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Review Darth Roxor looks at Storm of Zehir @ the Codex

Wyrmlord

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I haven't played SoZ, but is it really bad design if certain skills or classes are essential? Of course, others are arguing that it is not necessarilly the case in SoZ, but still?

Because that's how most party based RPGs are. You have to have certain skills or classes or you are not going to anywhere in the game.

In Icewind Dale, you have to have a rogue, or those ubiquitous traps will turn half the party poisoned, paralyzed, berserk, or diseased. It makes good sense, because as I learnt while playing the game with an all fighter party that it would otherwise make many encounters too easy, so there needs to be some obstacle that even fighters can't handle. It works. You have to provision for many things before you start min-maxing.
 

Darth Roxor

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Wyrmlord said:
I haven't played SoZ, but is it really bad design if certain skills or classes are essential? Of course, others are arguing that it is not necessarilly the case in SoZ, but still?

Because that's how most party based RPGs are. You have to have certain skills or classes or you are not going to anywhere in the game.

In Icewind Dale, you have to have a rogue, or those ubiquitous traps will turn half the party poisoned, paralyzed, berserk, or diseased. It makes good sense, because as I learnt while playing the game with an all fighter party that it would otherwise make many encounters too easy, so there needs to be some obstacle that even fighters can't handle. It works. You have to provision for many things before you start min-maxing.

Ex-fucking-actly. I have the impression that if SoZ was released five-ten years ago, it might have been criticized for many things but definitely not the fact that you need skills to properly explore the overland map, yet people have got so used to the concept of lite RPGs that play themselves that they see merits as flaws, and god forbid they should balance a party properly!
 

Gromnir

Liturgist
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Jan 11, 2004
Messages
394
pretty much all nonsense... am not sure how the the prestige class stuff were having a point... and this were inexplicable as well:

"First you rant how it is absolutely and totally needed to create a ranger or multiclass a party member to give him one level of ranger, and then suddenly the fact that you actually DON'T have to is bad too. Right. Makes sense. Of course.:

huh? what? the fact that a ranger cohort is available does not change fact that a ranger leader is still virtual essential. you is confusing yourself... or trying to hard.

as for the grey orc cleric/monk stuff... *chuckle* somebody musta been exp farming to pull off. you don't scare off anybody unless you take the fearsome roster feat, or if you is several levels tougher than the encounter level you is facing. so either the example is from 1/2 to 2/3 through game, or... *shrug* grey orc gets ecl penalties and probable has to take daylight adaption to be viable... which makes tougher to take able learner. and grey orc longstride not count for squat in jungle terrain w/o many levels o' survival. no survival in that build.

"The rogue was in the same party as the ranger,"

not really worth bringing up then were it? Gromnir did same thing with our mage... when no critters were nearby we switched mage to leader to see if anything new popped up on the overland... but that not change fact that a Ranger were our functional party leader.

"There's a difference between creativity and going over the top."

the hunting cabin offered a 10-15 second combat encounter that were only "creative" 'cause of a name change? HA! if that is all it takes to be creative and compelling, then am not sure what you found lacking 'bout the saramach maps.

as for you eliminating pseudo criticism and exposing retards... am thinking you ain't doing a good job... save with the homers at the codex. again, you yourself used a ranger leader to play (strike one), and there is multiple threads at bio boards discussing how game does indeed force a specific kinda leader type upon player (strike 2). and again, the developers clearly envisioned that players would need a ranger as a party leader, which is why they made one available as a cohort before players woulds need to actually use the overland map (strike 3). is no tyranny of choices if a vast majority o' players find themselves building similar leader characters. is bad design.

but again, the biggest flaw of soz isn't the sometimes tedious randomn monster encounters on the overland map... is the static encounters that the obsidian developers put their "creativity" into. HA! the arcane brotherhood encounter were including 2 15 second combat encounters... 'cause the building had 2 floors. no dialogues or spell checks or any o' that role-play stuff you might wanna tout. oh, but there were another arcane nexus, and there were piles o' 1007 strewn about tables and beds, so maybe that made it kewl? the vast majority o' static encounters in soz were brief, and uninspired... and if the totality of manner in which obsidian made encounters compelling for roxor were to call the attacking enemy a "malarite druid", then Gromnir (and others) am seeing why You were so easily impressed with depth o' gameplay.

