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Forum Member Posts: 554 Joined: 30-November 20 ![]() |
Welcome. Again.
I decided to change the format of the journal, so that it would be as easy as possible to follow. That's why we are dismissing our previous journa-thread and moving all thoughts to this thread. We'll pretty much post all chapter as their own posts after the initial post (so this one). Then if there are comments / discussion, they are after the actual journal. I hope this makes following the journal a little bit easier. *** We like our crews themed and the "theme" for the crew isn't to maximize H2H, it's to maximize new stuffs in the game. (there's new stuff in IA as well, right?) So we're going to try the new kits, new stuffs & some new adventures (for us at least). So we'll take all of the NPC's we don't usually use along with some new kits we haven't played in order to maximize "freshness" (to an extent). We'll also install the Tower of Deception - mod, as it's supposed to work fine with IA. So we have a bunch of new things to try out. We'll do ToD before moving to Spellhold. Then again, as our most fun thing to do is to develop absurdly OP crews and characters, certain choices rule out other choices, as we don't want to have two characters competing for the same stuffs. They play such a big part in what makes a character useful. Unfortunately some choices will rule out the most OP characters (we think), but we're hoping that we can develop our crew to extremely OP levels nonetheless. We'll most likely end up with the following: PC Necro, As it's still the most OP character. We'll see how OP we can make our PC, as we'll balance the stuffs a little bit. Having a Necro though rules out Cernd. Once you've played with the -5 Cernd, the -4 version is just not going to cut it. We promise to exploit the Necro superpowers to the fullest extent. Shaman (Minsc) it's amazingly effective in the early parts of the game. Has unique superpowers from the early game on. Gets spirit shift for casual late fight whacking. But there's a "but". Having a shaman rules out Jaheira though, as in one of the most powerful NPC's out there. That is because we want to make the most diverse & competitive Shaman so it needs to use the most OP equipment. Unfortunately for us, that equipment is normally reserved for Jaheira (/Cernd). We're not sure how useful a Shaman is towards the end of the game. Though it's "competing" for the sport on the team with Jaheira/Cernd, both of whom are not that great in the most difficult fights in the game. Minsc works nicely for this as the dialogues are exceptional and he's quite nuts. And carries around a guiding spirit animal of his own. Stats: Str 19, Dex 18, Con 19, Int 9, Wis 15, Cha 7 Hexxat From our tiny bits of playtesting she looks like she can be developed to "hilariously OP" - levels. Shall get Waters Edge +4 to maximize her potential. So that means we won't take a RB/Kensai with us, as they compete for the same equipment. Insanely effective and as a bonus she has what's like undispellable continuous berserking on steroids. I can't believe I didn't figure this out before. Though we'll cheat a little bit and and get her the cloak from v 6.5. We should be able to drop her effective AC to around -40 after midpoint of the game. She should be quite safe. Not CERND-safe, but safe. (Kel-)Dorn The undead hunter. Gets undispellable useful bonuses and gets to cast clerical spells. Especially access to remove paralysis is very welcome addition. So Dorn who gets Keldorn's stats & equipment. Should be play-wise be ike playing with KelDorn 1:1. So we'll turn Dorn into an undead hunter and give him Keldorn's stuffs. Why? Keldorn's new stuffs are amazing and we've never played with Dorn. So in principle we are playing Keldorn, but with an additional quest and perhaps a little more interesting dialogue. The reason we take a Pally is because we took Hexxat and they compliment each other very well. With this setup we can max our APR's quite effectively. Shall get JD for maximum OP strength later in the game. Pally is the only character that can reach 9 APR without Water's Edge (/Belm) or gauntlets of extraordinary specialization. it's a little bit of a shame that there isn't an "off hander" weapon, that would compliment the main weapon extremely well. Oh, besides Water's Edge of course. And Belm. FoDW would be amazing, but we have forging restrictions in place. So there's an off-hander. Oh. Well. So. Never mind. F/I Custom made gnomish fighter/illusionist. We'll max the stats and use a NPC as a template. Might use Neera for this as we really like her quest in ToB. The one character that keeps us in the game in the early parts. Gets +1 spells per level. Gets fighter Thac0's. Gets fighter HLA's. Gets amazing equipment. Can prebuff & debuff. etc. Amazing tank + damage disher. Has everything besides high hitpoints. Though we can probably circumvent that a little bit. Shall use the Hammer of Thor & Githzerai blade late game. Oh and most likely the 0.5APR gauntlets so shall have 8 APR under IH. And after midpoint in the game also has nice amount of Critical Strikes. Stats: Str 18/95, Dex 18, Con 18, Int 18, Wis 11, Cha 9 Priest of Tempus (Rasaad most likely) We have to calculated and balanced now that we get the actual descriptions, abilities, items & everything. We were pondering for quite the long time between a multiclassed ranger/cleric (with access to druidic spells) and a proper cleric kit. Why Tempus? For the undispellable holy power & righteous magic. We should do quite well with this character because of them. Even though we're lacking CS's + APR's (we can reach 5 APR with IH). We can drop AC to quite low levels though and we're looking forward to trying out the new spells & etc. We'll probably use Rasaad here as a Monk & a Cleric are like brothers (or at least distant cousins). Plus we want his extended quest in ToB, as we've never done it. Stats: Str 18, Dex 18, Con 16, Int 9, Wis 18, Cha 12 Should hover around -26AC ... -29AC mid game with Ok'ish combat utility, though we're a little bit worries that he'll be lacking in power when compared to an R/C (nevermind the avenger). I'm quite unsure how a cleric is able to protect itself in the fights, but ... we'll see how it turns out, in actual action. *** So our frontline should be quite safe, at least from mid-game onwards. We should have enough APR's (We'll end up with 26 APR // 3 characters + cleric & shaman). We'll be lacking a little bit in Critical Strikes, though F/M & (kel-)Dorn will probably only focus on CS's. Hexxat has 3. It's a little low. We could fix this easily by switching Shaman with Jaheira and Cleric with R/C multiclass or a F/C multiclass. Though we're not sure if the F/C multi has enough to cut it on insane. *** Changes & The Rules - Max HP's for NPC's - We have 92 pts to divide between the custom characters we have - Forging restrictions in place - We have tomes from bg1 to spread among the cew - Console in trinkets for items - Hexxat's cloak is revered back to the 6.5 version (for the most op version) - We'll get a club +5, which we otherwise wouldn't have (and possibly 1-2 other items, we'll decide later) - All spells are learned automatically - We'll make a few items available for a cleric at later stages. We're just not sure about which ones. - We'll skip most of the mundane stuff as in spider-fights (etc.) if we've managed to beat a similar squad before. Ditto for some of the golem encounters, even though we have previously been much fond of em. - Insane all the way This post has been edited by pekkae: Jan 18 2023, 08:24 PM |
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Lo-Fi Version | Time is now: 31st August 2024 - 01:30 PM |