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Finished Jelek, the Ogre Base and the Tomb.

Then I played the Gargath Keep chase after Myrtani in one pass, without resting or someone getting unconscious or dying. Maybe I get the hang of it, or I was just rather strong due to the aforementioned sidequests.

Don't want to cheer to soon. The cluebook tells of places to come where resting is limited or even impossible and in one case it sounds like there is a time limit. And the characters are already almost at maximum level although we are just in the middle of the game.
Post edited June 30, 2023 by Britannia47
Don't worry. The gold box games rarely use time limits and there are none in Champions of Krynn. The main way gold box primarily challenge the player (once you've learned the 1st edition system well enough) is restricting your ability to rest, as you noted. You will need to take advantage of the resting opportunities you have and learn to conserve resources as necessary in places where resting is restricted.

The only two gold box cases I can think of that have true time limits is climatic scenes at the end of the main games of the Buck Rogers game Countdown to Doomsday and of the D&D Forgotten Realms game Pools of Darkness. In Countdown to Doomsday (unfortunately right now only available as abandonware) you should be able to disrupt the title countdown if you move diligently. In Pools of Darkness, the time limit is to accomplish a particular task (as well as any optional tasks you may need before then) in Gothmenes's Palace. Once you've accomplished this, the (very difficult) three wave final fight begins. It turns out that even if you run out of time on the main time limit, the game gives you a few extra turns as a buffer after transporting you to the right place to accomplish the necessary action (though if this second, shorter timer runs out your party will be instantly killed).

In Champions of Krynn, I think what you are referring to is the escape from the second flying citadel to Kernan. There is no actual time limit there. Instead, at the right moment in time, you are offered a choice of whether to escape. If you refuse to take the way out (and the game might even give you two chances, I can't remember), then your entire party will be killed.

The only other type of effective time limit I can think of in gold box games is that some areas have an infinite possible number of random fights, usually coupled with restricted resting. Those areas force you to move reasonably diligently; otherwise, you will eventually be worn down by repeated combats.
Thank you!

Then, I guess the answer to those real or restricted resting time limits is beelining after one has explored the map in order to check out the most direct course of action.

It is annoying that you only see the scrolls' spells when trying to use it, not in the inventory.

When the cleric casts "bless" in combat and I choose a char directly in front of her as main target, only she herself and her row of chars is affected.

Restarting: as I am halfway through and the chars are almost at max level, restarting for grinding would be useless, unless the XP still count after the last level so I would have a headstart in the sequel. It also seems not necessary for extra magic stuff as I thought, because there is more to come for all chars to be protected and armed well. And if not, I heard of an item doublicating cheat.

Transfering parties to sequels includes the whole inventory, right?

I hope the sequels find the correct savegames - I don't. That is, I see save folders, but the file dates are old, none of July although I played today. There are even some CHRDATA from 2022 although I installed it only some weeks ago for the first time.
Post edited July 02, 2023 by Britannia47
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Britannia47: Transfering parties to sequels includes the whole inventory, right?
I don't think characters lose their items in the Dragonlance games.
https://www.gog.com/forum/dungeons_dragons_krynn_series/dkk_character_advice/post8

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Britannia47: I hope the sequels find the correct savegames - I don't. That is, I see save folders, but the file dates are old, none of July although I played today. There are even some CHRDATA from 2022 although I installed it only some weeks ago for the first time.
No, transferring characters is usually a bit of a pain. You will have to find the correct save folder that your version of CoK is using and put it into the correct location where DKK will be looking for it. I cannot give you any specific advice unless you are using a Mac, I have no idea about the specifics of Windows installs. You may have to google it, but beware that if GOG updated the DOSBox version the particular location could have changed, which possibly happened in 2022 as evidenced by the savegames you found from that year.
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Britannia47: Thank you!

Then, I guess the answer to those real or restricted resting time limits is beelining after one has explored the map in order to check out the most direct course of action.

It is annoying that you only see the scrolls' spells when trying to use it, not in the inventory.

When the cleric casts "bless" in combat and I choose a char directly in front of her as main target, only she herself and her row of chars is affected.

Restarting: as I am halfway through and the chars are almost at max level, restarting for grinding would be useless, unless the XP still count after the last level so I would have a headstart in the sequel. It also seems not necessary for extra magic stuff as I thought, because there is more to come for all chars to be protected and armed well. And if not, I heard of an item doublicating cheat.

