Ashery
Prophet
- Joined
- May 24, 2008
- Messages
- 1,337
Why I'm going to attempt an ironman playthrough of KotC I can't really say, but it should prove highly entertaining watching the dice damn my party to a swift death. Maybe I'm just a masochist at heart...
For those that aren't familiar with the game, think of it as a close relative to ToEE. Despite the relationship, there are some significant differences even though both being based around 3.5ed. Most importantly, there are only three classes (knight, cleric, and wizard) and there are no skill points at all. Also, both casters behave similarly to a sorcerer in that they don't memorize specific spells but rather are capable of casting a set number of spells of each level. Some other changes include party members not bleeding to death after being knocked unconscious but rather disappearing from the field until either combat ends (In which case they return with 1hp) or they're healed during combat and a modified selection of spells (At least I'm pretty sure they're modified as the mage has no summoning spells). There are probably other minor changes, but those are the only ones that come to mind at 6am...
Despite those rather dramatic cuts, the game still proves to be a more faithful adaptation than other D&D games, *cough*BG*cough*. So with that all said, on with the LP!
Am I the only one that thinks this title screen looks a hell of a lot better than most modern mainstream games?
Here's to hoping my cries of frustration as my parties die one after another will be entertaining enough to outweigh the hell that I'll be enduring.
Onwards!
One of the aspects that makes things a bit more interesting here is one's limited ability to modify the stats after they're rolled; you're limited to rerolling one stat and swapping one pair. Only after your stats are set can you modify your race (Muls get's +2str, -2dex and half-elves get +2dex, +2int, -2str, -2con) and select feats/spells.
Below are the four characters to be used:
This makes our party the typical two knights, one cleric, one mage setup. And yes, I spent a bit of time waiting for decent starting rolls for the characters, but this is an ironman LP, damnit, so this'll be the only time throughout the entire game where I can wait for the dice to come out in my favor.
The only other comment to add is that improved initiative is a must. This is especially true for your mage as later on he can take out a significant number of the enemy casters before they have a chance to go, but it's still useful for every class.
Now taking bets on how far this party gets before they wipe.
Right after creating the party we're thrown into this conversation and giving our first tasks: To find this Constello fellow and to practice our skills in some nearby caves. Oh, and by "practice our skills," he really means "get brutally raped and left alone to die," as you will soon see...
Time to check out what else there is in the keep.
General shopkeeper that we'll hardly visit as a) he doesn't sell anything all that great and b) we'll be crafting almost every item that we use. He does, however, have the key to the nearby storage room that he gives you as the reward for completing a quest in the nearby caves.
We're also pretty much broke at the moment as we start with only 280gold and your basic longbow costs 700+.
A campfire. Note that campfires are the *only* areas where you can rest in KotC, and since time is never an issue, it's best to rest whenever you come across one of these while exploring a dungeon as you never know when you'll be able to rest next.
The wizard of the keep. Only thing of note that he sells is a wand with 22 charges of cure light wounds. Healing wands are probably one of the most, if not the most, important items to carry around in an ironman game as, without them, you'll be fucked in some of the dungeons that prevent you from leaving via the entrance. It'd just be a matter of time before your cleric runs out of healing spells and you're stranded at the final encounter with a near usless cleric, a mage who likely only has a handful of low level spells left, and knights with only 30% hp.
Can't afford the wand yet, but this task he has should pay well enough so we can afterwards.
On with the fight!
Three lowly water elementals, should be easy as they only have 5, 6, and 7hp each.
The mage comes out on top in the initiative roll so I move'em up to cast burning hands on the top two elementals. Yea, he's likely going to get knocked unconscious after casting, but considering he has all of one level one spell to cast, I don't really care what happens to him.
Burn ya fuckers!
And it shouldn't surprise anyone that the level one mage's spell ends up doing almost nothing. Sure, they each have around half their starting hitpoints, but my knights would've taken them out with one swing even if they were at full life.
Now it's time to watch the elementals rape my mage while the knights and cleric clean up.
Ashery lines up the rear elemental for a charge hopping to kill that elemental as well as a neighboring one with cleave...and misses his mark by a mile.
Afterwards the other knight takes his chance with the elementals and misses his swing as well.
Meh, no biggie, both tanks are still at full life as well as the cleric.
The cleric miraculously lands a blow!...and does four damage to the elemental with five total hitpoints.
Down goes the useless mage!
Oh, fuck. One knight's down for the count after taking multiple hits. Fortunately, clerics can cast a single target heal on unconscious party members and bring them back into the fight, so the situation isn't as bad as it looks.
I'm back in the fight, bitches!
What do ya know...Both knights miss their fucking attacks again.
Oh god, oh god, both knights are now down and all three elementals are left alive. Time to summon my own elemental and pray he can land a swing or two on the other elementals...
...Guess I shouldn't have expected my elemental to have any better luck hitting the water elementals than my knights. Not that it mattered, though, as the one on the side rushed my cleric and knocked him out in one swing...
...Wonder how many people bet that there'd be a wipe on the first encounter...
Well, regardless, betting is now open on the fate of the next party. Already finished one update's worth of screenshots, just need to catch some sleep before I do the write up.
