Pink Eye
Monk
A very fair review, all things considered.
Late game the bard can be used as a spell-like ability chassis; their DC depends on CHA. Acorns of EQ can do decent work in castle mage duels. Necklace of fireballs should be enough to disrupt treant's spells. There are also bracers allowing a 1/day cast of the prismatic void for sale in Finchbury, but that comes at the expense of the arms slot. I thinkBard Im rolling full spell build with little bit bow potential. Songs are useful whole game and spells are great they fall off little bit end game. Pipes of pain does great cc + dmg early and single aria of chaos ends quite many encounters and is still useful end game. I have tried hybrid bards with either melee/bow but after early game their dmg is bad since you cant afford too many feats for melee combat and by allocating stats into str you are missing daily uses for songs/spells.
What I find the most interesting is who is the best user of cleric's spellbook, from a purely powergaming perspective. Is it even worth running one in lieu of another wiz/psi?
Lol the RPGWatch review reminded me that Pierre’s solution to the extreme difficulty of AoC was to basically introduce various cheat modes instead of actually rebalancing the module.
I’m finally about to start playing this 2+ years after receiving my backer copy, and I’m going into this more or less blind so I’m not going to have a party that’s optimized to handle this module specifically. What level of challenge should I expect if I go with Archmage difficulty but reduce the bonus to enemy initiative by 25% just to reduce the number of times my party gets wiped out on the first turn due to unlucky initiative rolls?
If you like challenge, you'll love this, It's comparable to ToEE, Wizardry, KotC, in terms of difficulty, with the village new content, the early game, chapter 1 and 2 are easier than they used to be but you'll probably get some party wipes regularly on a first run without meta-gaming.
I'd recommend going with no gold for leveling up.
If those games were too much for you or if it's proving too difficult, you should consider tampering with the difficulty as you go.
There's a lot of settings to speed up the game, ultra fast is recommended but go with thorough AI if you don't want to dumb it down and there's a lot of options to disable spells extra explosions. It really saves some time.
Great, thanks for the feedback It's been 10+ years since I finished KotC and am looking forward to getting into fights where I can do things like bull rush and grapple once again (no homo). Based on previous comments it seemed like a lot of enemies get insane initiative bonuses combined with powerful/borderline bullshit first-strike abilities, such that you essentially need to reload if you don't win initiative. I wasn't sure whether reducing the bonus to enemy initiative would make this aspect easier to deal with without trivializing combat as a whole.
That's generally true of all RPGs though not always well-understood. Which is why D:OSII forced turn-taking regardless of initiative.Initiative is the most important thing in this game.
I've always been of mixed mind on DOS2's take on that.That's generally true of all RPGs though not always well-understood. Which is why D:OSII forced turn-taking regardless of initiative.Initiative is the most important thing in this game.
That said Darth Canoli is right. You might be surprised how viable rezzing from the Pal is (even as a planned strategy!) compared to reload upon any death.
That’s not the case. You haven’t discovered the power of tactically dying yet. There are many ways to attack the game, tho focusing on initiative is probably one of the most straightforward.I did not play D:OS2 and so have no idea what either of you are talking about. I put about 4 or 5 hours into the first one and that was enough to convince me I had better things to do.
Initiative is always important in turn based games, but I do not know of a game where it is as important to so many encounters as Augury of Chaos. Dexterity is important for almost all characters and if you don't take initiative feats on (at the very least) casters you are a masochist.
Trade-offs for everything. Feats spent on initiative are Feats not spent on what your class is good at, same with points on DEX. Plenty of ways to heal/rez come back from falling behind in a fight and sometimes dying can cure you of nasty conditions and the like.What's not the case?
In what scenario is it better to "tactically die" than to win initiative?
If you're spending spell slots on resurrecting dead characters, you're not using those spell slots to kill the enemies before they kill your characters. Initiative is not the only important thing in this game, it's just the most important thing.
I didn't say there aren't exceptions and that there aren't edge cases, but for the majority of encounters you are better off with at least your casters going first.
Initiative is the most important thing in this game.
Alright Pierre, it seems aura of terror subtracts rather than adds 5 feet to the aura. It won't even affect enemies standing diagonally from you. That is huge.
Steam version 1.44. Since you said it's still working I went and tested it again, and now I find that sometimes even standing directly next to someone won't cause them to be affected. I can't unspec aura of terror on this save because I took it too long ago, but I have alot of saves so I went all the way back and can confirm that it was working properly in chapter 3. I tested at level 9 and then level 17 at the spider queen and I'm getting the 15 feet. Now it gets weirder. I load a save at the very beginning of chapter 4 and go right to the gate. The marilith is not debuffed at 15, but IS at 10. I'm trying to figure out what could be causing it but if I can't I guess I'll get in touch with Pierre and send a save.