Posted October 13, 2013
So I'm a big fan of Wizardry and Might and Magic, but have never played RoA. The system is pretty daunting at first and the manual isn't a lot of help, so I wanted to ask a few questions and write up the party build I'm considering.
I've played RoA 1 a bit already (wandered around Thorwal a bit and explored the first level of the old fortress), but I'm not really happy with my characters or how I'm playing, so I'm thinking of starting again.
First thing: what exactly is the deal with Treat Wounds? From what I understand, wounds that you take in combat can become infected or cause tetanus and kill you, and TW is supposed to help prevent that. However, it seems that you can only treat a character once a day or so (and then it usually fails at my low skill levels). Can any damage suffered in combat potentially lead to disease? Is it sufficient to wait until I camp and treat everyone once at that time?
Next... there are quite a few domination spells, and druids in particular get bonuses to a lot of them. Do I really need to worry about all these? It seems that most people emphasize Lightning, Horriphobus, and Paralyze.
Third... I was hoping the manual would help me understand what sort of supplies I need for traveling, but it was pretty vague. From what I gather, I need shoes and a blanket for everyone, but I'm not sure if things like cutlery, shovels, and fish hooks actually have a function or if they're just there for flavor. I'm guessing I'll need snow shoes if I have to go into snow and ice.
For my party build, I'm considering:
Dwarf (town / dungeon leader) - axe, danger sense, perception, locks, tactics, treat wounds
Warrior - sword, survival, treat wounds, tactics, haggle
Ice elf - edged, danger sense, perception, treat disease, tactics, arcane lore
Sylvan elf (travel leader) - missile, tracking, herb lore, survival, bind
Magician - polearm, arcane lore, combat spec
Green elf - missile, treat disease, treat poison, arcane lore
With at least some physical / self control for everyone. I'm guessing I will want some points in swim and climb as well. I figure the dwarf, ice elf, and green elf can watch while camping, the sylvan elf can hunt or gather herbs depending on what I need, and the magician can meditate if needed.
Any glaring deficiencies here?
I've played RoA 1 a bit already (wandered around Thorwal a bit and explored the first level of the old fortress), but I'm not really happy with my characters or how I'm playing, so I'm thinking of starting again.
First thing: what exactly is the deal with Treat Wounds? From what I understand, wounds that you take in combat can become infected or cause tetanus and kill you, and TW is supposed to help prevent that. However, it seems that you can only treat a character once a day or so (and then it usually fails at my low skill levels). Can any damage suffered in combat potentially lead to disease? Is it sufficient to wait until I camp and treat everyone once at that time?
Next... there are quite a few domination spells, and druids in particular get bonuses to a lot of them. Do I really need to worry about all these? It seems that most people emphasize Lightning, Horriphobus, and Paralyze.
Third... I was hoping the manual would help me understand what sort of supplies I need for traveling, but it was pretty vague. From what I gather, I need shoes and a blanket for everyone, but I'm not sure if things like cutlery, shovels, and fish hooks actually have a function or if they're just there for flavor. I'm guessing I'll need snow shoes if I have to go into snow and ice.
For my party build, I'm considering:
Dwarf (town / dungeon leader) - axe, danger sense, perception, locks, tactics, treat wounds
Warrior - sword, survival, treat wounds, tactics, haggle
Ice elf - edged, danger sense, perception, treat disease, tactics, arcane lore
Sylvan elf (travel leader) - missile, tracking, herb lore, survival, bind
Magician - polearm, arcane lore, combat spec
Green elf - missile, treat disease, treat poison, arcane lore
With at least some physical / self control for everyone. I'm guessing I will want some points in swim and climb as well. I figure the dwarf, ice elf, and green elf can watch while camping, the sylvan elf can hunt or gather herbs depending on what I need, and the magician can meditate if needed.
Any glaring deficiencies here?