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AD&D Games Question
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RPGDot Forums > CRPGs General

Author Thread
Hexy
High Emperor
High Emperor




Joined: 28 Jun 2002
Posts: 621
   

Those games don't require much meta-thinking.
After a while you learn that for example: haste is a very good spell in combat, so is chromatic orb, web, magic missile and summoning spells. Those spells almost always work.
You don't HAVE to tune in your entire spellbook for every battle.

D&D has one of the best magic-systems out there, use it.
_________________
Like some bold seer in a trance;
Seeing all his own mischance


Last edited by Hexy on Mon Jan 06, 2003 1:56 pm; edited 1 time in total
Post Sun Jan 05, 2003 8:33 am
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Necrosis
Eager Tradesman
Eager Tradesman




Joined: 14 Nov 2002
Posts: 41
   

@Hexy: I recently finished Icewind Dale together with the Heart of Winter expansion pack and the free Trials of the Luremaster add-on. And I think you hit the nail right on the head: the spells you listed are EXACTLY the ones I found myself using most often and effectively. My secondary spells included some of the area effect spells such as Fireball, Cloud Kill, and Death Fog which I used on creatures caught in my Web spell. Great minds think alike, yes?
_________________
Death: Peace, at last
Post Sun Jan 05, 2003 6:24 pm
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shai_aus
Village Leader
Village Leader




Joined: 18 Aug 2002
Posts: 97
Location: Australia
   

quote:
Originally posted by Val
Fireballs, big swords, fireballs, best armor you can afford, fireballs, maxing important stats for the class, oh and did I mention fireballs?


Fireballs are too damn good for a level three spell, mainly because you can shoot them even if you can't see the enemy, and catch them in the blast radius. I like Lightning Bolts too, but they're too dangerous. I really wish that the physics of Lightning Bolts were accurate in the AD&D games. I try and shoot one so that it bounces right down a corridor into the enemy party; instead it comes right back in my face and electrocutes ME. Stupid lightning bolt.

As for advice, send summoned creatures in alone to soak up enemy spells, if they have a spellcaster. As for which ones to memorise, it's important to keep a variety of available spells that you're likely to use a lot. Double (or triple) up on the spells that you use more often, like healing spells and spells that lower AC and increase saving throws. Those are useful in all situations. Other defensive spells aren't really neccessary per se, but are still worth memorizing once or twice in case you run into some firebreathers (as in your example with the Prot. from Fire spell)

Be smart in choosing your attack spells. Fireballs are great, but they wont work against fire elementals. Magic missiles, chromatic orbs, etc. work on almost anything, so they're a good choice. And summon spells.
Post Mon Jan 06, 2003 12:10 pm
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