am curious; how did playing evil or good (or whatever) change your gnoll cave encounter... or the forktongue bandit cave? forktongue were a critical path plot quest. how 'bout the undead barrow or the shadow cult? play evil get vast different results? were there some nice good v. evil options such as with the port last quests? sure, but even the good stuff there were rushed and underdeveloped. took 1 minute (tops) to clear out gothaladreum and confront nya with a rather traditional and anti-climactic good v. evil dialogue. 'course the port last quests were particularly memorable because quests were different than virtually the rest of the game... were more options than simple kill and loot. make deal with lord adreum or the prioress were at least a little different from our encounters with baneites or arcane brotherhood... or a whole heck of a lot of yuan-ti assassins.

...

you know, am not able to name an obsidian game in which you couldn't get some different good v. evil options. heck, we can't name a bio crpg or a bethesda crpg that not offer such opportunities. the obsidians did some kinda special implementation oh good v. evil? still had to fight the yuan-ti battle, and we had all same major plot encounters playing good or evil. not noticed big changes, but then again, maybe you were impressed with the EVIL history feats you could pick up throughout game. obviously you is impressed with labels... the Creative labels that is. "Demon of the Roads" Creative stuff, no?creativity? HA!

the sad thing 'bout soz is that in spite o' the overland map innovation, obsidian took a big step backwards from motb in the design creativity department. a vast majority o' the soz encounters were the kinda fare you typically see in forgettable free module downloads over at nwnvault.

soz story and character development were, at best, sparse. likewise the vast majority o' static encounters were suffering from an similarl paucity o' developer creativity and care. the overland map were, for a character with maxed survival and hide/move silent, little more than a 1007 gathering opportunity, and for others... mind numb exercise in tedium. ignore the bugs and technical issues with load times n' such, and you still end up with a game that feels largely unfinished or criminally underdeveloped.

flowers. the flowers looked nice.

but hey, it were kewl 'cause the 2 room cabin with the unavoidable 15 second combat encounter had a "malarite druid" as the primary antagonist. *chuckle* truth-to-tell, angry malarite antagonists has been an obsidian staple since iwd2. am knowing that josh likes yuan-ti, but somebody at black isle/obsidian must also be a fan o' malarites. seen malarites far more often than batari.

HA! Good Fun!
 

Gromnir

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394
Wyrmlord said:
I haven't played SoZ, but is it really bad design if certain skills or classes are essential? Of course, others are arguing that it is not necessarilly the case in SoZ, but still?

Because that's how most party based RPGs are. You have to have certain skills or classes or you are not going to anywhere in the game.

In Icewind Dale, you have to have a rogue, or those ubiquitous traps will turn half the party poisoned, paralyzed, berserk, or diseased. It makes good sense, because as I learnt while playing the game with an all fighter party that it would otherwise make many encounters too easy, so there needs to be some obstacle that even fighters can't handle. It works. You have to provision for many things before you start min-maxing.

have a sneaky trap finder in a d&d party? nope, nothing strange about that. 'course that ain't the same as making a ranger or ranger multi-class you party leader, is it?

if you play soz you will see that the developers went WAY overboard with the randomn encounters. the overland map literally swarms with encounters, and those encounters are often far too powerful for your party to handle. a 4th or 5th level party is gonna get hurt something terrible by 2 or 3 wyverns... especially if moments ago you were attacked by 5 or 6 dinosaurs.

...

in iwd you virtual needed a trap finder, and it were smart to have a sneaker... play through the severed hand and dorn's deep and even the relative craptacular dragon's eye made a balanced party beneficial. but because the static encounters in soz is so brief you don't genuine need such a character for 99% of the game... save for fact that a sneaky character alleviates the burden felt from insanely dense monster swarms.

roxor is missing what happened with soz (big surprise there, eh?).... misinterprets terrible design as a kewl feature. virtual all soz encounters is no more than a cave or building with one or two rooms... so how many locked or trapped portions can there be on such maps? why even have a rogue? you can't scout ahead on such small and densely populated maps, and a wizard with a wand of knock complete replaces need for a lock picker. how many traps can there be on such a small map anyways... set 'em off on purpose after clearing the map. terrible brief soz design would otherwise kill need for a dedicated sneaky character in soz...

