Posted August 25, 2015
Here is a question: What rules do you follow when playing these games? These can be either cheating you allow (like hex editing your save for max HP) or self imposed restrictions. (Remember to state the game you apply the rule to.)
Here are some I am thinking of applying to my next Dungeon Hack playthrough:
After gaining a mage level, you may hex edit your save to learn one spell of your choice, provided the spell is of a level you can cast. (Data starts shortly after $6F0, with FF meaning you don't know the spell, and any other is the number you have set to memorize.)
Vampiric Touch may not be used if your life bar is blue. (This rule is there because otherwise you can accumulate hundreds of "temporary" hit points.)
Some other rules you might consider:
Single class mages may hack one or two extra spells of up to 3rd level at the start of the game. (This rule is there to compensate for the spell picks (from the above rule) they miss due to starting at a higher level.)
Triple class mages may hack Improved Identify at the start of the game (change $70A from FF to 00).
On reaching a new dungeon level, you may hack your Maximum HP to the maximum possible. (Alternatively, apply this rule when gaining Constitution or only when reaching the level at which you no longer get to roll for HP at level up.)
If Death Real is enabled, you may not reload saves. You may only save when you quit, and may only load that save once. (This rule turns Death Real into true permadeath.)
Here are some I am thinking of applying to my next Dungeon Hack playthrough:
After gaining a mage level, you may hex edit your save to learn one spell of your choice, provided the spell is of a level you can cast. (Data starts shortly after $6F0, with FF meaning you don't know the spell, and any other is the number you have set to memorize.)
Vampiric Touch may not be used if your life bar is blue. (This rule is there because otherwise you can accumulate hundreds of "temporary" hit points.)
Some other rules you might consider:
Single class mages may hack one or two extra spells of up to 3rd level at the start of the game. (This rule is there to compensate for the spell picks (from the above rule) they miss due to starting at a higher level.)
Triple class mages may hack Improved Identify at the start of the game (change $70A from FF to 00).
On reaching a new dungeon level, you may hack your Maximum HP to the maximum possible. (Alternatively, apply this rule when gaining Constitution or only when reaching the level at which you no longer get to roll for HP at level up.)
If Death Real is enabled, you may not reload saves. You may only save when you quit, and may only load that save once. (This rule turns Death Real into true permadeath.)