NoisyKillerHPB said:
Mikayel said:
How familiar are you with 2.0 d&d rules?
Not at all. I've heard it stinks though. :D
Well that's your problem then
The game is pretty brutal if you don't know what stats to allocate, what weapons to use, and what penalties you're going to be hit with. - overtime you'll pick this shit up but in the mean time head on over to gamefags and check out Dan Simpson's guide to the rules...
or fuck, I'll just link it here:
http://db.gamefaqs.com/computer/doswin/ ... ragons.txt
You've heard correctly - 2.0 rules suck and make shitty sense for the most part
Easiest way to go is to make a Fighter (or Ranger or Paladin) or a Cleric as those classes can hunker down with plate mail and use the big shields for a big boost to AC that should easily bypass your starting enemies' chance to hit by like 50%.
Pick up Kivan (high hedge), Minsc (Nashkel), and Kagain (Beregost, west area, entrance to shop is kinda of tricky (the door faces to the north and is obscured by the isometric view)). Those guys will rape anything in their path with the proper weapons.
If you have any specific questions ask 'em and I'll try my best to help you out.
Sample party that will own:
You - fighter with two handed word and composite longbow
Minsc - two handed swords (he might as well have a composite longbow to back up)
---or Kagain if you prefer a more focused Tank with battle axe and shield.
Kivan - composite long bow
imoen - short bow
Corgan - composite long bow
Cleric (Branwen, Viconia, or even Jaheira) - sling and a melee weapon and shield
With the exception of imoen (and possibly Corgan) the rest can be decked out in plate mail and wield shields if necessary (the clerics definitely should).
Your main character is probably going to be your most capable in combat unless you go as a rogue, mage, or bard (eye lasers).
If he goes warrior style pimp out str, con and dex then give some to wis or if you plan to dual to the other prime stat there. if you go mage or bard - int then con and dex, if you go rogue then dex, then con, then str, and finally if you go cleric then you need a lot of points but you'll make a great character. high wisdome (at least 16, minimum) and then str, con, then finally dex and int/charisma. Clerics sub as pseudo-warriors and are full on casters so they tend to be a bit more unbalanced than the other classes.
Also if you take any non warrior class (warriors are Fighters, Paladins, and Rangers) then don't raise CON past 16 as you won't get the benefits unless you're a warrior, and if you do plan to go as a ranged warrior then max out Dex to a minimum of 16 to see any return on that skill.
a thief makes a capable archer, fighters make capable everythings, clerics can help out with a sling or go in the fray with melee (War Hammer), and bard's are... uhh a bad joke at these low levels. Mages tend to not matter until about level 4 or so at which point they can afford to actually cast spells, though the early level crowd control spells (sleep!!) can seriously help out early on as well, just know that they're basically glass cannons.