Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
2 feats > 2 initiative

Rolling with 16 dex 16 con 20 int wiz party
Absolutely not IMO, besides it's 4 Initiative because the elf would have 20 Dex...
You get enough feats anyway. The specialist feats all suck so all you need is Range 1-3, Improved Init, Superior Conc, Lightning Reflexes, Spell Penetration and possibly Spell Focus if you want to transform. NP.
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
No, they never summon him, so the big bad mage instead summons him in the background, and in Chapter 4 when you attack the gate you can free him so he fights with you in Castle Gleegold. Great because he's a level 28 Fighter that can fly.

I didn't know this btw, but it is true, as verified by other players.
 

Tweed

Professional Kobold
Patron
Joined
Sep 27, 2018
Messages
2,872
Location
harsh circumstances
Pathfinder: Wrath
Red wizard empower is a really good feat, as is the one that knocks down the spell level for acid blast, improved burning hands is ok, the rest are meh.
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
The only one I took was the one that gave you Acid Blast / Power Fireball early.
 

Tweed

Professional Kobold
Patron
Joined
Sep 27, 2018
Messages
2,872
Location
harsh circumstances
Pathfinder: Wrath
No, they never summon him, so the big bad mage instead summons him in the background, and in Chapter 4 when you attack the gate you can free him so he fights with you in Castle Gleegold. Great because he's a level 28 Fighter that can fly.

I didn't know this btw, but it is true, as verified by other players.

Well that's handy, although it would have made little difference for me. I probably benefited more from having the archmage robe earlier.
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,470
Location
Djibouti
Men, I just had an interesting idea of sorts and I wonder whether it's worth pursuing. Since you can easily change the basic module data, what if you allowed starting with level 3 characters and added some starting geld to the party to compensate for the early level up costs? Wouldn't that possibly make things a little more fair?
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,182
No, they never summon him, so the big bad mage instead summons him in the background, and in Chapter 4 when you attack the gate you can free him so he fights with you in Castle Gleegold. Great because he's a level 28 Fighter that can fly.

I didn't know this btw, but it is true, as verified by other players.
Another option that completely screw you, if you destroy the tome and free the souls you dont get that level 28 flying fighter, you get nothing at all.
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
No and yes.

Yes, it would make the beginning easier.
No, the game would still assrape you and turn into a reload orgy because in the final chapters and the important fights it doesn't really matter how many HP you have, only that you get to disable their mages before they disable you, and a bit of extra levels does not help you with that.
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
For fuck's sake this game sucks.

Every time I want to replay it with a fun party, I realize very quickly that I am just playing an optional hardmode.
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,470
Location
Djibouti
No and yes.

Yes, it would make the beginning easier.
No, the game would still assrape you and turn into a reload orgy because in the final chapters and the important fights it doesn't really matter how many HP you have, only that you get to disable their mages before they disable you, and a bit of extra levels does not help you with that.

Dammit, and I just wanted to make a Commander Boreale voice pak to replace those shitty default quips and try going at it again. But I guess I might as well not bother :lol:

Unless someone wants a Commander Boreale voice pak, I can work for brofists.
 

Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,031
Steve gets a Kidney but I don't even get a tag.
Wouldn't starting at level 3 give you smaller XP awards for the first few fights due to the whole scaling thing, anyway? So it'd even out fairly quickly.
 

VentilatorOfDoom

Administrator
Staff Member
Joined
Apr 4, 2009
Messages
8,600
Location
Deutschland
Men, I just had an interesting idea of sorts and I wonder whether it's worth pursuing. Since you can easily change the basic module data, what if you allowed starting with level 3 characters and added some starting geld to the party to compensate for the early level up costs? Wouldn't that possibly make things a little more fair?
I tried that once, the problem is you get less XP if you're higher level, so soon you're back at status quo, by the time you're done with the moon crypt stuff you're the exact level you would also be had you started at lvl1. Of course, gold to buy stuff and to level up will help no matter what.
If you can afford all those scrolls, potions etc, it will help but the game won't suddenly become any more fun.
 

