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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

Tweed

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Some enemies in the later encounters have really high spell resistance. The spider queen for example is very difficult to damage with spells and will pelt you with level 9 spells while she's at it.
But if you manage to approach her with a melee character and grapple her... she won't be able to use any of her spells, as you can't cast while grappled.

Enemy fighters will try the same with your characters btw, go for grapple to make you unable to cast spells.

The advantage of kobold gladiators is that they can cover more ground than other races. The disadvantage is that they always lose the grapple. Still, my gladiator with those two two-handed executioner axes made quick work of the spider, the statue, and the big demon at the end once she got close.
 

Dorateen

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I counter that with... any good crowd control (or even a mass damage) spell.

Something to consider in this game is the enemy AI and ability to counter spells. If you cast sleep on opponents, their allies will wake them up. If you try web or grease, these terrain effects can be burned away. Not to mention if dispel magic is available. Of course, there are more resilient versions of these spells available later. However, crowd control is every bit tactical in terms of counter-moves.
 

JarlFrank

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Steve gets a Kidney but I don't even get a tag.
I counter that with... any good crowd control (or even a mass damage) spell.

Something to consider in this game is the enemy AI and ability to counter spells. If you cast sleep on opponents, their allies will wake them up. If you try web or grease, these terrain effects can be burned away. Not to mention if dispel magic is available. Of course, there are more resilient versions of these spells available later. However, crowd control is every bit tactical in terms of counter-moves.

Also, cheeky enemy fighters are gonna try to drag your own characters into the greased and webbed tiles!
 

Darth Canoli

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I counter that with... any good crowd control (or even a mass damage) spell. And unless the enemy has some crazy saving throws the spellcaster is more effective after only a few levels. Or he is in almost any other D&D computer game. If that's less of a case in KotC2 and melee chars can keep up longer, great.

Something to consider in this game is the enemy AI and ability to counter spells. If you cast sleep on opponents, their allies will wake them up. If you try web or grease, these terrain effects can be burned away. Not to mention if dispel magic is available. Of course, there are more resilient versions of these spells available later. However, crowd control is every bit tactical in terms of counter-moves.

Not only this but some gear or spells can make you immune to fogs, web, stun or turn to stone.
No human mage, even buffed, can compete against 1 good fighter.

Well, sure, there is the rainbow pattern spells but a high level fighter with wade in and true seeing can kill multiple mages in one turn if they're 2 tiles away or less from each others.

On the other hand, a good mage could also kill multiple party members at this point but probably not in one turn, at least not in the first turn before he casts accelerated spells.

Then, 2 spells per turn, you'd better spread out and pray or use some good crowd control or summon spells before the next turn.

The inner battle during the chapter 4 castle fight is an example of this, mages everywhere but if you have 2 good fighters, you could clear the area in no time or send them on one side and use confusion, earthquake, quicksand, rainbow or some cloud on the other side.

When everything is lethal, initiative is the key, hence 200 pages of rant about initiative rolls.
 
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Darth Canoli

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The advantage of kobold gladiators

Male kobold starts at 14 STR max
Female at 16 STR, both with 14 CON ...
Small, so reduced weapon damage ...

Show me what your end-game kobold gladiators can do and i'll show you what a half-giant gladiator can do.


can you disable high level stuff in module creation?

Loot isn't randomized but hand-placed and enchantments require 5 different shards (air, water, earth, fire and star), either remove fire and star to prevent the most powerful enchantments or just don't sell or give any shard and your only problem will be experience, which you could cut to slow down the leveling.


I don't know if you can directly disable feats or spells .
 

AdolfSatan

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Even if it didn't, Pierre has been quite open to requests and suggestions. If you ask for an editor functionality that makes sense, there's a good chance he'll add it on a future update.
 

Darth Canoli

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Gladiators get natural strength bonuses as they level which offsets that. With full gear they can usually close the distance and kill a target on the opening round.

It's only a half or a third of what a regular fighter would do when there is enough targets around.
And I've played human, Half-giant, mantis, drake, centaur fighters, samourai, gladiators, death knights...

All of them could wreck multiple targets in the opening turn, even better when they get stride boots or even better haste boots.

I get your kobold fetish but let's say you use a 1d10 weapon, small size turns it into 1d8 while a half giant gets 2d8 out of it.
And let's not talk about what happens after x3 or x4 crit multiplier, you're not just 1d8 damage behind but 3 or 4d8...
Well, I'm generous because my best crit multiplier was x5 and you could achieve x6 with a scythe.
 
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Serus

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Gladiators get natural strength bonuses as they level which offsets that. With full gear they can usually close the distance and kill a target on the opening round.

It's only a half or a third of what a regular fighter would do when there is enough targets around.
And I've played human, Half-giant, mantis, drake, centaur fighters, samourai, gladiators, death knights...

All of them could wreck multiple targets in the opening turn, even better when they get stride boots or even better haste boots.

I get your kobold fetish but let's say you use a 1d10 weapon, small size turns it into 1d8 while a half giant gets 2d8 out of it.
And let's not talk about what happens after x3 or x4 crit multiplier, you're not just 1d8 damage behind but 3 or 4d8...
Well, I'm generous because my best crit multiplier was x5 and you could achieve x6 with a scythe.
But the goal is to deal "enough damage" not "as much damage as possible", just enough to eliminate the enemy. In other words, won't giant waste some of its damage output compared to whatever because he will overkill stuff?
Just asking, obviously i didn't play it. But i know some people have a fetish for numbers as big as possible in crpgs - which is not always the practical way. Making 100 damage and 50 damage is the same when enemy has 50hp.
 

Darth Canoli

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But the goal is to deal "enough damage" not "as much damage as possible", just enough to eliminate the enemy. In other words, won't giant waste some of its damage output compared to whatever because he will overkill stuff?
Just asking, obviously i didn't play it. But i know some people have a fetish for numbers as big as possible in crpgs - which is not always the practical way. Making 100 damage and 50 damage is the same when enemy has 50hp.

Nothing is wasted, sure, there's a couple of "low" hp enemies but each time you fail to finish off a target, you'll suffer so every bit of damage count and what i described earlier is significant enough you wouldn't have last two chapter in KotC 2 V1.00 had you not thought about it.

In current version, it all depends on the difficulty options you chose.
 

Tweed

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It's only a half or a third of what a regular fighter would do when there is enough targets around.
And I've played human, Half-giant, mantis, drake, centaur fighters, samourai, gladiators, death knights...

All of them could wreck multiple targets in the opening turn, even better when they get stride boots or even better haste boots.

I get your kobold fetish but let's say you use a 1d10 weapon, small size turns it into 1d8 while a half giant gets 2d8 out of it.
And let's not talk about what happens after x3 or x4 crit multiplier, you're not just 1d8 damage behind but 3 or 4d8...
Well, I'm generous because my best crit multiplier was x5 and you could achieve x6 with a scythe.

I never had any problems smearing entire groups with my gladiators. Especially considering the kind of weapons they give you later.
 

Reinhardt

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Btw question for people who used module creation tools - can you add permanent bonuses to specific characters in events?
 

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