'course the map also punishes those who not take points in survival, 'cause the already tedious and monster laden overland map is traversed at a rate dependent 'pon, in part, your team leader's survival skill. a sneaky character with high survival? ranger? a barbarian/rogue? is a few other builds that make sense (especially at mid and low levels) but is not many.

regardless. roxor really not get what happened with soz... and why. he sees something broken as a kewl feature. retard.

HA! Good Fun!
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
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"while a druid going off his nut is not something you see everyday"

Are you fuckin' kiddin'? Psycho druids off their rocker is relatively common in the Realms. The main druidic Realmsian diety has his own extremist cult devoted to him over it. Then you got Malar's druids. And, plenty of other evil/neutral drudici dieties who have not so nice tendencies.

You also see these types of druids/druidic sects in multiple D&D games including BG2. This is NOT new.


"In Icewind Dale, you have to have a rogue,"

No, you don't. This is a flat out blatant lie.
 

Wyrmlord

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Messages
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You are quite right, Volourn, but that was a very general example.

It just helps to have a rogue. There are other alternatives, like using a spell to detect locations of traps, but the fact is that there are some specific situations for which you need you some specific skills that will not be generally available to every class, right?
 

Volourn

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Nope. Dind't need no trap detection spells either in IWD. Eitehr use protection spells to limit damage/make yourself immune to the effects, or just run over traps with a high point character. That's what i did through IWD and the BGs when not using thieves. Thieves are avstly overrated.
 

Volourn

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"You get experience for disarming traps and picking locks, Vollylourn."

Big fuckin' deal. NOT.
 

Darth Roxor

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Gromnir said:
pretty much all nonsense... am not sure how the the prestige class stuff were having a point...

You said it's stupid to multiclass wizards with other classes. These prestige classes prove otherwise.

huh? what? the fact that a ranger cohort is available does not change fact that a ranger leader is still virtual essential. you is confusing yourself... or trying to hard.

Wrong. You can get a spirit shaman and quite quickly give him the harper agent prestige class which covers both survival and hide.

as for the grey orc cleric/monk stuff... *chuckle* somebody musta been exp farming to pull off. you don't scare off anybody unless you take the fearsome roster feat, or if you is several levels tougher than the encounter level you is facing. so either the example is from 1/2 to 2/3 through game, or... *shrug* grey orc gets ecl penalties and probable has to take daylight adaption to be viable... which makes tougher to take able learner. and grey orc longstride not count for squat in jungle terrain w/o many levels o' survival. no survival in that build.

Reading comprehension is not your strong side, isn't it? Allow me to point you to one crucial sentence, because maybe the letters are too small for you:

'BECAUSE I CAN JUST OUTRUN THE FOOS.'

not really worth bringing up then were it? Gromnir did same thing with our mage... when no critters were nearby we switched mage to leader to see if anything new popped up on the overland... but that not change fact that a Ranger were our functional party leader.

The point was about avoiding detection. Three characters were brought up to back it up.

the hunting cabin offered a 10-15 second combat encounter that were only "creative" 'cause of a name change? HA! if that is all it takes to be creative and compelling, then am not sure what you found lacking 'bout the saramach maps.

I love how you seem to think that I find the hunting cabin to be the best encounter evar

again, you yourself used a ranger leader to play (strike one)

And? How does that prove anything? I chose a ranger because it's convenient and I generally like rangers. I could choose anything else if I wanted to.

and there is multiple threads at bio boards discussing how game does indeed force a specific kinda leader type upon player (strike 2)

And there was a thread on the Bethesda forums about roleplaying in Oblivion, so I guess there must be a point to it.

is no tyranny of choices if a vast majority o' players find themselves building similar leader characters. is bad design.

When you go to a tourist attraction, would you prefer to be led by a professional guide or by some random bum who's never been to the site? Doesn't logic command that while going through a jungle it is a better idea to take someone who is familiar with the wilderness e.g. a ranger?