Iluvcheezcake

Prophet
Joined
Aug 27, 2014
Messages
1,656
Location
Le Balkans
Hm, did some reading on the official site.

It seems a int 20 human wizard with cat familiar can replace elven one for searching for hidden doors and compartments. Thats huge, due to 2 extra feats on lvl 1. Will check this evening ingame

Ok just checked this, its TRUE! Works for both cat and owl familiars
 

NJClaw

OoOoOoOoOoh
Patron
Joined
Aug 30, 2016
Messages
7,513
Location
Pronouns: rusts/rusty
Pathfinder: Wrath I'm very into cock and ball torture
Hm, did some reading on the official site.

It seems a int 20 human wizard with cat familiar can replace elven one for searching for hidden doors and compartments. Thats huge, due to 2 extra feats on lvl 1. Will check this evening ingame

Ok just checked this, its TRUE! Works for both cat and owl familiars
Isn't an human wizard with an Intelligence-boosting item enough?
 

Nryn

Cipher
Patron
Joined
Jun 15, 2013
Messages
255
Divinity: Original Sin 2
What makes red wizards so much better than disabling wizards? I'm used to Conjurers/Enchanters being preferred in normal 3.5 due to their ability to disable encounters and mobs having too much hp for nukes to be effective.
I replayed the final chapter with both the Blue and Red Transformations active, and there are a bunch of reasons why Red Wizards are just stronger currently:

1. Red Wizard's Elemental Form: On transformation, Red Wizards get a 50% damage boost to all their elemental spells. In contrast, a Blue Wizard gets 2 additional spell slots each spell level. The issue here is that there are helm, cloak and robe items that grant +1 additional spell slots each, so the Blue Wizard's benefit to transformation is not unique, and is still available to other Wizard specializations. The Red Wizard's 50% damage boost cannot be replicated otherwise, and it makes even a level 3 Fireball spell viable late game as a cheap damage source.

2. Contingent Break Enchantment: The game allows both the player and enemy casters to be prebuffed with Contingent Break Enchantment, which fires off whenever many of the disabling spells of a Blue Wizard take hold. Most high priority enemy casters have this spell in place. As a result, for a Blue Wizard to be effective in late game, his spells have to succeed in 3 consecutive dice rolls: 1 to bypass enemy spell resistance, 1 to bypass the enemy's saving throws (mostly willpower in the case of a Blue Wizard), and a final roll to not be dispelled by the Break Enchantment that activates. In contrast, a Red Wizard only has to succeed in 2 dice rolls to be effective: spell resistance and reflex saving throws (most of the time).

3. Prismatic Void: Not to be confused with the Level 7 Prismatic Spray spell found in both older and newer D&D editions, the level 9 Prismatic Void spell appears to be a homebrew spell that is the single most broken spell in the entire game, and one that has a profound negative impact on every encounter it is a part of. 95% of my reloads in Chapters 3 & 4 can be directly attributed to this one spell, and I'd shed no tear if it were outright deleted from the game. Anyway, quoting its effects from the website:

Prismatic Void (Evocation. Long Range. 30' radius. You create a short-lived multicoloured phenomenon. All creatures in the area of effect are blinded for one round (no save). Further, each creature receives a random effect. The exact effect depends on the result of 1d8:
Red beam: Deals 100 points of fire damage (Reflex half).
Orange beam: Deals 120 points of acid damage (Reflex half).
Yellow beam: Deals 140 points of electricity damage (Reflex half).
Green beam: Deals 200 points of acid damage (Fortitude half).
Blue beam: The creature is turned to stone (Fortitude negates).
Indigo beam: The creature gains the berserk condition permanently (Willpower negates).
Violet beam: Deals 10,000 points of damage from dematerialisation (Willpower negates).
Twin beams: The creature is struck by two rays randomly selected from the other seven effects.)

It's a spell that can be cast without any danger from long range and it covers a massive area. As long as the spell remains in the game in its current form, the big fights in Chapter 4 devolve into wizards on both sides mindlessly spamming 2 Prismatic Voids every turn; even Transformed Blue Wizards are better off using their level 9 spell slots for Prismatic Voids. In practical terms, the spell is already a tactical nuke whose elemental damage can be further bolstered by 50% thanks to the Red Wizard's Elemental Form.

