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#1
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Forum Member Posts: 1072 Joined: 27-May 08 From: Oklahoma City, OK, USA ![]() |
This thread will document my experiences with my first serious attempt with IA v5.0. This is the first IA version I've played and I'm still fairly new to the mod; comments from others regarding my decisions, progress and problems are welcome.
I did a fairly short initial trial with 5.0 using a Vagrant and all-bioware NPC’s, but decided early on that I’d already seen/heard most of the NPC banter ad nauseum and frankly, it was getting old after many games of BG2. I decided to restart and customize a party to what I wanted to use and just pay attention to the business of campaigning. As a result, I created 4 characters on multiplayer as the core of my group: ------- 1) Human Vagrant protagonist Weapons: 2-wpn combat x3, longsword x2, flail, club, longbow L9 will be flail again unless I've somehow found a better weapon than the FoA by then. Not bloody likely I figure. Notes: This is the same protagonist I was using with the previous game; I want to play out the Vagrant to see those new quests. Next game I'll do a mage type. Ability score note: I legitimately rolled an 18/00 strength with this PC. First time I've ever done that in many years of roleplaying. I nearly fell out of my chair ![]() I took club because based on my earlier experience, those seemed to be a very prevalent decent quality weapon available early. Flail is obviously for the FoA and the late-game goodies that become available. I'm also looking to get at least one * in Axe soon (probably L12, but depends on what weapons I come up with, too.) ------- 2) Dwarven Fighter/Thief Weapons: Warhammer x2, Shortsword x2, Axe x2 I wanted a decent thief that continues to level in the profession throughout ToB. His next 3 weapons picks are going to be in dual-wielding. With a 19 constitution, this PC is a surprisingly good tank, particularly if before the tougher battles I have him don 'real' armor. With the Dwarven Thrower hammer, he's tremendously effective early in the game and I don't expect that to change. -------- 3) Human Ranger, Dualled to cleric immediately. Weapons: 2-wpn combat style x3, Flail x2, Club x2, Hammer As Cleric: Quarterstaff, Sling; mace at L4. Will take Quarterstaff again at L8 (there's some decent +3 staves available early.) I love this class combination for a PC. Ranger abilities, Cleric spells and Druid Spells. Beats the heck out of Anomen if you ask me, despite the 4* he has in flail. I'm not a fan of going beyond 2* in a weapon anyhow, IMO the return is simply not worth the investment. And while it's not all that relevant for a cleric (who can't use slashing/piercing weapons) I think that it's foolish to over-specialize in one weapon class in a mod that encourages weapon diversity because of monster resistances to damage type. The reason I dualled right away was to get the extra weapon proficiency at L8 cleric. I'm not sure if this is prudent since I'm 'wasting' about 15,000 xp's, but it seemed a reasonable goal. It also means she will regain her Ranger abilities relatively fast. -------- 4) Human Beserker Weapons: 2-handed weapon style x2, 2-handed sword x2, Halberd x2. My intent is for this PC to dual to mage at level 9. As a mage she'll take Quarterstaff (L1) + Dart (L6), then at L12 Quarterstaff again. She's my 2-handed weapon specialist, needless to say. ================= My last two spots will be BioWare NPC's that will vary initially as I do quests, but I'm a bit undecided on which two to carry into the late game. I'm fascinated by the Auramaster (Cernd, specifically) thanks to the class' incredible number and versatility of spells. Cernd is a bit lacking statistically (If only he had an 18 dex!) but his items upgrades look really cool - not to mention a few other druid-specific items available both from IA and vanilla SoA/ToB. Imoen will ultimately be my last NPC once I get to her. I've read some game reports and realize that she's very powerful later in the game. Besides, she's been there from the start (of BG1) and I consider her essential to the story. Otherwise, what's the point? ![]() This gives me 4 "tanks" (Vagrant, Fighter/Thief, Beserker/Mage, Ranger/Cleric) and 2 pure spellcasters (Auramaster, Sorcerer.) If this seems out of balance for IA, or if there's any obvious flaws that I'm overlooking, I invite anyone to comment on it. Do I have enough pure fighter firepower (i.e. will they be good enough later in the game)? Do I have enough arcane firepower? Is 2 divine casters too much (despite Cernd's arcane abilities)? If so, who would I replace Cernd with? Valygar? Haer'Dalis? Another custom PC? Someone else? Thanks in advance for any input. I look forward to sharing my experiences just as others of you already have. geh4th (maybe I'll invent a cool name for myself someday.) -------------------- "Sometimes, when we reach for the stars, we fall short. But we must pick ourselves up again and press on despite the pain."
President Ronald Reagan, 31 January 1986 -In memoriam to the lost crew of the Space Shuttle Challenger |
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#2
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
The single and dual classed characters gain the first in the first level up after reach 3 million xp (in dual class i think the second class). The multi class character start to gain HLA after they reach around 4.4 million xp if i remember correctly The single and dual class characters start gaining HLAs with around 3,400,000 xp; the multi-class ones require 50% more xp, which means they start gaining HLAs with about 5,100,000 xp. @geh4th As for changing Imoen's class, feel free to do it. As long as you do it perfectly considering all of the legal requirements, it's not a probelem. You should be careful to erase all of her spells from her spellbook as well, because as a sorceress she could know those spells, but as a mage or bard, she has to work hard to find the scrolls of some of those spells. Changing her into an illegal character such as kitted multi-class thief/mage is cheating of course. I'm giving this permission only for Imoen here. Changing other NPCs' classes or kits may cause serious problems as you noted. However, I don't agree with the general argument that since Sikret has done something, the player can undo it or do something similar in his game (without turning to be a cheater). When you agree to play IA, you agree to play the game in my created world and with my proposed rules. Changing the rules or the world's setup without asking me about them is cheating. But in this particular case (= Imoen's case), you have my permission to change her to a bard if you want provided that you erase all of her known spells and consider all of the legal requirements regarding a bard's stats. -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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