't harm anything with +4 resistance or greater till lv 21.

You can't wield weapons anyway, except in specific circumstances where, to be honest, you don't need to kill the monsters to proceed.  You can run from the mephits, difficult as it may be.  You can also run from the magic golems, though you may need to exploit a door or area transition to keep them from following you.  So the monk actually has an easy time hitting things...  eventually.  Spells (e.g. Melf's Minute Meteors, Polymorph Self) and kit abilities (e.g. a Cleric of Helm's Seeking Sword, a Druid's shapeshifting) can provide useful temporary weapons, but only the monk gets a permanent +4 weapon.

You can't open locks (and i'm pretty sure that that will cause some major problems, especially with a max strength of 18 (due to no items)).

I don't know how many tough locks you need to bypass to win the game.  The rules don't require you to complete every sidequest.  This could be a gamebreaker, though, in which case the challenge itself is flawed.  There aren't any usable-by-anyone items that cast Knock.

If a mage cast immunity from magical weapons, your screwed. With the difficulty on insane, you will be taking massive damage from some monsters (notably dragons will both A) outdamage you B) have prot from magical weapons meaning you can't hurt them at all for like first 20 rounds of battle).

I don't think you're forced to fight any dragons (in SoA), and most nasty fights have area transitions available.  The rules allow exploits, and some classes will need them.

And what would you do against vampires? You have no way to restore levels (You can't go to the temple to do it because its against the spirit of the rules, you can't use scrolls because no items) or protect from level drain.

Yeah, that's where the poverty bit poses a huge problem.  A

Mindflayers (no protection from int drain available)?

Is there ever?

Beholders (some imprison you)?

Only Elder Orbs/Eyes (whatever they're called) do that, and most classes have no defense anyway.  You don't have to fight one, so you can avoid the problem.

DemiLich (granted you never have to fight one on the main quest)?

You never have to fight one.  Even in ToB, I think they only appear in Watcher's Keep.

Note that I'm assuming this challenge is for SoA.  Very few classes can win this challenge in ToB.  Spellcasting is required, and since Mages and Bards can't learn new spells (way to completely neuter a broad range of character builds), you're stuck with Sorcerors (already a first-tier class), Clerics, and Druids.  Paladins and Rangers are too spell-poor to be useful.

Come to think of it, the only non-spellcasting class that can win the game under these rules is the Monk.  I think the only shapeshifters are spellcasters (namely Druids).  Everyone but the Monk has nonlethal fists, so they can't kill anything.  Bodhi can't be hit by non-magical weapons anyway.

Probably the best classes for this would be Sorceror, dual-class Mage builds (that start as a Mage), and Thief-Cleric.  If doors aren't a problem (maybe not?), then several other classes become viable:  Monk, Cleric (single- or dual-class), Shapeshifter (you know, the Druid werewolf kit), and Fighter-Cleric (basically a slow-growing cleric with extra hit points -- tons more with high CON).

This challenge would be far less restrictive, and probably a lot more fun, if it allowed non-magical items, gold (for temples and non-magical gear), and weapons from a custom mod with "non-magical" weapons, but with the magic flag enabled and a high enough enchantment level to win all mandatory fights (+2 or +3, I think).
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Ochita

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Re: Baldur's Gate
« Reply #113 on: March 25, 2011, 10:59:55 am »

My monk is awesome dont diss. High speed allows for darts to be used, insane saves, magical fists (FUN WITH MAGIC GOLEMS), high hp, whirlwind (Seriously. Ultimate death.)

The monk is awesome.
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Re: Baldur's Gate
« Reply #114 on: March 25, 2011, 11:08:03 am »

Note that I'm assuming this challenge is for SoA.  Very few classes can win this challenge in ToB.  Spellcasting is required, and since Mages and Bards can't learn new spells (way to completely neuter a broad range of character builds), you're stuck with Sorcerors (already a first-tier class), Clerics, and Druids.  Paladins and Rangers are too spell-poor to be useful.

Come to think of it, the only non-spellcasting class that can win the game under these rules is the Monk.  I think the only shapeshifters are spellcasters (namely Druids).  Everyone but the Monk has nonlethal fists, so they can't kill anything.  Bodhi can't be hit by non-magical weapons anyway.
Where exactly are spells needed in TOB?

Also, the assassin might be able to win under those conditions - their poison ability allows them to deal lethal damage.
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Re: Baldur's Gate
« Reply #115 on: March 25, 2011, 11:19:35 am »

-Solo no-reload insane with improved anvil (for those of you who don't know, this is a sadistically hard mod)

Lies!

