He makes it look easy. Shed much hair,tears and blood myself.Pussycat669 said:This looks a lot less stressful than I thought it would. Or do you just make it look easy?
He makes it look easy. Shed much hair,tears and blood myself.Pussycat669 said:This looks a lot less stressful than I thought it would. Or do you just make it look easy?
Adventurers Journal said:Troll, challenge rating VI
These are large, strong, ugly humanoids. They know no fear and can regenerate wounds.
korenzel said:
Godfrey raises quickly in levels, getting to three before everyone else.
Looks like I rolled a 6. Not bad at all.korenzel said:
Here's where the party stands after the level ups.
Godfrey got a good amount of hit points to compensate his bad roll at level two.
Excidium got almost the maximum.
Pariah... didn't have such luck.
You are NOT playing ironman. Reload motherfucker!korenzel said:
Well... that's it.
I'm glad you liked it.Crooked Bee said:You know, "trolls" is a very appropriate name for this update.
I managed to win it without using the spell, oddly enough. Those large monsters are easy to kite in corridors.DramaticPopcorn said:And this is why you should level your Mage to lvl 3 first. And win that encounter by spamming stinking clouds.
The HP situation isn't about to end, as you'll see. Charm and Hold Person have so far been a major disappointment, they rarely work on anything worthy of them, like monsters immune to Sleep.Excidium said:A single class Wizard has the second highest HP of the party.
I thought the party really had that troll encounter...maybe if our casters had more luck with the charm and hold spells.
Soup's still waiting on the docks, but as the party gains power the means to pay for resurrection get also within our reach, although not quite yet.SoupNazi said:This would have never happened if Soup was there.
korenzel said:I'm glad you liked it.
korenzel said:Bee-chan begins to catch up.
I suppose it fires magic missiles when used, can be useful to disrupt enemy mages.
Not bad. A 4 this time. That's an 8, 1, 6 and 4. Averages out to 4.75. That's 0.25 above the 4.5 average per level. Though I guess that's only due to forcing maximum health at level 1.korenzel said:
Here's a view of the party's current hit points.
One of the best items in Baldur's Gate.Edward_R_Murrow said:I suppose it fires magic missiles when used, can be useful to disrupt enemy mages.
Better than that. Fireballs if it's the same as 2nd Edition's Necklace of Missiles.
MORE!korenzel said:Next time, we head to the Sokal Keep.
A very good question. I guess it's time to dig up the old rulebooks, which I managed to find after a little time.juggernaut said:My turn for rolling low hp How does constitution work in this version of D&D?
Players Handbook said:Character Class Table II, Armor and Weapons permitted
Class - Armor - Shield - Weapon - Oil - Poison
Cleric - Any - Any - club, flail, hammer, mace, staff - yes - never
Fighter - Any - Any - Any - yes - ?
Magic-User - None - None - dagger, dart, staff - yes - ?
Thief - Leather - None - club, dagger, dart, sling, one-handed sword - yes - ?
Players Handbook said:The Multi-Classed Character
The game assumes that only non- or semi-human characters can be
multi-classed, and only certain class combinations are possible, depending
on the race of the character. Although these are listed in the section
dealing with each race of character, multi-class character possibilities are
also shown below in order to aid in selection of your character's class or
multi-class. Cleric combinations (with fighter types) may use edged
weapons.
Cleric/Fighter: This combination is strong in defensive and revitalization
capabilities, plus the offensive missile and melee combat power of the
fighter. Hit points average will be good. Half-elves and half-orcs may be
cleric/fighters.
Cleric/Fighter/Magic-user: One of the best of the multi-class options, this
gives good offensive and defensive spell capability plus the fighter's
melee combat strength. Half-elves may be cleric/fighter/magic-users.
Cleric/Magic-user: This combination gives the character a great variety
and selection of spells, as well as the use of armor and more weapons. Hit
points are somewhat better than those of the magic-user class alone.
Half-elves may be cleric/magic-users.
Cleric/thief: This is a combination of classes which gives both defensive
and stealth potential. Hit points are improved with regard to the thief class
only. As with all thief class combinations, however, any functions as a thief
are under the restrictions of that class with regard to armor, i.e. only
leather armor and no shield. Half-orcs may be cleric/thieves.
Fighter/Magic-user: Obviously, this combination allows excellent armor
protection, the use of weaponry, and spells. Hit points are good on the
average (5% + 2% = 8 + 2 = 4 hit points per double-classed level). Elves
and half-elves may be fighter/magic-users.
Fighter/thief: By combining these two classes- the armor, weapons, and
combat capabilities of the fighter with the stealth and other abilities of the
thief - a very effective character is created, even though thieving
functions restrict the character to leather armor and no shield. Hit points
are good. Dwarves, elves, gnomes, half-elves, halflings, and half-orcs may
be fighter/thieves.
Fighter/Magic-user/Thief: Combat, spell, and stealth capabilities are
given to the character who opts this multi-class combination. This is a very
powerful mix. Hit points are good (5% + 2% + 3% = 11% + 3 = 4) on
the average. Elves and half-elves may be fighter/magic-user/thieves.