There are ways to tank through the onslaught of Prismatic Voids by enemy mages, but the quickest (though RNG and reload heavy) way to deal with these encounters is to have multiple Prismatic Void casters of your own, and the Red Wizard's Elemental Form synergises particularly well with this approach.
 

AdolfSatan

Arcane
Joined
Dec 27, 2017
Messages
1,888
The encounter that starts with the giant crocodile after you defeat the "crones' trial" is hilarious. Here's a giant crocodile: he kills you in one round, but you have plenty of chances to disable him and slowly kill him. What? You didn't kill him in one round? Here's a bunch of low level enemies: disable them or they are going to hit for 40 damage with their spells. What? You didn't kill them in one round? You need to learn, here's a bunch of oozes: each one hits for 60 damage. What? Still here? Now fight a bunch of smaller giant crocodiles. I don't know what's after that, but I'm sure there has to be more.

It wouldn't be that bad if the party was at full resources, but you come from an encounter with an Iron golem and two hundred million oozes.
You cast deep slumber on him and do a coup de grâce on his sleep, then create some choke points on the hallway to deal with the lower tier enemies. Oh, and then comes the Hydra. But it's an easy one, tho.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
Messages
5,687
Location
Perched on a tree
Men, I just had an interesting idea of sorts and I wonder whether it's worth pursuing. Since you can easily change the basic module data, what if you allowed starting with level 3 characters and added some starting geld to the party to compensate for the early level up costs? Wouldn't that possibly make things a little more fair?

I did just that, editing the Module to start with 20K gold for each PJ, it helps to be able to level up whenever you want (didn't edit the starting level though, not that you need it early on)

Still, at some point, there is some bullshit.
The Green goblins fight, for example, if you take them on alone (overconfidence kills you in KotC 2), the fight seems almost easy at first until reinforcements arrive.
It'd be ok without the Mage Minotaur and the Snakeman Champion, leaving just a giant frog one troll, one troll warrior and one snakeman as reinforcements along with some goblins. (Only tried it once, before realizing i should have visited the Grey Goblins south before)

If it keeps being this way, there's probably one monster or two to remove or downgrade from every other encounter to make the game a bit more fair with a manageable hard difficulty.
 

NJClaw

OoOoOoOoOoh
Patron
Joined
Aug 30, 2016
Messages
7,513
Location
Pronouns: rusts/rusty
Pathfinder: Wrath I'm very into cock and ball torture
When are you supposed to rest in chapter 3? After the opening fight with Pizarra, I dealt with the shadows ambush at the chest, the small group on the way back to the crones, the crocodiles + crab + slimes before the water passage, the slimes before the mimics, the mimics themselves and the rust monsters. Now I can face the undeads ambush at the book, the evil eyes and the humans ambush that Pizarra warns you about. Pizarra still has slots to endure one or two easy fights, but everyone else is on his knees. I have the lamp and the bonfire, but I guess the lamp should be kept intact for later... is it a good stop to use the bonfire or do I absolutely need it later?
 

Tweed

Professional Kobold
Patron
Joined
Sep 27, 2018
Messages
2,872
Location
harsh circumstances
Pathfinder: Wrath
When are you supposed to rest in chapter 3? After the opening fight with Pizarra, I dealt with the shadows ambush at the chest, the small group on the way back to the crones, the crocodiles + crab + slimes before the water passage, the slimes before the mimics, the mimics themselves and the rust monsters. Now I can face the undeads ambush at the book, the evil eyes and the humans ambush that Pizarra warns you about. Pizarra still has slots to endure one or two easy fights, but everyone else is on his knees. I have the lamp and the bonfire, but I guess the lamp should be kept intact for later... is it a good stop to use the bonfire or do I absolutely need it later?

See if you can clear the grimoire room and psi beetles before resting and try to clear the eyes, you want as many levels as you can possibly muster.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom