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Lintra
Elf Friend
Joined: 23 Apr 2002
Posts: 9448
Location: Bermuda, the triangle place with SANDY BEACHES |
ToEE - A new player's questions |
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Okay, first a little background, NG party consist of Wiz, Cleric, Fgtr, Barb and Thief. I have not spent much time in Hommlet (which could be my problem!), but instead went right to the moathouse.
Currently the party is Lvl 2 and has cleaned out the upper level of the moat house, the zombies the gouls and the ogre (with 50 hp!!! who ever heard of an ogre w/ 50 hp???).
I am getting slaughtered by the gnolls - they surround one guy, hack him/her to ribbons and then move onto the next. The encounter has that "you need one more level before doing this" feel to it. I thought about tackling the bugbears first, but by all rights they should be even tougher. What have I missed?
As a side bar - I am loving this game! It is great! My thief is sneaking ahead scouting out terrain, my wizard has yet to sleep any party members, but it has gotten close.
My only complaint is characters/bad guys getting lost behind walls. _________________ =Member of The Nonflamers' Guild=
=Just plain clueless= |
Wed Jan 21, 2004 3:51 pm |
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~NOBODY~
The One And Only
Joined: 15 Sep 2003
Posts: 1824
Location: Vivec, Jobasha's Rare Books |
Make your most bluffy\carismatic\intimidating person talk with the gnolls' leader. You can make them flee. |
Wed Jan 21, 2004 7:10 pm |
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Lintra
Elf Friend
Joined: 23 Apr 2002
Posts: 9448
Location: Bermuda, the triangle place with SANDY BEACHES |
quote: Originally posted by ~NOBODY~
Make your most bluffy\carismatic\intimidating person talk with the gnolls' leader. You can make them flee.
Yep ... for 100 gp I don't feel like spending ... why should I bribe these evil beasties to run off and cause trouble elsewhere? I got some info out of them ... what else do I need.
But this does bring up a good point, since they have initiated the conversation, I have NO idea which of my party members is talking. How do I specify a speaker? _________________ =Member of The Nonflamers' Guild=
=Just plain clueless= |
Wed Jan 21, 2004 7:19 pm |
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~NOBODY~
The One And Only
Joined: 15 Sep 2003
Posts: 1824
Location: Vivec, Jobasha's Rare Books |
Just leave most of your party behind, and walk to them with the char you want to use.
BTW, with high intimidate you'll be able to make them run without money. |
Wed Jan 21, 2004 7:26 pm |
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Lintra
Elf Friend
Joined: 23 Apr 2002
Posts: 9448
Location: Bermuda, the triangle place with SANDY BEACHES |
@~nobody~: It just bothers me that I have to deal w/ these dogs at all! They are rotten no good theives, brigands and raiders ... yeah I'm being a little on the lawful good side here, but keeping w/in my party's parameters, I can not in good consience (sp?) let them go free.
I guess the jist of my earlier question is really: Am I getting ahead of myself? Even if I bribe the dog faces to run, I am still left with the bugbears to contend with ... and if the gnolls cut us to ribbons the bugbears will make daisy chains out of our scalps!!
Hmmm, maybe I should just go back to the drawing board on how to deal w/ them. Lets see ... If I deploy the party as a steel wall in the hall, then run the high dex (and I hope high initiative) elven thief up to talk w/ them, maybe the theif can get away before getting sliced and diced then run and tumble her way back to the party and duck behind the Iron wall. The fighter types can deal with the gnolls one on one, or even two on one, they just can handle 4,5 or 6 on one. _________________ =Member of The Nonflamers' Guild=
=Just plain clueless= |
Wed Jan 21, 2004 7:58 pm |
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~NOBODY~
The One And Only
Joined: 15 Sep 2003
Posts: 1824
Location: Vivec, Jobasha's Rare Books |
Well, I reached the place when I was lvl2 also, as the quest don't really give much EXP. I play neutral good, and always try to avoid killing, even when it costs me nothing. And Bugbears are much easier, as there's a good distance between them. So you will be able to finish them one-by-one, and after all, they get scared very easily, so they'll return to the rightmost room after they get "Badly Injured". Just try to stand near the doorframe so they never can attack you in a big group. |
Wed Jan 21, 2004 8:08 pm |
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Val
Risen From Ashes
Joined: 18 Feb 2002
Posts: 14724
Location: Utah, USA |
Hmm... I felt the gnolls were easier to beat. Then again, I just fireballed them. _________________ Freeeeeeedom! Thank heavens it's summer!