Also, I hate that mod.  The creator's idea of "tactical" is beyond warped.  Sword Coast Stratagems (IIRC) can provide all the challenge without the 80% resistances, endlessly spawning meatgrinders (I'm looking at you, Warden), and other bullshit.

-Solo no-reload insane with every class
-No-pause challenges

I am impress.

-Minimal kills challenge (different from the above in that you can cause someone to die without gaining XP, and you can gain XP without killing anyone

That's a damned cool idea.

-Minimal stats challenge (I once saw someone combine this with the zero XP challenge (BG1), it was incredible)

:o

Where exactly are spells needed in TOB?

Also, the assassin might be able to win under those conditions - their poison ability allows them to deal lethal damage.

Remember, we're talking about an unequipped character, so you'll be taking tons of heavy hits with very limited healing.  Also, no status immunities beyond what's inherent to the class.  Spells may be the only viable defense (possible exception:  monks, with their AC and speed and stealth), as thieves can't flee far/fast enough to hide in some fights (notably the various boss fights).  At least you gain immunity to normal weapons at the end of SoA, provided you're not a fool.

Also, I'm pretty sure on-hit effects don't work if the enemy is immune to the weapon (not just the damage), so poison is probably useless in many fights.  It'll work great on anything your fists can hit, so long as you don't run out of uses per day.
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lemon10

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Re: Baldur's Gate
« Reply #116 on: March 25, 2011, 11:47:52 am »

I think that their is/might be a 1/2 problem doors (in that you need either super high strength (the type that only a potion/item can get you), or knock/theif) in ToB (that you need for the quest), but none in SoA. Although I guess you could use a potion just to open that specific door.
I don't think you're forced to fight any dragons (in SoA), and most nasty fights have area transitions available.  The rules allow exploits, and some classes will need them.
You aren't. You have to fight one, or give it all your items+money, but on insane poverty, that's not really a problem. I'm more concerned about Abazigal in ToB though, A) you have fight him B) he runs faster then you can C) you can't leave the area D) he has prot from magical weapons, meaning you cant hurt him for a while E) You can't use any healing but lay on hands, and you would need more.
Is there ever [protection from mind flayers int drain]?
Well, not from the int drain, but a stun/charm from one of them would be instant GG (granted, you can save scum to prevent that from every happening, but that seems rediculously tedious (granted you don't have to go into the mind flayer city, but you still have to fight some), with items you could protect from stun+charm, without them you have a bit of a problem.
Scratch that, by the time you fight them you should have like 60/70% magic resist and awesome saves, so they would have to hit you in physical combat.
Although solo mages can fight them fairly well with like 5 skeleton warriors (they are immune to stun/control+int drain)+haste
Only Elder Orbs/Eyes (whatever they're called) do that, and most classes have no defense anyway.  You don't have to fight one, so you can avoid the problem.
Sheild of Balduran will reflect rays from any beholders. Not sure if it reflects imprisonment, but it does kill them pretty quickly (with a little luck, they wont use imprisonment before you gimp them). Not that you could use it on a solo run).
But you do have to fight either elder orb's or go through the mind flayer city, both of which would be pretty harrowing to a solo monk
Note that I'm assuming this challenge is for SoA.  Very few classes can win this challenge in ToB.  Spellcasting is required, and since Mages and Bards can't learn new spells (way to completely neuter a broad range of character builds), you're stuck with Sorcerors (already a first-tier class), Clerics, and Druids.  Paladins and Rangers are too spell-poor to be useful.
Meh, fair enough I suppose, as none but a sorcerer can really do both SoA&ToB. I suppose it should allow you to read scrolls (but only to learn them, not to cast them from scrolls).
This challenge would be far less restrictive, and probably a lot more fun, if it allowed non-magical items, gold (for temples and non-magical gear), and weapons from a custom mod with "non-magical" weapons, but with the magic flag enabled and a high enough enchantment level to win all mandatory fights (+2 or +3, I think).
I think that part of the point of it is that you don't want to rely on ANYTHING outside of your character, except where the rules of the game require it (quest items) and its impossible to work around or avoid no matter what you do.
I would agree with the "non-magical weapon" part (and i suppose ammo for ranged weapons too), but I don't think that potions/scrolls cast from inventory (and not memorized)/temple/shops (since your going to be modding in your weapon) anything else should be part of it.
Mabey armor, (if you want it easier) but that's not really in the spirit of the challenge. If you include weapons+money+armor+potions+scrolls+temple, suddenly it's not a no-item no-money run anymore, and just a "don't use broken items" run.
and probably a lot more fun
Honestly, it would be a lot more fun for non sorcerer's to do anything besides a solo no item run, since i imagine a no-item+insane run would result in constant death for everyone with no chance of survival (for anything besides a monk or mage (if you let them use scrolls)).

