Tweaking My Party
Posted: Tue Mar 09, 2004 8:56 pm
Greetings All,
I am no novice to D&D or 3E. I have played (some more then others) IWD/IWD2, BG/BG2, PS:T, and NWN. I have never played PnP however, and most of the previous games I have played walk you through a lot of the process of character creation and advancement. ToEE does not hold your hand as I'm sure you all are aware. I am not good with the math or the rules, but I do have a formula that works really well in IWD II and I would like to translate it somewhat to ToEE. Please advise me in any way you can on making these characters more fit for this game.
The area I'm mostly unsure about is the feats, because a lot of the feats I took/am taking in IWD II don't work exactly the same or as effectively in ToEE, or atleast, thats what I'd assume.
Basically my normal (6 member) party would go like this:
Human Fighter 4/Paladin X (Diplomat)
Feats: Power Attack, Cleave, Longswords, Greatswords (?)
Dwarf Fighter 4/Barbarian X
Feats: Power Attack, Cleave, Axes, Hammers
Human Cleric
Domains: Sun, Healing
Feats: Combat Casting, Spell Focus Abjuration (?)
Human Ranger 6/Rogue X (Archer Primary, Sneak Attack secondary)
Feats: Point Blank Shot, Rapid Shot, Dodge
Human Sorcerer (Main Bombardier)
Feats: Evoc 2, Combat Casting
Human Wizard (Backup caster, non-evoc spellcaster)
Feats: ?
So obviously I have to ditch one of these characters. The wizard is the character of this group I don’t really care too much about, I mean, he’s useful, but if I’m goona fill a character in with an NPC, the wizzie is the one I’m most apt to do so with. If I did this I would just get Spugnoir to fill that spot. However, looking at his stats, I know I could build a far superior wizard with 18int, better feats/ect. I’ve heard Elmo is great, so I could always supplement the Barbarian with him… but the pally/barb tag team is kinda special to me
What do you guys think?
I am no novice to D&D or 3E. I have played (some more then others) IWD/IWD2, BG/BG2, PS:T, and NWN. I have never played PnP however, and most of the previous games I have played walk you through a lot of the process of character creation and advancement. ToEE does not hold your hand as I'm sure you all are aware. I am not good with the math or the rules, but I do have a formula that works really well in IWD II and I would like to translate it somewhat to ToEE. Please advise me in any way you can on making these characters more fit for this game.
The area I'm mostly unsure about is the feats, because a lot of the feats I took/am taking in IWD II don't work exactly the same or as effectively in ToEE, or atleast, thats what I'd assume.
Basically my normal (6 member) party would go like this:
Human Fighter 4/Paladin X (Diplomat)
Feats: Power Attack, Cleave, Longswords, Greatswords (?)
Dwarf Fighter 4/Barbarian X
Feats: Power Attack, Cleave, Axes, Hammers
Human Cleric
Domains: Sun, Healing
Feats: Combat Casting, Spell Focus Abjuration (?)
Human Ranger 6/Rogue X (Archer Primary, Sneak Attack secondary)
Feats: Point Blank Shot, Rapid Shot, Dodge
Human Sorcerer (Main Bombardier)
Feats: Evoc 2, Combat Casting
Human Wizard (Backup caster, non-evoc spellcaster)
Feats: ?
So obviously I have to ditch one of these characters. The wizard is the character of this group I don’t really care too much about, I mean, he’s useful, but if I’m goona fill a character in with an NPC, the wizzie is the one I’m most apt to do so with. If I did this I would just get Spugnoir to fill that spot. However, looking at his stats, I know I could build a far superior wizard with 18int, better feats/ect. I’ve heard Elmo is great, so I could always supplement the Barbarian with him… but the pally/barb tag team is kinda special to me
What do you guys think?