And hey, you know what? I can bet that if the overland map didn't have this system, the same lot of people would whine about useless skills, just like they were useless in IWD2.

but again, the biggest flaw of soz isn't the sometimes tedious randomn monster encounters on the overland map... is the static encounters that the obsidian developers put their "creativity" into. HA! the arcane brotherhood encounter were including 2 15 second combat encounters... 'cause the building had 2 floors. no dialogues or spell checks or any o' that role-play stuff you might wanna tout. oh, but there were another arcane nexus, and there were piles o' 1007 strewn about tables and beds, so maybe that made it kewl? the vast majority o' static encounters in soz were brief, and uninspired... and if the totality of manner in which obsidian made encounters compelling for roxor were to call the attacking enemy a "malarite druid", then Gromnir (and others) am seeing why You were so easily impressed with depth o' gameplay.

Wow, again your reading comprehension makes me shiver. Have I not stated in the review that nearly all the caves, dungeons etc scream about their will for further development?

am curious; how did playing evil or good (or whatever) change your gnoll cave encounter... or the forktongue bandit cave?

Nope, didn't change that. But hey, it did change Port Llast, West Harbour, some cohort reactions, some things in Crossroad Keep, some encounters (such as the thayans), a couple of quests... need I mention more?

took 1 minute (tops) to clear out gothaladreum and confront nya with a rather traditional and anti-climactic good v. evil dialogue.

R00fles, there are... wait, let me count... four ways to resolve the matter of undead in Port Llast, I believe.

or a whole heck of a lot of yuan-ti assassins.

You mean that whole lot of assassins that I sneaked by? Oh yeah, that was a real pain in the arse

the sad thing 'bout soz is that in spite o' the overland map innovation, obsidian took a big step backwards from motb in the design creativity department. a vast majority o' the soz encounters were the kinda fare you typically see in forgettable free module downloads over at nwnvault.

Ooooh, now I understand. You're just butthurt, because Obsidian didn't make motb2. Thanks, now it finally all makes sense.

soz story and character development were, at best, sparse. likewise the vast majority o' static encounters were suffering from an similarl paucity o' developer creativity and care. the overland map were, for a character with maxed survival and hide/move silent, little more than a 1007 gathering opportunity, and for others... mind numb exercise in tedium.

Character development was sparse? I can agree on story, but character development? Just how is it worse than the previous NWN instalments? It's even made better thanks to new classes, races and party feats.

I suppose that the spirit meter in motb was also a mind numbing exercise for many people who played that game.

ignore the bugs and technical issues with load times n' such, and you still end up with a game that feels largely unfinished or criminally underdeveloped.

Bugs? I believe I found only two of them, one was a series of crashing after a conversation with Septimund (which already got fixed) and another one after I killed the mayor of West Harbour and his friends, and later found Tarmas alive again in the city after I betrayed the dragons, even though his corpse was laying there in front of the gate...
Didn't experience any significant problems with loading times, but I heard that's an issue for many, yes.

but hey, it were kewl 'cause the 2 room cabin with the unavoidable 15 second combat encounter had a "malarite druid" as the primary antagonist. *chuckle* truth-to-tell, angry malarite antagonists has been an obsidian staple since iwd2. am knowing that josh likes yuan-ti, but somebody at black isle/obsidian must also be a fan o' malarites. seen malarites far more often than batari.

Unavoidable? Oh yeah, because it's a place of critical importance and you just NEED to go there.
Also, perhaps batiri are less 'popular' because they are native to Chult, genius? What other D&D games have featured Chult? IWD2 in a single location, whoa.
I found the hunting cabin to be well done, because it takes you by surprise: you see a hunting cabin, what do you expect? Yes, hunters. You go inside and see what? A druid. What do you expect from a druid? A hobo hippie mumbling about nature, balance and global warming, while what do you get? A madman who's just finished killing the hunters you were expecting to meet.

Gromnir said:
have a sneaky trap finder in a d&d party? nope, nothing strange about that. 'course that ain't the same as making a ranger or ranger multi-class you party leader, is it?

