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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

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Jul 8, 2006
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was thinking

Fighter
Gladiator
Cleric
Bard
Rogue

then one other..either Bishop, Storm Warrior, Mage Knight, Champion or Paladin, but probably one of the more magic casters of that group.

No psionicist, no wizard, no druid then ... you're so fucked!
I'd replace the rogue, it's ok with a classic party (wiz, psion, cleric, fighter) but not with this one.

Late game lichs, wizards dragons and giant spider are going to rape you!
oops, I forgot to put wizard, I always have a wizard (MU), so that makes it easy to decide my 6 charcters. No way I would not have a classic magic-user.

Fighter
Gladiator
Cleric
MU (Wizard)
Bard
Rogue

seems like the rogue might be the weakest member, but that is okay, I like having them around.
 
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Darth Canoli

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Level 7-9 spells are overpowered, particularly the wizard ones.
You don't want a psionicist, it's alright but at least take a wizard and a druid or wizard, cleric and bishop with the abberation domain and the cleric specialized in celerity + healing so the wizard can nuke while the other two can buff and summon.

Fighter
Gladiator
Cleric
MU (Wizard)
Bard
Rogue

Now that's more like it.
Well, depending on your chosen difficulty, it might be possible to go with weird party compositions and no wizard nor psionicist, I don't know.
 

Mortmal

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03.png


I can't believe people already got this. Come on, man.
you can save scum the ironman save file .
 
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Level 7-9 spells are overpowered, particularly the wizard ones.
You don't want a psionicist, it's alright but at least take a wizard and a druid or wizard, cleric and bishop with the abberation domain and the cleric specialized in celerity + healing so the wizard can nuke while the other two can buff and summon.

Fighter
Gladiator
Cleric
MU (Wizard)
Bard
Rogue

Now that's more like it.
Well, depending on your chosen difficulty, it might be possible to go with weird party compositions and no wizard nor psionicist, I don't know.

I guess I will be able to add companions too...I will look to add druid or psionicist like classes if they exist as companions, don't mind as much adding them as companions for some reason.
 
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Did I get memed into putting a paladin into my group? Running a samurai/bard/wiz/cler/paladin/druid, 3 humans and 3 elven bitches, just like Allah intended.
Anyway, he's arguably the most underwhelming aspect of the party, on consistent basis. Granted, I don't have any notable gear at the moment due to just starting the sewer section, but running on archmage diff he's making me reconsider living, let alone using him as a tank. Where did I go wrong?
w9MTrvU.png
 

Darkwind

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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is.
Level 7-9 spells are overpowered, particularly the wizard ones.
You don't want a psionicist, it's alright but at least take a wizard and a druid or wizard, cleric and bishop with the abberation domain and the cleric specialized in celerity + healing so the wizard can nuke while the other.

OR!! Instead of this agonizing back & forth between Psi and Wiz, why not have both?? There is a class in the game that gives full spell progression for psionicist and wizard you simply don't get as many of both classes (obviously) That class is.... *drum roll*---- Warlock!

Yes, Warlock in this game is not the Eldritch Blasting bad ass most of us assume he is. No he is simply a Wiz/Psi hybrid with full spell progression (9th level) in each class. Weird? Yes. Effective? Quite... Has some serious ability score requirements though as you can imagine. You need high Int, high Wis, and high CHA doesn't hurt too. Almost like a Paladin in that way but caster version.
 

anvi

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Is XP shared? I have a party of 6 with 1 hire and got a chance to hire another but kicked him out. Kinda tempted to kick the 1 hire out too and just stick with my 6. The game is hard as balls though so I'm pushing on.

The sewers are a nightmare with nowhere to rest. I tried fighting 3 different directions with savescums, hoping to find a place to rest but each direction leads to yet more bigger fights....! And no rest! In the end I had to just pick a direction and go. Luckily some spells refresh with time now so I'm not always completely spent. I have an OP melee item too which is really helping. And I'm using up all my scrolls and shit. Usually games want you to save those for lategame but I need them now, and there is limited inventory so it's worth using them.