My monk is awesome dont diss. High speed allows for darts to be used, insane saves, magical fists (FUN WITH MAGIC GOLEMS), high hp, whirlwind (Seriously. Ultimate death.)

The monk is awesome.
You will be taking too much damage on insane solo, with nearly no healing.

Note that I'm assuming this challenge is for SoA.  Very few classes can win this challenge in ToB.  Spellcasting is required, and since Mages and Bards can't learn new spells (way to completely neuter a broad range of character builds), you're stuck with Sorcerors (already a first-tier class), Clerics, and Druids.  Paladins and Rangers are too spell-poor to be useful.

Come to think of it, the only non-spellcasting class that can win the game under these rules is the Monk.  I think the only shapeshifters are spellcasters (namely Druids).  Everyone but the Monk has nonlethal fists, so they can't kill anything.  Bodhi can't be hit by non-magical weapons anyway.
Where exactly are spells needed in TOB?
Assuming your solo:
A type of healing (mages get with planatar, cleric, monk very limited, paladin very limited), or a way to avoid taking damage entirely/almost entirely (mage/barbarian+hardiness+end of SoA weapon resist bonuses)
A spell that dispels magical protections (mage/cleric), or a way to entirely outlast them.
Protection from magical spells using spells (cleric/mage), or super high magic resist+save (monk), or using items (eg. fire immunity from rings+red dragon armor, stun immunity from sheild of harmony, elec immunity from blue dragon armor)
Strong summons really helps (especially if solo).
A spell to lower magic resistance (mages only)
Wish nessasary for no-item runs (since it lets you replenish health+spells during a fight, especially useful vs mellisan)

Note that I'm assuming this challenge is for SoA.  Very few classes can win this challenge in ToB.  Spellcasting is required, and since Mages and Bards can't learn new spells (way to completely neuter a broad range of character builds), you're stuck with Sorcerors (already a first-tier class), Clerics, and Druids.  Paladins and Rangers are too spell-poor to be useful.

Come to think of it, the only non-spellcasting class that can win the game under these rules is the Monk.  I think the only shapeshifters are spellcasters (namely Druids).  Everyone but the Monk has nonlethal fists, so they can't kill anything.  Bodhi can't be hit by non-magical weapons anyway.
Where exactly are spells needed in TOB?

Also, the assassin might be able to win under those conditions - their poison ability allows them to deal lethal damage.
Any thief could TECHNICALLY do most of it (using traps, poision would be pretty useless methinks), but you can't get enough traps to beat mellisan (since you fight three times, and you would need like 5 traps each time).
Thats completely ignoring the fact that two seconds of combat with anything in ToB would basically result in your instant death (due to having like a AC of 8 or something and no real weapon)
Also, I'm pretty sure on-hit effects don't work if the enemy is immune to the weapon (not just the damage), so poison is probably useless in many fights.  It'll work great on anything your fists can hit, so long as you don't run out of uses per day.
Usually.
Quote from: gamefaqs guide
The assassin's poison will kill anything that you can successfully hit,
        whether his weapon can hurt the enemy or not
The downside is that i think you actually need a weapon and can't poison your hands.
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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.

ed boy

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Re: Baldur's Gate
« Reply #117 on: March 25, 2011, 12:08:19 pm »

-Solo no-reload insane with improved anvil (for those of you who don't know, this is a sadistically hard mod)

Lies!

Also, I hate that mod.  The creator's idea of "tactical" is beyond warped.  Sword Coast Stratagems (IIRC) can provide all the challenge without the 80% resistances, endlessly spawning meatgrinders (I'm looking at you, Warden), and other bullshit.
It's true. On the old bioware forums, someone named saros_shadow_follower did it many times. I know she did it with a blade, with a F/M/T, with a F/M/C, with a sorceror and possible other classes that I don't know about.

Quote
-Minimal stats challenge (I once saw someone combine this with the zero XP challenge (BG1), it was incredible)
:o
Read about it here. The really impressive part is that it was done without algernon's cloak. The only XP in the game that the person got was from killing the BBEG (who I am not naming to avoid spoilers), which was done in melee with a level 1 wizard.