Transfering parties to sequels includes the whole inventory, right?

I hope the sequels find the correct savegames - I don't. That is, I see save folders, but the file dates are old, none of July although I played today. There are even some CHRDATA from 2022 although I installed it only some weeks ago for the first time.
Whether inventory transfers from one gold box game to its sequel depends on the game. On the whole, the first Forgotten Realms "pool" series is the most restrictive. NO items transfer from Pool of Radiance to Curse of the Azure Bonds or from Curse to Secret of the Silver Blades. Only your characters transfer. (In Curse, you start with a small amount of money and must start by buying nonmagical equipment first thing after memorizing spells. The same is partially true in Secret. However, there the town's mayor gives you a number of magic items for free at the beginning. That game is for high enough levels that this was probably deemed necessary.) Pools of Darkness is more lenient but with a major twist: all of your items do transfer there (in fact, there are several advantages to importing characters into that game, one being that this is practically the only way to possess +5 weapons and armor in Pools); however, you may not carry most magic items completely through the title pools of darkness (portals) through Limbo to the four outer dimensions where Bane's lieutenants are headquartered or back from there to the Realms. If you do, your magic items will be destroyed. (There are a few exceptions that can be fully transported and knowing this is pretty vital in keeping your characters alive in that very tough game.) GBC does have a way to allow all items to be carried through Limbo in Pools, but please be aware that this is probably cheating. The game's hard challenge was designed very much with the idea that you would not always have all your items in mind.

As for the Krynn series, I believe it is much more lenient in allowing items to be transferred to the sequels. At the end of Champions of Krynn, I recall that you are required to give up some of your most powerful magic items to the good armies at the end of the game (this includes the famed dragonlance). However, you can keep the rest of your items. (Hint: due to a decidedly tough fight that is the very first thing in Death Knights of Krynn, get all of your warrior-type characters a nonmagical flail in Champions before you transfer. It may also be a good idea to have full spells, primarily buffs, memorized, as I can't recall whether you are given any time to do so at the beginning of Death Knights. I think this will work, as I don't think the most dangerous enemies in that fight are immune to nonmagic weapons, but I'm not 100% sure.) I think all your items transfer completely from Death Knights to The Dark Queen of Krynn, though I'm not completely sure as I have never tried to make that transfer. Given the famed dearth of magic items in that last game and its notorious difficulty, this is almost certainly the route you want to go. (Actually, I have to admit I have always played gold box games by simply creating a new party for each game. I will definitely be transferring characters when I play the games again. I just don't know when that will be.)

I'm pretty sure all items transfer to the sequel in the Forgotten Realms Savage Frontier series. (In fact, one particular unique item that you have to go to some trouble to have made in the first game can particularly help out with certain fights in the sequel.) I'm not sure about the Buck Rogers games.
Post edited July 02, 2023 by ArthurWalden
Thank you, will keep in mind that I can look this up here - so far I like the game and I might play other Goldbox titles.

I am a bit nervous about the dificulty of those, but so far after the initial problems I get along well here, I even did not use a single item (wands, scrolls, potions), so I might get along with others too, at least basically.


The spell "bless" seems broken when casted in battle: cleric B is casting, target is fighter E in front of her. But although the graphics show a momentary line from B to E, only ABC are affected. The manual says it affects a 5 diameter.

ABC
DEF


Could it be that arrows +1 are heavier than normal ones?
Post edited July 03, 2023 by Britannia47
I don't think magical arrows are supposed to weigh any different than normal ones, but I can't be sure. I've never heard anything about it.

Bless is not broken (as far as I know), but you could argue the gold box manuals are, sort of (i.e. their explanations aren't very good). Your problem is that bless only affects allies who are not already in the front lines of combat (i.e. adjacent to an enemy). The best time to cast bless is, for most players, right before you enter combat while still in camp (or on the adventure screen). Then, it will affect the whole party. Bless has an extremely short duration, so don't cast it any sooner than the instant before a set combat.