My guys are lvl 12 now. Spells are different in this new D&D. Some are weaker than you are used to and some are now much more powerful. That area of goo that makes my team nauseous is insane now. I've been using it myself and it's great.

I love this game it's one of the best I've ever played. Hate the UI though.
 

Serus

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Did I get memed into putting a paladin into my group? Running a samurai/bard/wiz/cler/paladin/druid, 3 humans and 3 elven bitches, just like Allah intended.
Anyway, he's arguably the most underwhelming aspect of the party, on consistent basis. Granted, I don't have any notable gear at the moment due to just starting the sewer section, but running on archmage diff he's making me reconsider living, let alone using him as a tank. Where did I go wrong?
w9MTrvU.png
Where? The part where you play on Archmage (Very Hard) in your first game. Why would one insist on playing the hardest difficulty, given a choice, even if the game has been known to be exceptionally challenging?

If it isn't your first game of KotC2 - please ignore my rant

I'm in early game myself but have no paladin in party. It was never a very strong class in 3.5 afaik but other people said that the only "trap" class is the Ranger. But if you insist on harder difficulty you should probably have chosen fighter or gladiator instead.
 
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Where? The part where you play on Archmage (Very Hard) in your first game.
This is really a problem for the first 2-3 levels where your resources are severely limited and it's an rng fest of who gets to go first. I don't have a problem with the difficulty at this point, I'm just realizing I'd be about 50% better off with a fighter instead of a paladin.
 

NJClaw

OoOoOoOoOoh
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Pathfinder: Wrath I'm very into cock and ball torture
Did I get memed into putting a paladin into my group? Running a samurai/bard/wiz/cler/paladin/druid, 3 humans and 3 elven bitches, just like Allah intended.
Anyway, he's arguably the most underwhelming aspect of the party, on consistent basis. Granted, I don't have any notable gear at the moment due to just starting the sewer section, but running on archmage diff he's making me reconsider living, let alone using him as a tank. Where did I go wrong?
I had a Paladin in my party during chapter 3 and 4 and I can assure you that things will only go downhill from there. The only thing she did for the entirety of the last chapter was to spam Mass Heal scrolls.
 

Serus

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Where? The part where you play on Archmage (Very Hard) in your first game.
This is really a problem for the first 2-3 levels where your resources are severely limited and it's an rng fest of who gets to go first. I don't have a problem with the difficulty at this point, I'm just realizing I'd be about 50% better off with a fighter instead of a paladin.
You don't because, as other have said, you are in the part of the game that was designed without the town area made yet - and without a couple of levels it gives you in mind. But i might be wrong. Good luck anyway.


Edit:
I heard red wizards are good but they need to be in groups of six.

Why groups of six? Just a meme?
It's Iluvcheezcake who played like with 6 red wizards and claims to have finished the game without problems back in the day when it was much more difficult. He very probably says the truth too. I simply made a stupid joke about that.
 
Last edited:
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You don't because, as other have said, you are in the part of the game that was designed without the town area made yet
I've realized this, I mean after the hag and what not seeing 10hp cr1 or 2 cultists while I'm level 6 isn't really meant to be challenging to begin with. I don't really incorporate that segment into my overall estimate so far but I realize there's loads of bullshit down the line. It's sad though that core rules force you into radical munchkinism as a style of playing.
 

Serus

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You don't because, as other have said, you are in the part of the game that was designed without the town area made yet
I've realized this, I mean after the hag and what not seeing 10hp cr1 or 2 cultists while I'm level 6 isn't really meant to be challenging to begin with. I don't really incorporate that segment into my overall estimate so far but I realize there's loads of bullshit down the line. It's sad though that core rules force you into radical munchkinism as a style of playing.
I don't know if it is sad. It is a computer d&d combat-centric game. If combat is not challenging there is little sense to the game. The problem is not with munchkinism. It is that apparently even if you are a great munchkin, you still have to reload too many times and rely on some luck.