I don't think you're forced to fight any dragons (in SoA), and most nasty fights have area transitions available.  The rules allow exploits, and some classes will need them.
You aren't. You have to fight one, or give it all your items+money, but on insane poverty, that's not really a problem.
The dragon that you're thinking of can only be fobbed off like that if you are carrying at least 10,000/15,000 gold on you.
Is there ever [protection from mind flayers int drain]?
There is a potion type (genius?) that sets your INT to 18 for some time, which are very useful.
Quote
Only Elder Orbs/Eyes (whatever they're called) do that, and most classes have no defense anyway.  You don't have to fight one, so you can avoid the problem.
Sheild of Balduran will reflect rays from any beholders. Not sure if it reflects imprisonment, but it does kill them pretty quickly (with a little luck, they wont use imprisonment before you gimp them). Not that you could use it on a solo run).
But you do have to fight either elder orb's or go through the mind flayer city, both of which would be pretty harrowing to a solo monk
No you don't. You can fight the sahugain instead.
Alternatively, once you see adalon and get the illusion, you can head to the western tunnels, bribe/kill the drow at the door, and be on your way.

Also, I'm pretty sure on-hit effects don't work if the enemy is immune to the weapon (not just the damage), so poison is probably useless in many fights.  It'll work great on anything your fists can hit, so long as you don't run out of uses per day.
Usually.
Quote from: gamefaqs guide
The assassin's poison will kill anything that you can successfully hit,
        whether his weapon can hurt the enemy or not
The downside is that i think you actually need a weapon and can't poison your hands.
[/quote]
I believe you can backstab with your fists, so poisoning them should work.
IIRC, when you use the "poison weapon" ability, you don't actually poison your weapon. Instead, you can a short duration effect where all attacks you make during that time are poisonous.
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Re: Baldur's Gate
« Reply #118 on: March 25, 2011, 12:34:27 pm »

I think that part of the point of it is that you don't want to rely on ANYTHING outside of your character, except where the rules of the game require it (quest items) and its impossible to work around or avoid no matter what you do.
I would agree with the "non-magical weapon" part (and i suppose ammo for ranged weapons too), but I don't think that potions/scrolls cast from inventory (and not memorized)/temple/shops (since your going to be modding in your weapon) anything else should be part of it.
Mabey armor, (if you want it easier) but that's not really in the spirit of the challenge. If you include weapons+money+armor+potions+scrolls+temple, suddenly it's not a no-item no-money run anymore, and just a "don't use broken items" run.

Equipment restrictions are part of your character.  To compare apples with apples, consider a Fighter versus a Barbarian.  Barbarians have more special abilities, including some physical damage resistance at high levels.  Fighters, on the other hand, can wear heavy armor and achieve grandmastery (rather than mere specialization).  An unarmored Fighter with bare fists loses all but two class benefits:  great hit points and saving throws (at high levels, anyway).  Even non-magical gear turns such a waste of space into a force to be reckoned with.  Also, bare fists being nonlethal stops warriors cold.

IMO the point of a poverty challenge is you can't use all the fancy toys and, perhaps more importantly, powerful expendables (potions &c).  Banning even basic equipment turns it into a Spells-and-Monks challenge.  Banning magical gear (which covers potions, scrolls, and such) would be enough of a challenge, especially since so many monsters are entirely immune to normal weapons.  My proposed mod would fix that last point without giving you the hit/damage and other benefits normally associated with magical weapons (since the game engine stores the enchantment level, to-hit bonus, and damage bonus as separate variables).

As for allowing temples, there are several mandatory encounters with level-draining creatures.  Without scrolls, most classes would force you to save/reload until you survive without taking a hit.  I don't think the point of a challenge is "reload until the RNG gives you perfect rolls".

Of course, if this were NWN (or maybe IWD2), a no-items challenge would be possible, if still damned hard, for most classes.
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Duuvian

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Re: Baldur's Gate
« Reply #119 on: March 25, 2011, 01:16:34 pm »

Ok how about ranged weapons?  Should I bother with anything except bows in BG?  Icewind Dale keeps turning out good crossbows that noone has proffs for and like 0 enchanted bows (save trash short bows) but most enchanted ammo is arrows not bolts.  (I know slings will be used by my clerics/druids so I'm gonna avoid those on the main (unless main is cleric or druid)).  Also what weapon groups are totally worthless if any?  IWD is turning out stuff for all sorts so far even a sweet +5 Taco dagger, and my female paladin has 2 +2 swords and my male pally has a nice +2 axe but it took till level 6-7 for my flail using cleric to even get an enchanted weapon and that seems bad.

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.
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FINISHED original composition:
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Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
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