Also, suggestions are welcome for possible additions/questions. I'll try to type out a bit more during the next update as well as this one was typed out at 6:30am, so I'm not all that awake at the moment...
For those that aren't familiar with the game, think of it as a close relative to ToEE. Despite the relationship, there are some significant differences even though both being based around 3.5ed. Most importantly, there are only three classes (knight, cleric, and wizard) and there are no skill points at all. Also, both casters behave similarly to a sorcerer in that they don't memorize specific spells but rather are capable of casting a set number of spells of each level. Some other changes include party members not bleeding to death after being knocked unconscious but rather disappearing from the field until either combat ends (In which case they return with 1hp) or they're healed during combat and a modified selection of spells (At least I'm pretty sure they're modified as the mage has no summoning spells). There are probably other minor changes, but those are the only ones that come to mind at 6am...
Despite those rather dramatic cuts, the game still proves to be a more faithful adaptation than other D&D games, *cough*BG*cough*. So with that all said, on with the LP!
Am I the only one that thinks this title screen looks a hell of a lot better than most modern mainstream games?
Here's to hoping my cries of frustration as my parties die one after another will be entertaining enough to outweigh the hell that I'll be enduring.
Onwards!
One of the aspects that makes things a bit more interesting here is one's limited ability to modify the stats after they're rolled; you're limited to rerolling one stat and swapping one pair. Only after your stats are set can you modify your race (Muls get's +2str, -2dex and half-elves get +2dex, +2int, -2str, -2con) and select feats/spells.
Below are the four characters to be used:
This makes our party the typical two knights, one cleric, one mage setup. And yes, I spent a bit of time waiting for decent starting rolls for the characters, but this is an ironman LP, damnit, so this'll be the only time throughout the entire game where I can wait for the dice to come out in my favor.
The only other comment to add is that improved initiative is a must. This is especially true for your mage as later on he can take out a significant number of the enemy casters before they have a chance to go, but it's still useful for every class.
Now taking bets on how far this party gets before they wipe.
Right after creating the party we're thrown into this conversation and giving our first tasks: To find this Constello fellow and to practice our skills in some nearby caves. Oh, and by "practice our skills," he really means "get brutally raped and left alone to die," as you will soon see...
Time to check out what else there is in the keep.
General shopkeeper that we'll hardly visit as a) he doesn't sell anything all that great and b) we'll be crafting almost every item that we use. He does, however, have the key to the nearby storage room that he gives you as the reward for completing a quest in the nearby caves.
We're also pretty much broke at the moment as we start with only 280gold and your basic longbow costs 700+.
A campfire. Note that campfires are the *only* areas where you can rest in KotC, and since time is never an issue, it's best to rest whenever you come across one of these while exploring a dungeon as you never know when you'll be able to rest next.
The wizard of the keep. Only thing of note that he sells is a wand with 22 charges of cure light wounds. Healing wands are probably one of the most, if not the most, important items to carry around in an ironman game as, without them, you'll be fucked in some of the dungeons that prevent you from leaving via the entrance. It'd just be a matter of time before your cleric runs out of healing spells and you're stranded at the final encounter with a near usless cleric, a mage who likely only has a handful of low level spells left, and knights with only 30% hp.
Can't afford the wand yet, but this task he has should pay well enough so we can afterwards.
On with the fight!
Three lowly water elementals, should be easy as they only have 5, 6, and 7hp each.
The mage comes out on top in the initiative roll so I move'em up to cast burning hands on the top two elementals. Yea, he's likely going to get knocked unconscious after casting, but considering he has all of one level one spell to cast, I don't really care what happens to him.
Burn ya fuckers!
And it shouldn't surprise anyone that the level one mage's spell ends up doing almost nothing. Sure, they each have around half their starting hitpoints, but my knights would've taken them out with one swing even if they were at full life.
Now it's time to watch the elementals rape my mage while the knights and cleric clean up.
Ashery lines up the rear elemental for a charge hopping to kill that elemental as well as a neighboring one with cleave...and misses his mark by a mile.
Afterwards the other knight takes his chance with the elementals and misses his swing as well.
Meh, no biggie, both tanks are still at full life as well as the cleric.
The cleric miraculously lands a blow!...and does four damage to the elemental with five total hitpoints.
Down goes the useless mage!
Oh, fuck. One knight's down for the count after taking multiple hits. Fortunately, clerics can cast a single target heal on unconscious party members and bring them back into the fight, so the situation isn't as bad as it looks.
I'm back in the fight, bitches!
What do ya know...Both knights miss their fucking attacks again.
Oh god, oh god, both knights are now down and all three elementals are left alive. Time to summon my own elemental and pray he can land a swing or two on the other elementals...
...Guess I shouldn't have expected my elemental to have any better luck hitting the water elementals than my knights. Not that it mattered, though, as the one on the side rushed my cleric and knocked him out in one swing...
...Wonder how many people bet that there'd be a wipe on the first encounter...
Well, regardless, betting is now open on the fate of the next party. Already finished one update's worth of screenshots, just need to catch some sleep before I do the write up.
Also, suggestions are welcome for possible additions/questions. I'll try to type out a bit more during the next update as well as this one was typed out at 6:30am, so I'm not all that awake at the moment...