But I agree that Pierre should have made a game centred on core rules where those rules give a more reasonable experience. Only THEN he should have designed a hard difficulty as a the "real" game - if you seek a challenge. On a side note, this hard difficulty should have been made mostly by modifying by hand the encounters. Adding more enemies, higher levels, even tweaking the ai to be more deadly. Changing rules in serious ways shouldn't be the main method. Obviously designing difficulties by modifying encounters is very work intensive.
 

Darth Canoli

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I've realized this, I mean after the hag and what not seeing 10hp cr1 or 2 cultists while I'm level 6 isn't really meant to be challenging to begin with. I don't really incorporate that segment into my overall estimate so far but I realize there's loads of bullshit down the line. It's sad though that core rules force you into radical munchkinism as a style of playing.

The very first version went a bit overboard but mostly because we're not used to this level of tactics and resource management.

I never used so many different spells in a D&D based cRPG, here, every other encounter will have you trying a bunch of spells to see what's efficient against a new enemy type..
Ans of course, you'll have to use flanking and trip really often and be wary of enemies pushing/sliding you into braseros, lava pits, acid pools and whatnot...

So, yes, munchkinism is required but not just that, you have to think too.
A shame chapter 1 is trivial now.

Or you could just skip most of chapter 1 content and go straight for the orc invasion, i'm not sure it's possible, didn't try.
Maybe reducing the village xp gains and increasing chapter 1 low sewers mobs by 1 or 2 levels would do the trick.
 

JarlFrank

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I would never play the game with a party like this. Having a Psionicist and a Druid isn't mandatory, but you still need at the very least 3-4 casters. Melee characters can wreck enemies with their incredible feats and overpowered weapon properties, but I can't imagine going through chapter 3 and especially chapter 4 without AT LEAST 4 full casters. My Mantis Gladiator and Half-Giant Fighter were able to deal hundreds and hundreds of damage in a single round, but in chapter 4 they were useless compared to the rest of the team who could delete dozens of enemies with a spell.

More importantly, while my gladiator and fighter can delete even high level enemies in a single turn with their multiple attacks and massive crits, my casters can reliably disable entire groups of enemies for many turns.

Stinking cloud is insanely powerful against groups. Enemy mage got nauseated? He won't be a problem for a couple of turns.
Late game psionic spells like the area effect level drain is fucking brutal, an enemy wizard who just lost 6 levels can't nuke you because he lost access to two entire spell levels.

Etc etc.

Especially cool is when your fighters wear rings that make them immune to certain reliable AoE spells (freedom of movement for web, perfect health for stinking cloud).
Heavily disable enemy groups, then move in with your melees who don't give a fuck about the effects.
 

Serus

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In this game Charisma for a Cleric is only used to give additional turning undead uses, right? That includes uses of domain powers. However turning undead seems underwhelming to me. The question is, if i use domains that give only passive bonuses(boni) do i need charisma for anything other than turning undead which is meh?
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
Or you could just skip most of chapter 1 content and go straight for the orc invasion, i'm not sure it's possible, didn't try.
Maybe reducing the village xp gains and increasing chapter 1 low sewers mobs by 1 or 2 levels would do the trick.

You can ignore every side quest in Finchbury and march straight away to the tower and trigger the sequence of fights leading to the dungeon.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
In this game Charisma for a Cleric is only used to give additional turning undead uses, right? That includes uses of domain powers. However turning undead seems underwhelming to me. The question is, if i use domains that give only passive bonuses(boni) do i need charisma for anything other than turning undead which is meh?

I only pump my Cleric's wisdom.
 

Serus

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In this game Charisma for a Cleric is only used to give additional turning undead uses, right? That includes uses of domain powers. However turning undead seems underwhelming to me. The question is, if i use domains that give only passive bonuses(boni) do i need charisma for anything other than turning undead which is meh?

I only pump my Cleric's wisdom.
I suppose if you have a domain power that can be used multiple times a day and you want to use regularly, you need Charisma. Am I wrong? Or all abilities from domains that can be activated several times per day suck?
 

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