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I play ID2 with this party :

1.Paladin Aasimar
2.Rogue Strongheart Halfling
3.Druid Aasimar
4.Evoker Tiefling

It is a king of unusual party but I wanted to try something new.I played many times ID 1 and 2 with many parties but now I would like to try new combinations.

What are your parties and combinations ?

What kind of freaky combinations have you tried ?

Lord Rupert
First, the party I used for a serious playthrough attempt of IWD1 classic (non-EE):

4 characters:
1. Ranger/Cleric (extra attack when not using shield + Spiritual Hammer + access to both Cleric and (lower level) Druid spells)
2. Fighter/Druid (Extra attacks from Polymorph + Fighter levels (yes, they stack); note that those extra attacks can be used with ordinary weapons thanks to Dispel Magic (this happened to me unintentionally; an enemy cast Dispel Magic on me)).
3. Fighter/Mage/Thief (handle thieving skills; single class Mages aren't as good in this game because of limited scroll availability)
4. Bard (high caster level + bard songs)

Second, my favorite glitched party:

0 characters:

There *might* have been a dead character who was there to keep the character arbitration screen happy; everyone else was dismissed. This gives you a situation that isn't actually a game over, but the game over music is playing and you can't do anything except quit, load, or save, and the game is soft-locked. I don't remember what happens if you add a new character to the party.
I'm currently replaying IWD2 with a party that consists of a Human Paladin/Sorcerer, a Half-Orc Barbarian/Fighter, a Human Cleric, and an Elf Conjurer. Fun party with a lot of synergy with each other, although the small party size means I'm a bit over-leveled and the Wizard has struggled to keep her spellbook filled with usable spells. Currently sitting at level 15 with no 8th level spells to fill my 8th level spell slots.

I was horrifically disappointed with the Rogue class in my first playthrough of IWD2, and wasn't going to run one this time around.
WIth so many character combinations, it's hard to pick a single favorite party setup

:S
Post edited November 09, 2015 by IwubCheeze
For the IWD2 party's I have tried I actually made a post for that half to remember half to share.
https://www.gog.com/forum/icewind_dale_series/back_and_back_again_the_many_adventures_of_icewind_dale_2

For IWD1 I have a party set and ready to go I had come close to finishing this game in the past buy a hardrive crash took out that party.

This is the party I will come back to on my next play.

https://www.gog.com/forum/icewind_dale_series/a_newold_adventure
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dtgreene: First, the party I used for a serious playthrough attempt of IWD1 classic (non-EE):

4 characters:
1. Ranger/Cleric (extra attack when not using shield + Spiritual Hammer + access to both Cleric and (lower level) Druid spells)
2. Fighter/Druid (Extra attacks from Polymorph + Fighter levels (yes, they stack); note that those extra attacks can be used with ordinary weapons thanks to Dispel Magic (this happened to me unintentionally; an enemy cast Dispel Magic on me)).
3. Fighter/Mage/Thief (handle thieving skills; single class Mages aren't as good in this game because of limited scroll availability)
4. Bard (high caster level + bard songs)

Second, my favorite glitched party:

0 characters:

There *might* have been a dead character who was there to keep the character arbitration screen happy; everyone else was dismissed. This gives you a situation that isn't actually a game over, but the game over music is playing and you can't do anything except quit, load, or save, and the game is soft-locked. I don't remember what happens if you add a new character to the party.
Haha your second party seems really interesting :D should be kind of charismatic guys :D :D

Btw first one is a good combination
Interesting combinations guys ... I have once tried to go through ID1 with just one guy - fighter and he was soo overpowered but I did not ended the game - am not sure if it was because I was not able to pass it just with fighter or not ...

Do you think Bard is worth hiring to party ?

I am not sure if his casting abilites are as good ... hmm

Monk is pretty overpowered i think ...
Post edited November 10, 2015 by rupert1435
avatar
dtgreene: First, the party I used for a serious playthrough attempt of IWD1 classic (non-EE):

4 characters:
1. Ranger/Cleric (extra attack when not using shield + Spiritual Hammer + access to both Cleric and (lower level) Druid spells)
2. Fighter/Druid (Extra attacks from Polymorph + Fighter levels (yes, they stack); note that those extra attacks can be used with ordinary weapons thanks to Dispel Magic (this happened to me unintentionally; an enemy cast Dispel Magic on me)).
3. Fighter/Mage/Thief (handle thieving skills; single class Mages aren't as good in this game because of limited scroll availability)
4. Bard (high caster level + bard songs)

Second, my favorite glitched party:

0 characters:

There *might* have been a dead character who was there to keep the character arbitration screen happy; everyone else was dismissed. This gives you a situation that isn't actually a game over, but the game over music is playing and you can't do anything except quit, load, or save, and the game is soft-locked. I don't remember what happens if you add a new character to the party.
avatar
rupert1435: Haha your second party seems really interesting :D should be kind of charismatic guys :D :D

Btw first one is a good combination
Interesting combinations guys ... I have once tried to go through ID1 with just one guy - fighter and he was soo overpowered but I did not ended the game - am not sure if it was because I was not able to pass it just with fighter or not ...