Magic-user/Thief: This combination does not offer all of the options open
to a fighter/magic-user/thief, but advancement is usually more rapid.
Average hit points are fair, i.e. 3 per level. Elves and half-elves may be
magic-user/thieves.
Players Handbook said:Constitution Table
Score - Hit point adjustment - System Shock survival - Resurrection survival
15 - +1 - 91% - 94%
16 - +2 - 95% - 96%
17 - +2 (+3*) - 97% - 98%
18 - +2 (+4*) - 99% - 100%
*:Bonus applied only to fighters
Players Handbook said:Class - Hit Dice - Maximum Hit Dice
Cleric - d8 - 9
Fighter - d10 - 9
Magic-User - d4 - 11
Thief - d6 - 10
Notes Regarding Character Classes Table I.:
Class of Character is self-explanatory. Multi-classes have been omitted,
but certain facts pertaining to them are given hereafter.
Hit Dice Type shows the type of die to be rolled by a character of the
appropriate class at each level of experience (q.v.) he or she has gained
so as to determine how many hit points (q.v.) the character has. Multiclassed
characters determine their hit points as follows:
Roll the hit die (or dice) appropriate to each class the character is
professing.
Total the sum of all dice so rolled, and adjust for constitution (q.v.).
Divide the total by the character's classes (two or three), dropping
fractions under 1/2, rounding fractions of 1/2 or greater upwards to the
next whole number.
The number derived (quotient) is the number of hit points the
multi-classed character gains with the rise in that experience level.
Adventurers Journal said:Skeleton, challenge rating I
These are the least of the undead. These animated skeletons are usually controlled by some evil force.
Zombie, challenge rating IV
Magically animated corpses controlled by an evil force. Zombies always fight back until destroyed or turned.
Adventurers Journal said:Giant Scorpion, challenge rating VI
These are the giant version of the common scorpion. Its poisonous tail can kill a man.
What could have happened said:
Godfrey is hit. Poison enters his system and he dies immediately, without any chance to cast Slow Poison on himself.
Getting back in town, the remaining members seek a healer.
Prices are anything but affordable...
The Necklace of Missiles is sold for eight thousand gold.
And Godfrey is brought back... but with a little too many hit points.
Adventurers Journal said:Entry 3
An old leather-bound book, written with a small, firm hand.
'The hordes came again last night. Their coordination was frightening. Under the cover of darkness, goblins and kobolds pushes bundles of sticks to within bow range. These bundles formed a wall that protected the small ones from our archers. Once the wall was erected orc archers took up safe positions there and began pelting the castle walls with arrows.
'We tried shooting flaming arrows at the wall of sticks to set it afire. Monsters are normally afraid of fire. But these monsters showed no fear. They simply scooped dirt on the flames to put them out. Before all the fire were out they had resumed firing at us. Surely, some unnatural force must have been at work to weld these quarrelsome beasts into an organized fighting force.
'I do not know if we can combat the monsters' onslaught much longer. We lost twelve more men last night. The monsters seem to have an unlimited number of reinforcements. The Last Priest of Tyr, Ferran Martinez, says he has a way to protect the keep, but he says that it's so terrible that it may only be used as a last resort. Unless we receive reinforcements shortly, Ferran Martinez is our only hope.
Adventurers Journal said:Entry 57
A ratty piece of parchment with large writing on one side.
'Our spies in the city inform us that a party of invaders will travel to Sokal Keep to free it. To combat these invaders, assemble a force of no less than three squads. Travel by boat from the small docks at the west of town to Thorn Island. Move undetected to Sokal Keep. Find the adventurers in or around Sokal Keep. Kill them before they can return to the city council with information about the true situation at the keep. Return with the invader's heads as proof of completion of your mission. Upon completion you will be rewarded with food, treasure and many slaves.
Signed,
The Boss
korenzel said:And Godfrey is brought back... but with a little too many hit points.
korenzel said:He also tells us a password for the undead guards, but I think we've killed them all anyway.
korenzel said:Bee-chan reaches the second magic-user level.
A massive there.korenzel said:
And Godfrey is brought back... but with a little too many hit points.
Fuck yeah! Godfrey is a beast now. But that's the advantage of single class characters early on. Soon Godfrey's relative power will decrease until he becomes the most worthless character in the party. Though luckily that shouldn't be until after Pool of Radiance, though you'd be a fool to import these characters into Curse of the Azure Bonds anyway.korenzel said:Godfrey gets both the shield and the mace, Pariah gets the long sword, and the armor will be sold.