And why do you keep yapping about the ranger being the 'party leader'? You don't have to get him to be the leader, but he takes the role of a GUIDE. You're not obliged to make your very first party member a ranger (or a multi-class ranger, because it's IMPOSSIBLE TO TOTALLY AVOID RANGERS IN STORM OF ZEHIR!1).

those encounters are often far too powerful for your party to handle

And that's bad?

in iwd you virtual needed a trap finder, and it were smart to have a sneaker... play through the severed hand and dorn's deep and even the relative craptacular dragon's eye made a balanced party beneficial. but because the static encounters in soz is so brief you don't genuine need such a character for 99% of the game... save for fact that a sneaky character alleviates the burden felt from insanely dense monster swarms.

Whoa, soz doesn't need a trap finder? Now that's new. 90% of traps on chests and often in corridors are nearly deadly. Rogue is also ace in the end game dungeon and in Zecorrian's Demesne.

virtual all soz encounters is no more than a cave or building with one or two rooms...

Yeah... in Samarach... and again reading comprehension, I stated in the review that I'd really want the caves to be bigger.
Also, even though they are small, there's shitloads of the static encounters, and thanks to that, at least they are somehow varied. What do you prefer? A three floor long dungeon filled with orcs, or three different dungeons that have cultists of Shar, undead, yuan-ti and all also have different interior design? I might even risk the statement, that if summed up, all that lot of smaller dungeons takes as much time to get through as the few yet long ones of IWD.

a sneaky character with high survival? ranger? a barbarian/rogue? is a few other builds that make sense (especially at mid and low levels) but is not many.

Again: spirit shaman quickly multiclassed into harper agent. And still I can't see how substracting one level and taking that in rogue/ranger/monk/whatever that has the needed skill is that much of a fucking problem.
 

Vaarna_Aarne

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Gromnir said:
as for the grey orc cleric/monk stuff... *chuckle* somebody musta been exp farming to pull off. you don't scare off anybody unless you take the fearsome roster feat, or if you is several levels tougher than the encounter level you is facing. so either the example is from 1/2 to 2/3 through game, or... *shrug* grey orc gets ecl penalties and probable has to take daylight adaption to be viable... which makes tougher to take able learner. and grey orc longstride not count for squat in jungle terrain w/o many levels o' survival. no survival in that build.
Nigga please. I'll explain it then:

One thing, the one level of Cleric (second level) is taken solely for one thing: To cheese some Domain feats. Personally, I took Good and Luck, which gives the Luck of Heroes for free (leaving an extra spot for Able Learner at level 1). With Int 14 (could be raised with the first two stat ups), you can have plenty of different Overland skills, as well as Heal in my case (since I chose not to take a normal Cleric). Also, this bugger proved particularly useful when I decided to kill One-Of-Many at level 11, being Immune to Phear and all. Basically he just took attention with hit and runs (and occasional blocks) while my Wizard and Warlock spammed spells that worked. Btw, that was one of the best combats I've had in years.

Daylight Adaptation is of limited use, since the penalty isn't earth-shattering after a few levels.

The scaring off part comes around at Sword Coast, with both Fearsome Rosters acquired. But by then their function is to scare the buggers away from caravans.

But like Roxor said, I can just OUTRUN THEM ALL THE TIME.




(Psssst, exp farming is easy in SoZ. Pure Doomguide with no ECL OHKO Wight encounters by level 9)
 

Micmu

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I had a grey orc fighter / cleric (war, earth) as a main char. She was a fucking killing machine (D&D HC diff.)
Not to mention hot, too.

Then the loading screens killed her.
 

Gromnir

Liturgist
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Messages
394
take five seconds and use console to make a grey orc monk. try to have a 10th level grey orc monk out run encounter level 11 dire wolves in swamp or even level 8 dinos in jungle. it don't happen. survival ain't high enough. you slog. they catch you. rinse and repeat combat. but admittedly, a grey orc monk does better than many builds. so lets add the oh so common grey orc monk to list o' viable leaders. wow. you really proved your point, eh? HA!

