They don't all just feel like clones of each other with six 18s. So yeah, granted the party is still arguably overpowered, but what I like about it is that they at least feel like powerful individuals with distinct skillsets - a typical Pally who will go toe-to-toe with baddies but has pretty bad mobility in his armor, the Dwarf being a pure fighter who cares only about the thrill of battle, the brainy mage, the wise Cleric who is a brilliant caster but his physical skills, across the board, are firmly a tier below the two younger warriors. Lockpicking is useless in EOB1, and you don't even get extra keys out of it, because usually, the keys behind locked doors ("replacement" keys that the game gives you for exploring a locked area I guess) disappear/despawn when you pick the lock. Was tempted to go Fighter/Thief but honestly EOB is just insulting to the Thief class. Not planning on using any NPCs in EOB1, will borrow Insal's lockpicking skills in EOB2 before he runs off. Dunno about EOB2, that will be a bit tougher, but it's still obviously a crazy party by tabletop standards, and a good/great one by EOB standards. I reckon this party will have a pretty easy time in EOB1. I could've gotten her STR into damage-bonus territory with throwing daggers, but instead I gave her a respectable INT score just for vague RP/immersion reasons (INT and CHA do literally nothing in EOB1 for those that don't know, despite whatever the manual says.) WIS gives bonus spells to Clerics, and may help resist certain magic attacks, but I'm skeptical about that. With the Mage I focused on survivability (DEX/CON). Cleric will be a bit squishy, and will struggle to land hits even with 17 STR, given his mediocre THAC0, but his max WIS gives him a ton of bonus casts.įighter would obviously make for a great dual-wielder in the front, and I reckon I'll stick him up there when I don't wanna risk the Cleric getting paralyzed, but overall I think Cleric in front works better in EOB1 since the Sling would be the Cleric's best offense from the back row. Pally will hopefully be a good damage sponge, because with no AC bonus from his 7 DEX, he's gonna be eating a lot of hits. Still better than just pumping everyone's HP to the cap, but I should've used a stricter or more traditional HP roll. I rolled 3 levels of HP for each, but instead of 3dX to follow each class's HP growth (d10, d8 and d4 for the warriors, Cleric & Mage respectively), I rolled 4dX and dropped the lowest, then gave everyone three levels of their CON bonuses. The only other thing I rolled for was HP values, and that's the only thing I'd go back and change, because I really went overboard trying to ensure at least decent HP totals. I rolled d100 for the Pally's exceptional strength and got decently lucky with 72, two tiers from the max. OTOH he'll probably spend a good bit of EOB1 in the back row slinging daggers. I did manually give the Fighter 18/100 STR, just because it's required for a puzzle in EOB3. The end result, which I'm very excited to try: It allows for crazy arrays like 18/18/17/10/9 and 18/15/15/15/12/12, but hey, that's better than just putting 18s across the board for every character. It had four options, second-best being "Heroic", equivalent to the common 4d6d1 system, but I confess I found the highest option to be a better fit with EOB. I was very excited to find Neal's Point Buy spreadsheet for 2E though. I think the first time I beat EOB1 I just used an attrib-modified party with all the useful attribs maxed, and that wasn't very fun either.Ī point buy system would be best, but EOB is a different animal because only 3 of the attributes actually matter (4 for Clerics). An average party isn't a problem for folks who don't mind lengthy fights, and rarely connecting in melee EOB1 isn't too hard with the 2x2 dance tactic even with a weak-ish party.īut while I don't need EVERY attack to hit, and I don't mind having to kite occasional enemies, I really get bored fast when battles turn into extended dance-a-thons. The problem I always run into is that I can never find a happy medium between my party feeling cheaply overpowered with the Modify feature, and feeling too wimpy with a legit party that would be more suited to tabletop play (anyone who's played EOB knows that its implementation of 2E is so watered down that it's barely D&D). (Super long post, mild theorycrafting, screenshot of party linked below) - I beat EOB1 ages ago, never got far into 2 or 3.
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