Holy shit...Those Goldbox games are a bit too crazy with enemy numbers.korenzel said:
Yeah. That's one of the changes in the second edition. Multi-classed clerics are restricted to the blunt weapons of a single class cleric. The rules clearly define the differences between capability and choice with regards to equipment. Classes that choose not to wield specific weapon types cannot wield those weapon types when dual/multi-classed. Classes that are not capable of wielding specific weapons will be able to to wield them when dual/multi-classing with a class that is capable.korenzel said:Players Handbook said:The Multi-Classed Character
Cleric/Fighter: This combination is strong in defensive and revitalization
capabilities, plus the offensive missile and melee combat power of the
fighter. Hit points average will be good. Half-elves and half-orcs may be
cleric/fighters.
And this is another. Obviously you can't cast arcane/mage spells in armour in second edition.korenzel said:Players Handbook said:The Multi-Classed Character
Fighter/Magic-user: Obviously, this combination allows excellent armor
protection, the use of weaponry, and spells. Hit points are good on the
average (5% + 2% = 8 + 2 = 4 hit points per double-classed level). Elves
and half-elves may be fighter/magic-users.
I don't think that's how the calculations are done. It seems to me that first edition AD&D rules suck when it comes to calculating hit points for multi-classed characters. As far as the players handbook goes, it seems that you are supposed to add the hit-dice together, then add the constitution bonus, then divide it by the number of classes. But when you add the constitution bonus once, which constitution bonus do you add for fighter multi-classes with a constitution above 16? As far as I remember, you should apparently add the fighter bonus, making constitutions of above 16 highly advantageous for fighter multi-classes. So following these guidelines:korenzel said:Using Bloodfist as an example, with 18 constitution, each class level gives him :
fighter : (d10+4)/3 = (5-14)/3 = 2-5 hit points
magic-user : (d4+2)/3 = (3-6)/3 = 1-2 hit points
thief : (d6+2)/3 = (3-8)/3 = 1-3 hit points
Note that due to rounding, the distribution is no longer uniform. For fighter levels, Bloodfist only has 10% chances to get 5 hit points, instead of 25% as one could expect.
Now, the game apparently uses a different formula, as maxing out Bloodfist's hit points on level one only permitted me to raise them to eight, instead of the ten he should be able to reach. Since dealing with integers usually means all fractions are dropped, let's consider that possibility. it would give :
fighter : (d10+4)/3 = (5-14)/3 = 1-4 hit points
magic-user : (d4+2)/3 = (3-6)/3 = 1-2 hit points
thief : (d6+2)/3 = (3-8)/3 = 1-2 hit points
Which would indeed total to eight maximum hit points on level one.
Unless the game keeps tracks of each individual hp roll and adds them up before the division, multi class character are even more screwed with hit points than I thought.
I don't know, as you said this makes individual class level ups tricky, and it's bound to happen often as none of the classes have similar experience tables.MMXI said:I don't think that's how the calculations are done. It seems to me that first edition AD&D rules suck when it comes to calculating hit points for multi-classed characters. As far as the players handbook goes, it seems that you are supposed to add the hit-dice together, then add the constitution bonus, then divide it by the number of classes. But when you add the constitution bonus once, which constitution bonus do you add for fighter multi-classes with a constitution above 16? As far as I remember, you should apparently add the fighter bonus, making constitutions of above 16 highly advantageous for fighter multi-classes. So following these guidelines:
Fighter: 1-10
Magic-User: 1-4
Thief: 1-6
Sum: 3-20
Constitution modifier: +4
Total: 7-24
Divide this by 3 and do the rounding and you get 2-8. This is 2-8 hit points for each full level across all classes. Therefore, starting out at level 1/1/1 the character should have anywhere between 2 to 8 hit points. This coincides with you getting 8 maximum.
I'm not sure exactly what the second edition policy is, but the Infinity Engine games calculates things nicely. It basically rolls the hit-dice for the class you've levelled up, adds on the constitution modifier as it applies to that class, divides it by 2 or 3 (depending on how many classes make up the multi-class) and adds that on to the current maximum hit points. The games seem to carry forward fractions as each multi-classed character seems to correct their hit points every couple of levels.
Advanced Dungeons and Dragons Players Handbook said:The character's hit points are the average
of all his Hit Dice rolls. When the character
is first created, the player rolls hit points for
each class separately, totals them up, then
divides by the number of dice rolled (round
fractions down). Any Constitution bonus is
then added to the character's hit points. If
one of the character's classes is fighter and
he has a Constitution of 17 or 18, then he
gains the +3 or +4 Constitution bonus
available only to warriors (instead of the
+ 2 maximum available to the other character
classes).
Later the character is likely to gain levels
in different classes at different times. When
this happens, roll the appropriate Hit Die
and divide the result by the number of
classes the character has (round fractions
down, but a Hit Dice never yields less than 1
hit point). The character's Constitution bonus
is split between his classes, thus a
fighter/mage gets 1/2 of his Con bonus when
he goes up a level as a fighter and the other
1/2 of the Con bonus when he goes up a level
as a mage. A fighter/mage/thief would get
1/3 of his bonus when he goes up as a fighter
1/3 when he goes up as a mage, and the other
1/3 when he goes up as a thief.
Excidium said:I thought the party really had that troll encounter...maybe if our casters had more luck with the charm and hold spells.