Do you think Bard is worth hiring to party ?

I am not sure if his casting abilites are as good ... hmm

Monk is pretty overpowered i think ...
Bard's are actually very good in the Icewind Dale series for two reasons:

1. Bard songs. Unless you are playing IWD1 without the expansion (and if you are, you got it from somewhere other than gog.com), bards get many useful songs, allowing such things as boosting party luck (improves most things, including making critical misses impossible), afflicting a status ailment on enemies, and even regenerating the party's health. (Note that in IWD2, the regeneration only works while in combat.)

2. In IWD1, Bards level faster than other classes (except Thieves, with which they are tied). This means than, given a spell that scales with level that the bard is able to cast, the bard will use it better than a mage. For example, Skull Trap will do more damage if it's a bard casting it. (This doesn't apply to IWD2, however.)

Note that, in IWD2, you can level up a character to level 11 as a bard to pick up all the bard songs and then level up another class instead. Alternatively, you can leave the bard at level 11 and watch as your entire party (not just the bard!) gains more experience as a result, but we're heading into exploit territory here. (Note that this isn't a bug; it's the result of implementing the D&D 3e experience rules but not implementing the rule that prevents you from gaining multiple levels at once.)

Also, IWD2 has Lingering Song, allowing you to stop singing without the song's effect ending immediately. This lets you get a song's effect while still letting the bard do things. It even lets you play the song again to get the effect to stack (this should probably also be considered an exploit); enough stacking of the luck song will make all your attacks natural 20s!

By the way, I believe my first party didn't have any guys in it. It does use multi-class characters, and the multi-class mechanics are more favorable in 1 than 2.
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rupert1435: Haha your second party seems really interesting :D should be kind of charismatic guys :D :D

Btw first one is a good combination
Interesting combinations guys ... I have once tried to go through ID1 with just one guy - fighter and he was soo overpowered but I did not ended the game - am not sure if it was because I was not able to pass it just with fighter or not ...

Do you think Bard is worth hiring to party ?

I am not sure if his casting abilites are as good ... hmm

Monk is pretty overpowered i think ...
avatar
dtgreene: Bard's are actually very good in the Icewind Dale series for two reasons:

1. Bard songs. Unless you are playing IWD1 without the expansion (and if you are, you got it from somewhere other than gog.com), bards get many useful songs, allowing such things as boosting party luck (improves most things, including making critical misses impossible), afflicting a status ailment on enemies, and even regenerating the party's health. (Note that in IWD2, the regeneration only works while in combat.)

2. In IWD1, Bards level faster than other classes (except Thieves, with which they are tied). This means than, given a spell that scales with level that the bard is able to cast, the bard will use it better than a mage. For example, Skull Trap will do more damage if it's a bard casting it. (This doesn't apply to IWD2, however.)

Note that, in IWD2, you can level up a character to level 11 as a bard to pick up all the bard songs and then level up another class instead. Alternatively, you can leave the bard at level 11 and watch as your entire party (not just the bard!) gains more experience as a result, but we're heading into exploit territory here. (Note that this isn't a bug; it's the result of implementing the D&D 3e experience rules but not implementing the rule that prevents you from gaining multiple levels at once.)

Also, IWD2 has Lingering Song, allowing you to stop singing without the song's effect ending immediately. This lets you get a song's effect while still letting the bard do things. It even lets you play the song again to get the effect to stack (this should probably also be considered an exploit); enough stacking of the luck song will make all your attacks natural 20s!

By the way, I believe my first party didn't have any guys in it. It does use multi-class characters, and the multi-class mechanics are more favorable in 1 than 2.
Interesting I will consider taking Bard next time - what do you take as next class after 11 fighter or cleric maybe ?

What do you think about mage/fighter solo charakter - you can boost yourself by spells from mage while having nice HPs and dmg from fighter ... it can be tough in the begining but later it could be hardcorly good hh :D
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rupert1435: Interesting I will consider taking Bard next time - what do you take as next class after 11 fighter or cleric maybe ?
Paladin could work quite well, since it will benefit from the high charisma a bard will naturally have. Cleric would be a bad idea; you'd need to split your points between wisdom and charisma during character creation to account for this, and even then your Cleric abilities won't have caught up to where they need to be by the end of the campaign.

What do you think about mage/fighter solo charakter - you can boost yourself by spells from mage while having nice HPs and dmg from fighter ... it can be tough in the begining but later it could be hardcorly good hh :D
In AD&D (IWD1) fighter/mage rocks and would be a great choice for soloing.

In 3rd edition (IWD2) fighter/mage is a significantly more difficult combo to pull off. It can be done, but it's not nearly as powerful and requires careful planning. You want to take exactly one level of fighter (or barbarian/ranger/paladin; your pick); any more is just too big a sacrifice to your spellcasting ability. And that, in turn, means you're going to have a lot of trouble hitting stuff in melee due to your low base attack bonus. It's viable; I ran a Paladin/Sorcerer like this in my most recent playthrough, but it struggles to stay relevant.