What do I have to show for my hard work? A piece of paper! Wee!
=Guardian, Moderator, UltimaDot Newshound= |
Wed Jan 21, 2004 11:06 pm |
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~NOBODY~
The One And Only
Joined: 15 Sep 2003
Posts: 1824
Location: Vivec, Jobasha's Rare Books |
I meant that you can make the gnolls flee, so they are definitely easier. |
Wed Jan 21, 2004 11:53 pm |
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Lord_Brownie
High Emperor
Joined: 16 Feb 2003
Posts: 575
Location: Unfashionable arm of the spiral galaxy |
quote: Originally posted by Lintra
Lets see ... If I deploy the party as a steel wall in the hall, then run the high dex (and I hope high initiative) elven thief up to talk w/ them, maybe the theif can get away before getting sliced and diced then run and tumble her way back to the party and duck behind the Iron wall. The fighter types can deal with the gnolls one on one, or even two on one, they just can handle 4,5 or 6 on one.
This is how I handled it with a level 2 party on ironman mode. My party was similiar to yours, but I had a druid instead of a cleric. The fight ended with my dwarf fighter almost dead, and the rest of my party unconscience but stablized. Early in the fight I realized that I faced the problem of not being able to hit the gnolls fast enough to kill them without the flanking bonus, but setting up flanking caused some of the gnolls to run to my weaker casters. Two of gnolls going for my casters where badly injured by AoO, which saved me in the long run.
The bugbears are an easier encounter for me. Use a hiding thief character to block the bugbear guard from warning the next room, you can charge in with your party and take out the first bugbears with much of a problem.
Don't forget to use a spell like daze on monsters with reach, like ogres. Have all your party delay untill after your caster, daze the monster, then they can move up and get into flanking positions without AoO. The ogre in the moat house is a wimp, but if you get caught off guard like I did , he may get the upper hand on you.
LB |
Thu Jan 22, 2004 12:59 am |
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~NOBODY~
The One And Only
Joined: 15 Sep 2003
Posts: 1824
Location: Vivec, Jobasha's Rare Books |
Umm... What's AoO? |
Thu Jan 22, 2004 6:58 pm |
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konny666
Noble Knight
Joined: 03 Jul 2003
Posts: 219
Location: Babylon 6 |
Attacks of Opportunity |
Thu Jan 22, 2004 7:43 pm |
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~NOBODY~
The One And Only
Joined: 15 Sep 2003
Posts: 1824
Location: Vivec, Jobasha's Rare Books |
Eeeeee!!!!! How could I be so dumb??? |
Thu Jan 22, 2004 8:00 pm |
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EverythingXen
Arch-villain
Joined: 01 Feb 2002
Posts: 4342
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And when in doubt level 3 isn't that far away. Resting outside the moathouse will get you up a level fairly quickly. _________________ Estuans interius, Ira vehementi
"The old world dies and with it the old ways. We will rebuild it as it should be, MUST be... Immortal!"
=Member of the Nonflamers Guild=
=Worshipper of the Written Word= |
Fri Jan 23, 2004 6:34 am |
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Lord_Brownie
High Emperor
Joined: 16 Feb 2003
Posts: 575
Location: Unfashionable arm of the spiral galaxy |
Resting outside the Moathouse is a good way to get some exp, esp. since you can rest up without encounters in the round tower, where you had to kill the spider.
LB |
Fri Jan 23, 2004 8:38 am |
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Lintra
Elf Friend
Joined: 23 Apr 2002
Posts: 9448
Location: Bermuda, the triangle place with SANDY BEACHES |
quote: Originally posted by Lord_Brownie
Resting outside the Moathouse is a good way to get some exp, esp. since you can rest up without encounters in the round tower, where you had to kill the spider.
LB
I found this out ... that the tower is safe .. good place to run to when your party is really hurting. _________________ =Member of The Nonflamers' Guild=
=Just plain clueless= |
Fri Jan 23, 2004 1:24 pm |
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