"You said it's stupid to multiclass wizards with other classes. These prestige classes prove otherwise. "

you are clearly an idiot or obtuse. the issue were multiclass wizard so as to get hide/move silent and survival. any of the multi-class options to do so is as retarded as is your posts. a multi-class wizard/barbarian/rogue makes loads o' sense. wizard/ranger? is a wasted level... and again, it won't get you a high enough move silent unless you happens to be a halfling or somehow have a high dex (which typical means sacrificing valuable int points.) is a stoopid build that only makes any plausible sense in the wacky and backwards arsed world o' soz.

you wanna take outta context and simply be an arse? fine, but clearly you has gone over the edge and ain't even trying to discuss rational.

*shrug*

is diminishing return value for us arguing anyways as clearly you is looking ridiculous when you suggest that change name from batari shaman to malarite druid = great/creative design. pretty much flushed whatever minimal credibility you had right there, eh?


HA! Good Fun!
 

Vaarna_Aarne

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Gromnir said:
take five seconds and use console to make a grey orc monk. try to have a 10th level grey orc monk out run encounter level 11 dire wolves in swamp or even level 8 dinos in jungle. it don't happen. survival ain't high enough. you slog. they catch you. rinse and repeat combat. but admittedly, a grey orc monk does better than many builds. so lets add the oh so common grey orc monk to list o' viable leaders. wow. you really proved your point, eh? HA!
Since you apparently didn't notice, I don't have to go into those areas without enough of the cross-classed Survival ranks. And I had a Tiefling Rogue/Warlock with beefed rogue skills as well in the party.

And how about just having a Ranger with your party, since they can just Jedi Mindtrick those two aforementioned to leave you.

EDIT: Which would also free up Heal skill from the Orc Monk.
 

Gromnir

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Messages
394
"And how about just having a Ranger with your party, since they can just Jedi Mindtrick those two aforementioned to leave you. "

kinda misses the whole point o' the disagreement, eh? soz, for whatever reason, makes a ranger a near indispensable part of a soz party. somebody in party should be a ranger.

why?

is not like that in pnp or any other d&d crpg game. is poor design. really. am not sure why people is defending so hard, save for sake of argument. is no tyranny o' choice if choice is largely removed.

even so, we made a 10th level grey orc monk with maxed sneak skills and cross-class survival... made him team lead in swamp south o' west harbour. takes only a couple minutes to do so... vist leilon tavern. swap out a fresh new party member, and give him requisite exp with console.

weren't pretty. Brother Payne (the name we gave to the monk) couldn't out run those worgs and wolves in the swamp, and he were getting detected immediate.

we cranked his level up to level 11 & 12 and he were still getting caught regular. at level 13 and 14 he did much better. am supposing you could stick to the roads and not have to deal with terrain slowing, but that kinda devalues team leader efficacy argument further, eh? not sure what the threshold dcs were for enemy spotting, or how survival works with overland map speed, but at level 13 & 14 the grey orc monk were indeed a very effective party leader.

am not sure if that proves vaarna's point though.

HA! Good Fun!
 

Darth Roxor

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Gromnir said:
you are clearly an idiot or obtuse. the issue were multiclass wizard so as to get hide/move silent and survival. any of the multi-class options to do so is as retarded as is your posts. a multi-class wizard/barbarian/rogue makes loads o' sense. wizard/ranger? is a wasted level... and again, it won't get you a high enough move silent unless you happens to be a halfling or somehow have a high dex (which typical means sacrificing valuable int points.) is a stoopid build that only makes any plausible sense in the wacky and backwards arsed world o' soz.

Again, my point was that you could add a level in ranger/rogue/whatfuckingever to any character that had spare skillpoints and you would be done with the overland map problems.

Want more examples? Even if we stay in the wizard compartment, you don't even have to multiclass him with any things like rangers or such if he is non-good - give him the pale master prestige class - all the things wizards need + hide, and high int characters usually have lots of spare skill points so you could get survival up even without able learner. And hey, you could even get the overland encounters that need spellcraft, lore etc. See? I resolved two of your issues with one character that is neither a rogue or a ranger or a barbarian! Outstanding!

is diminishing return value for us arguing anyways as clearly you is looking ridiculous when you suggest that change name from batari shaman to malarite druid = great/creative design. pretty much flushed whatever minimal credibility you had right there, eh?