Note that the effects of bless are somewhat mild, +1 to hit (course, it's a 1st level cleric spell), but the spell never goes truly obsolete, even at the very end of the highest level games.
Post edited July 04, 2023 by ArthurWalden
Not for those djacent to an enemy - that was the vital hint. And sorry for the RTFM question, the manual does say so, just not in the table of course but in the descriptions. Yes, it is better for casting before a fight.

Hm, so there might be other stuff the cleric got in the meanwhile since I gave her 250 normal arrows without problems.
The manuals still leave a good deal of vital information out and sometimes include stuff that is incorrect for a given game. Again, it's a long read but the best introduction I can think of for gold box is Stephen S. Lee's guides to Pool of Radiance and Curse of the Azure Bonds. They don't contain much information specific to the Krynn games, but most of the material is applicable to all gold box. (You may be sick of me mentioning those guides by now, so I won't mention them again.)

I'm a little surprised your cleric can carry that much without encumbrance starting to become a problem. (Encumbrance can be a serious issue in gold box combat.) What is her strength?
Yep, I consulted those and I keep them in mind for further Goldbox experience (so far I like CoK, although it might change, the endgame from the Citadel on sounds rather hectic and unforgiving according to the cluebook).

The cleric has strength 16. It is a bit annoying that despite this she is overloaded fast. Okay, it is not very realistic to carry a plate mail, weapons and 250 arrows, but it is also not for a 18/something strength character to be able to carry own equipment and three spare plate mails.

The mages have 15 and 14 respectively and they are already overloaded even with little magic user stuff like potions, scrolls and darts (not more than one screen of inventory list).

Speaking of encumbrance, is there a table how much can an XX STR char carry? In the manual there is only the table for modification per strength, not the basic figures.

Does hitting a mage not only stop the present casting but also prevent one in the next round? Sometimes I do not get the "cast" option although the char did not get hit just now, maybe a bit earlier.

Funny, I could bash the door to the dragonlance and one more although the hintbook says it could only be opened by "knock". it would be a major flaw of course because there will be parties without a red mage.

Funny also what just happened: fighter has AC -8, I ready the shield +2 and he has AC -11.
Post edited July 05, 2023 by Britannia47
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Britannia47: Does hitting a mage not only stop the present casting but also prevent one in the next round? Sometimes I do not get the "cast" option although the char did not get hit just now, maybe a bit earlier.
My understanding is that getting hit prevents spellcasting for the remainder of the round.

(Personally, I don't like this sort of spell disruption mechanic, as it means that the player can't use their fun abilities as often.)
Dtgreene is right. If a spellcaster takes any damage, even one point, they cannot cast a spell for the rest of that round. If they were in the process of casting already, they also lose that spell from memory. This can be frustrating, but it also works in your favor. You can keep enemy spellcasters from devastating your party by making sure to damage them every round until you can take them out completely. Conversely, protecting your spellcasters is a vital part of D&D tactics. However, this only covers that particular round. The next round the combatant can cast again. Since gold box combat does not clearly delineate the end of rounds, your spellcasters were presumably unable to cast in same round they took damage. One thing to realize is that, while initiative is important, within that context the order in which combatants go is random from round to round. It's hard to tell whether you're in the same round or the next round when any given character's turn comes up.

Encumbrance is a harsh mistress in gold box. You can't try to carry every item you come across. You need to select only those items that will benefit you and leave the rest. This is particularly true if you don't max out your strength (and even if you do there are still limits). You will eventually need to return for supplies. Just make sure you have enough if you are getting into a part of the game where you can't reach a shop. On a related matter, money also counts as encumbrance in gold box. It is therefore best to primarily collect gems and jewelry and only turn them into cash as needed. When taking treasure, take only the best items, usually the magic ones (easily found by casting detect magic). At higher levels, you will often come across treasure lists where most of the items are magic. In that case, look for items that seem unique on the list, as these will usually be the most desirable treasure. As for your other question regarding encumbrance, I believe Stephen Lee's guides may have a table showing how much weight each strength amount can carry. It's probably under the strength ability. Note that you will then have to cross reference this with a table showing item weights, which those guides may also have. Some gold box games have vaults where you can store money and items. I believe Champions of Krynn be one of them, at the Solamnic outposts. (In the Savage Frontier series, there is actually a quest magic item that allows you to deposit and withdraw money and items from any of three vaults in different settlements, as though they were complete copies.)

