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Need advice on TOEE party creation.
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RPGDot Forums > Dungeons and Dragons General

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JDR13
Magister of the Light
Magister of the Light




Joined: 16 Apr 2002
Posts: 376
Location: Michigan, United States
Need advice on TOEE party creation.
   

I'm pretty sure I'm going to go with a Fighter, a Ranger, a Wizard, a Cleric, and a Druid. I can't make up my mind about the sixth party member. Is a pure Rouge really needed for this game or could a Bard take his place? Also, any opinions on my party so far? I just want to get maximum enjoyment out of this game.
Post Wed Nov 05, 2003 10:04 pm
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Kendrik
Thin Blue Line
Thin Blue Line




Joined: 13 Jun 2002
Posts: 550
Location: England
   

Er... you don't need to worry about the 6th member as you can only have 5 PCs (the other members may be NPC's).

Personally I'm finding that you need good warriors in this game so I go with Paladin, Fighter, Monk, Cleric and Wizards (but that may just be my style of play.)

This game will also be better when the patch is installed (it will certainly help my paladins saving throws)
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Post Wed Nov 05, 2003 10:43 pm
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Val
Risen From Ashes
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Joined: 18 Feb 2002
Posts: 14724
Location: Utah, USA
   

Since you only get 5 party members, you filled it up.

A pure Rogue is good, however I'd prefer a Bard. He'd be my talker.
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Post Wed Nov 05, 2003 10:45 pm
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JDR13
Magister of the Light
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Joined: 16 Apr 2002
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Location: Michigan, United States
   

Oops, I just realized that it's a five character party in this game not six.
Now what am I going to do??
Post Wed Nov 05, 2003 10:45 pm
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JDR13
Magister of the Light
Magister of the Light




Joined: 16 Apr 2002
Posts: 376
Location: Michigan, United States
   

Sorry guys, I wrote that last reply at the same time you were writing yours. Are there any places or items in TOEE that can't be accessed without a true Rouge?
My party so far...

Fighter or Paladin
Ranger
Wizard
Cleric
Druid
Bard

Obviously I have to cut one of them. But which one? I really liked the Druid class in the Baldurs Gate and IWD games. Can anyone tell me if they're worth having in TOEE?
Post Wed Nov 05, 2003 10:53 pm
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Val
Risen From Ashes
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Joined: 18 Feb 2002
Posts: 14724
Location: Utah, USA
   

You can still access things, you'll just have to memorize some Knock spells and Detect Trap would be good for casting on the few traps on chests in the game.

If you really want to keep the Druid, I'd say dump the Ranger and keep the Bard as your secondary fighter. Just make sure the Bard has good STR and DEX scores as well as CHA. Clerics also make excellect back-up fighters in this game. Especially if you buy them that Holy Mace as soon as you can afford it.
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Post Wed Nov 05, 2003 11:05 pm
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corwin
On the Razorblade of Life
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Joined: 10 Jun 2002
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Location: Australia
   

I have rarely used bows in the game and most fighter types are OK with them, so I'd dump the ranger too. I use my thief as my talker, but a bard would be just as effective I think. Listen to Val, she usually knows what she's on about.
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Post Thu Nov 06, 2003 7:01 am
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the mighty stamar
High Emperor
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Joined: 01 Feb 2003
Posts: 602
Location: arcata ca, humboldt county
   

I think a Druid is very cool actually.

Many of the druid spells effects and abilities are unique to them.
Post Thu Nov 06, 2003 9:16 am
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EverythingXen
Arch-villain
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Joined: 01 Feb 2002
Posts: 4342
   

I only found 10 traps or so in the GAME - none of them lethal past level 3 or so. A pure thief is not needed if your bard takes open locks or you don't mind making scrolls of knock. Or someone cross-classes open lock, once the patch (to take 20) goes in. People are going to complain that rogues are 'nerfed' anyways since they can no longer toggle 'sneak' in combat (the ability to do so is a Shadowdancer prestige class power called Hide in Plain Sight that normal rogues do not get.)
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Post Thu Nov 06, 2003 1:05 pm
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JDR13
Magister of the Light
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Joined: 16 Apr 2002
Posts: 376
Location: Michigan, United States
   

According to the manual, only Rouges can learn the 'open locks'
skill.
Post Sat Nov 08, 2003 1:26 am
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JDR13
Magister of the Light
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Joined: 16 Apr 2002
Posts: 376
Location: Michigan, United States
   

Another question for those of you who finished the game. Are ranged weapons really worthwhile in this game? In the demo it seems like crossbows are almost worthless in combat. I would like to have a Ranger\Archer type of character that can dish out some decent damage with a bow later in the game. Possible in TOEE?
Post Sat Nov 08, 2003 5:07 am
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Val
Risen From Ashes
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Joined: 18 Feb 2002
Posts: 14724
Location: Utah, USA
   

quote:
Originally posted by JDR13
According to the manual, only Rouges can learn the 'open locks'
skill.

It's wrong.

As for ranged fighting, I never went with it because I never saw any magic ranged weapons worth having. Apparently you'll have to craft your own to have anything good. Besides, my spell casters usually had enough spells that they wouldn't need a ranged weapon to back up my melee characters.
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Post Sat Nov 08, 2003 2:29 pm
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EverythingXen
Arch-villain
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Joined: 01 Feb 2002
Posts: 4342
   

A shortage of magical bows and arrows lessens the advantage of using a bow in TOEE, as Val said. Not that they're still not powerful: Rapid shot can get you three shots by level 9 and you never have to worry about moving more than 5 feet to change foes. You always get three shots as opposed to the melee fighter who only gets one on any round where he has to move.

It's not bad for caster suppression... but trip is better for that.

All in all, they're not as good as they are in tabletop... but they're certainly still viable weaponry. It's better to shoot a giant frog than to be eaten by one...
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Post Mon Nov 10, 2003 2:19 pm
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