Putting words I never said into my mouth sure is fun isn't it? Point me to the post where I called the hunting cabin great. I merely say that it's fun and interesting. Not to mention I never suggested 'changing batiri shaman to malarite druid'.

"And how about just having a Ranger with your party, since they can just Jedi Mindtrick those two aforementioned to leave you. "

kinda misses the whole point o' the disagreement, eh? soz, for whatever reason, makes a ranger a near indispensable part of a soz party. somebody in party should be a ranger.

Druids also have wild empathy.

is not like that in pnp or any other d&d crpg game.

So, all possible characters in pnp, including fighters with 5 intelligence, can speak with animals? Interesting, never knew about that! Always thought that only druids and rangers are treehuggers.
 

Gromnir

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394
...

retarded. clearly. specific use word "great" to describe malarite druid? no, but it were Your example o' the superior sword coast maps and you lauded its creativity and design. you balk at great? so where on continuum is the malarite druid encounter? if not great then where does it rank? as Gromnir and vol note, you can't honestly laud 'cause it is a unique or fresh encounter even in d&d crpgs as the obsidaian/black isle folks has done the angry malarite stuff loads of times. so is it an average encounter or better? if only average, then why mention?

btw, the unavoidable combat in reference to the malarite encounter were specific noting that 'pon entering the hunters cabin, the combat were unavoidable. is no diplomacy or intimidate checks or dialogue options. nothing. is no different than the overland monster attacks... save that it happens in a cabin. is a lame and brief combat encounter with 0 character developemt (which is another o' your wacky notions... when Gromnir references character development in context of story, there really ain't no point in your identifying new feats and classes 'n such. *chuckle*).

you also got the reply/quote disease wherein you respond to sentences rather than posts... end up with crap like your ridiculous prestige class point and the nonsensical wild empathy observation. go figure.

btw, Gomnir had loads o' criticisms regarding motb. you codexians really like to punch the strawman, eh? we specific mentioned that even one encounter on par with thaymount (in terms o' depth and character involvement) would have made soz as a whole far more entertaining... more than a collection o' encounters that took

oh, and use one encounter near end o' game to show how valuable a dedicated rogue character would be for entire game is terrible logic and less than persuasive... and completely ingores Gromnir point anyway as you again rely on silly reply/quote crap.

bah. this is getting silly. you is serious backpedaling on some issues and ignoring others. soz, with its collection o' largely brief and underdeveloped combat encounters, thin story and virtual non-existent character development, is little more than a demo for the overland map... a beta demo at that. only noticed two bugs? HA! no wonder your review sucks if you only notice two. technical bugs aside, which vary from rig to rig, there is loads o' bugs in soz ranging from the bizarre to simply anoying. bounty bag bugs and trade/caravan bugs and shield equip bugs and cohorts with missing feats is some o' the stuff that even an obtuse person such as yourself should notice. you not know enough to realize that a cohort has wrong feats? not Gromnir's fault, but whether you realize or not, your game were bugged.

bah. you made some stoopid comments in your review that you has a hard time defending. am not sure why codexians feel need to defend soz so much... is almost as if fact that fallout 3 didn't fail has forced you kids to latch on to the next "hardcore" crpg to come along.

whatever.

HA! Good Fun!
 

Darth Roxor

Rattus Iratus
Staff Member
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Messages
1,879,037
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Gromnir said:
retarded. clearly. specific use word "great" to describe malarite druid? no, but it were Your example o' the superior sword coast maps and you lauded its creativity and design. you balk at great? so where on continuum is the malarite druid encounter? if not great then where does it rank? as Gromnir and vol note, you can't honestly laud 'cause it is a unique or fresh encounter even in d&d crpgs as the obsidaian/black isle folks has done the angry malarite stuff loads of times. so is it an average encounter or better? if only average, then why mention?

You seem to have a very hard time acknowledging the fact that I just fucking LIKED that place, because it was DIFFERENT. And no, it wasn't 'done oh so many times before by black isle and obsidian', because the only thing I can remember are the malarites in IWD2, who were there just as some generic enemies when doing errands around Targos. THEY could have as well been named 'orc' and nothing would change. Change the druid in the hunting cabin's name to 'orc' and his appearance there doesn't make sense.

