Posted February 03, 2025
There's also the tactic of choosing mental resistant races to try to obviate the need for soul shield. Also, no need for power cast on every caster in every power. It is needed for end game magical damage, but casters can do other things at that time. But, I get it, it does improve a lot of those other things too, so, unless one wants their casters to join in on the end game melee fest, which is viable, power cast is very very nice to have. Of course, the max init caster easily becomes a slinger. Pump strength and dexterity next.
True, things often depend on the system, a big reason I love the genre. If spells have a cost, or a limit of learning, then one has to pick and chose. The fun of such systems varies radically. I know I managed a lot of spells and charges in LoLS on each character. I'm thinking how I want to tackle Proving Grounds when I give another go from time to time.
Some systems don't exactly allow for different builds, sadly. That would alleviate some of the issues, of course. Having tried various bishops in Wiz8, I have to say, I rather like an early focus on wizardry and psionics. But, I do like my nuker bishops.
Well, specialization is usually optimal for a reason. I do enjoy a generalist though. Hard party based RPGs tend to make generalists liabilities, however. I like the dragon rogue build in NWN for the skills, but 3e really makes only certain classes capable of being skillful, so, kind to have to be a rogue to have a wide skill set in NWN. Well, a wizard can "cheat" a bit. But heavy armor with AC bonuses, absurd strength and can even "cheat" being a caster, it's the best a little of everything build for me. Very nice in a game whre one only creates and controls a single character. I wish more rogues were like that rather than single target damage spikers. Of course, both are less "wasted space" than the classical thief. (Of course, that one's both. 12d6 sneak attack and improved knockdown is ocasionally egreagious, even without a greatsword.)
Oh, I enjoy the idea of having a B party. Shame so many Wizlikes work just as well not creating further characters. The aforementioned DQ3 actually does a great job of that. The merchant is great early on in the NES version. I've never been one for building for end game, despite liking monks. But, I generally like a mix of early strong characters that plateau and characters that either never stop growing, or taper off closer to the natural end point of a game. Fun that some games reverse the power of casters, very strong early on, only good for crowd control, if that, late game. Hmm, some games that's fighters, only good for locking down a nasty oponent late game, allowing the strong casters to wipe out the moops unasailed. I wish more martials had crowd control.
Well. I haven't touched Wiz8 in a while. Too busy pl;aying Dragon "Warrior" III and Final Fantasy I on NES. Trying out the casters in both. I need to get back into these cRPGs I was playing, like Wiz8, Swordflight, and Grimrock II. But I also would love to actually finish a playthrough of the Famicom version of FFII. And, sometime, play the trifecta of terror :P Rather, the zennith of mapping blobbers: Werdna, Chaos, and Uukrul.
True, things often depend on the system, a big reason I love the genre. If spells have a cost, or a limit of learning, then one has to pick and chose. The fun of such systems varies radically. I know I managed a lot of spells and charges in LoLS on each character. I'm thinking how I want to tackle Proving Grounds when I give another go from time to time.
Some systems don't exactly allow for different builds, sadly. That would alleviate some of the issues, of course. Having tried various bishops in Wiz8, I have to say, I rather like an early focus on wizardry and psionics. But, I do like my nuker bishops.
Well, specialization is usually optimal for a reason. I do enjoy a generalist though. Hard party based RPGs tend to make generalists liabilities, however. I like the dragon rogue build in NWN for the skills, but 3e really makes only certain classes capable of being skillful, so, kind to have to be a rogue to have a wide skill set in NWN. Well, a wizard can "cheat" a bit. But heavy armor with AC bonuses, absurd strength and can even "cheat" being a caster, it's the best a little of everything build for me. Very nice in a game whre one only creates and controls a single character. I wish more rogues were like that rather than single target damage spikers. Of course, both are less "wasted space" than the classical thief. (Of course, that one's both. 12d6 sneak attack and improved knockdown is ocasionally egreagious, even without a greatsword.)
Oh, I enjoy the idea of having a B party. Shame so many Wizlikes work just as well not creating further characters. The aforementioned DQ3 actually does a great job of that. The merchant is great early on in the NES version. I've never been one for building for end game, despite liking monks. But, I generally like a mix of early strong characters that plateau and characters that either never stop growing, or taper off closer to the natural end point of a game. Fun that some games reverse the power of casters, very strong early on, only good for crowd control, if that, late game. Hmm, some games that's fighters, only good for locking down a nasty oponent late game, allowing the strong casters to wipe out the moops unasailed. I wish more martials had crowd control.
Well. I haven't touched Wiz8 in a while. Too busy pl;aying Dragon "Warrior" III and Final Fantasy I on NES. Trying out the casters in both. I need to get back into these cRPGs I was playing, like Wiz8, Swordflight, and Grimrock II. But I also would love to actually finish a playthrough of the Famicom version of FFII. And, sometime, play the trifecta of terror :P Rather, the zennith of mapping blobbers: Werdna, Chaos, and Uukrul.