The SSI clue books are highly accurate, but that doesn't mean they contain no errors. Locked doors in gold box can usually be opened by bashing, picking, or "knocking." The only difference is that the first two are not guaranteed to work, while the last always is. There are some particularly secure doors which cannot be picked and have a low chance of being bashed. However, here again knock always works. (The Tilverton Thieves Guild treasure room door in Curse of the Azure Bonds is a good example of the latter. The dragonlance room in the Temple of Duerghast in Champions may be another.)

The magic shield you mentioned is working correctly. In 1st edition, any shield lowers your armor class by one point. A magic shield's bonuses are then further subtracted. This shield should lower your armor class by three.

I wouldn't worry too much about the citadels after killing Sir Lebaum. They are somewhat hectic but definitely not impossible. It is probably best not waste too much time to avoid a lot of random fights, but as I recall there aren't so many as to be overwhelming. You might even be able to explore the first citadel somewhat.

My view is not to worry too much about realism in these games. D&D is generally high fantasy adventure and worrying about realism is often besides the point. (In fact, I think Gygax may have made an error by becoming too obsessed with historical realism when designing 1st edition.)
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ArthurWalden: (In fact, I think Gygax may have made an error by becoming too obsessed with historical realism when designing 1st edition.)
I agree, and I'd add that Gary Gygax is not the only RPG developer (whether tabletop or CRPG, though the CRPG example of this tend to be WRPGs) to have made this mistake.

Some mechanics, like encumbrance and aging, just aren't fun.
I second that, I also do not need that kind of realism. Another example is food in some CRPG (although in Ultiima IV - VI I don't care because it does not deplete fast). And "Realms of Arkania" even had boots that wore down (although mostly I had fun with the game).

Just now I experienced that the right battle preparations and a bit of dice luck can make a big difference. Sir Lebaum was a piece of cake with "Resist Fire" and the Mace of Disruption, the single blue dragon's turn was after the party's but it did not live until then and the draconian group fell to a fireball and some minor close combat.

I prefer to explore at ease, drawing maps and returning to shops once in a while. So the finale is too hectic and I will play it along the clue book, so I will not get too many random fights that deplete my resources. But thanks for the hint that it is not as hard as it might sound.

Does anybody know whether the sword's "+4 bonus against reptiles" does also work against dragons?
Post edited July 06, 2023 by Britannia47
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Britannia47: Another example is food in some CRPG (although in Ultiima IV - VI I don't care because it does not deplete fast).
Ultima 3-6 also don't punish you harshly in the case of running out of food. (It's certainly not like Ultima 1 and 2 where running out of food is an instant game over.)

In Ultima 6, food is only used when resting, and it's possible to avoid resting entirely, especially if you take advantage of the Help spell (which fully restores your party almost for free, though you lose your position).

On the other hand, Ultima 7 made it so that you need to manually feed your characters, which combined with the awful inventory system of that game, made food into a rather frustrating chore.

One important lesson in game design: It's better to give rewards than punishments. Instead of having food be a requirement, make it so that food provides a bonus when used. You can still have things like baking bread, but make it an extra bonus rather than a requirement.

Here's one example: Apparently, Civilization 3, during development, had Dark Ages, where at some (random?) point in the game for each civilization, science development would be halved (IIRC) for 20 turns. Testers did not like this, so they inverted the mechanic, replacing the Dark Ages with Golden Ages, and that was much better received.

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Britannia47: And "Realms of Arkania" even had boots that wore down (although mostly I had fun with the game).
Item durability can be a reasonable game mechanic if done well; it can serve to limit the use of more powerful items, for example. Examples of games that do this reasonably well are Fire Emblem games and the first 2 SaGa games. (Case in point: The Glass Swords in Ultima 5 and SaGa 2 (and Japanese SaGa 1) are powerful, but they break after a single use. (English Final Fantasy Legend 1 has that powerful Glass Sword, but due to a localization bug, it has 50 uses, despite there being a message saying it shattered after every hit.))

On the other hand, when it's not used as a limiting factor, when durability is high but finite, but trivially repairable for almost no coast, it ceases to be a balancing factor. (Example: Elder Scrolls (not Skyrim) where more powerful weapons have more durability, and where repairs are generally easy (or it's easy to just make another).)
Post edited July 06, 2023 by dtgreene