(which is another o' your wacky notions... when Gromnir references character development in context of story, there really ain't no point in your identifying new feats and classes 'n such. *chuckle*).

I'd really like to understand what you meant here, I'd really do.

you codexians really like to punch the strawman, eh

:lol: says the guy who keeps yapping about a small and unimportant encounter on the map.

you also got the reply/quote disease wherein you respond to sentences rather than posts... end up with crap like your ridiculous prestige class point and the nonsensical wild empathy observation. go figure.

I'm replying to posted points, and my observations about prestige classes and wild empathy were all but nonsensical.

oh, and use one encounter near end o' game to show how valuable a dedicated rogue character would be for entire game is terrible logic and less than persuasive... and completely ingores Gromnir point anyway as you again rely on silly reply/quote crap.

There are more occasions where rogues shine, but these two dungeons are the biggest.

only noticed two bugs? HA! no wonder your review sucks if you only notice two. technical bugs aside, which vary from rig to rig, there is loads o' bugs in soz ranging from the bizarre to simply anoying. bounty bag bugs and trade/caravan bugs and shield equip bugs and cohorts with missing feats is some o' the stuff that even an obtuse person such as yourself should notice. you not know enough to realize that a cohort has wrong feats? not Gromnir's fault, but whether you realize or not, your game were bugged.

Technical bugs? Rarely did I have a crash to desktop. I didn't have artefacts on the screen, no issues with graphics.

Bounty bag bugs? I almost never opened the bounty bag so I don't know
Trade/caravan bugs? What?
Shield equip bugs? wut
I'm deeply sorry that I don't throughoutly analyze all cohorts' character sheets in search of evil abnormalities about which I could be very angry on the internet. Not to mention I used only two cohorts anyway.

After reading some opinions on the internet on various games (not only soz) it would seem all the games I play are just plagued with bugs, but I get miraculous bug-free editions! God save the queen says I.

bah. you made some stoopid comments in your review that you has a hard time defending.

:lol: yeah, I must say that it's not quite easy to defend myself from your stupid bollocks, and constant nitpicking about hunting cabins, gnoll caves and unavoidable rangers. After I was done ranting with Skyway in another thread some time ago, I thought I had seen it all - now I know how wrong I was.
 

PrzeSzkoda

Augur
Joined
Jan 27, 2004
Messages
632
Location
Zork - Poland
Project: Eternity
Actually, the ranger requirement is bullcrap and people claiming that OMG you'll die without a ranger, are, how to put it, unimaginative (or plain dumb lawl), and rangers aren't even that effective on the overland map. The best party-guide d00d I had was a multiclass barbarian/rogue, sneak attacking people with his two-handed sword into oblivion (my party's leader was a swashbuckler) - plus, he had ecl+2 (yuan-ti halfblood), so I call bullshit on all the people saying they had problems with the overland map on the Sword Coast (true, I had to actually pay fuckin' attention to where I was heading on the overland map for a spell there and even rely on 'em spot checks because I didn't always manage to avoid everything - but that's sorta the point, innit?)
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
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MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Gromnir said:
we cranked his level up to level 11 & 12 and he were still getting caught regular. at level 13 and 14 he did much better. am supposing you could stick to the roads and not have to deal with terrain slowing, but that kinda devalues team leader efficacy argument further, eh? not sure what the threshold dcs were for enemy spotting, or how survival works with overland map speed, but at level 13 & 14 the grey orc monk were indeed a very effective party leader.

am not sure if that proves vaarna's point though.
Actually, it just proves that you fail at paying attention and playing the game.

For one thing, you must have missed the Able Learner at level 1 part of the build. That means that he'll also have cross-class maximums for most of the Overland skills, as well as chance for a fully leveled Hide or Move Silently, being a monk. Simple as that.

EDIT: And with moving around the right way, you'll still avoid any encounters without those.
 

aboyd

Liturgist
Joined
Oct 28, 2004
Messages
843
Location
USA
Wow. I don't think I've ever seen Gromnir defend himself and his opinions so badly.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
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Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
aboyd said:
Wow. I don't think I've ever seen Gromnir defend himself and his opinions so badly.
:finesthour:
 

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