Carlos' Bitch1
Arcane
Hold down the space bar while your 'quicked' character is taking a turn? I only used this once on the commodore 64, and it required the joystick button pressed down.
I generally agree with this. Medics are very important and two will make your life easier. But if you're anything like (a gay version of) me, you'll probably pick one of every class. In that case, I'd say two warriors is more important than two medics.overtenemy said:Think if I had to do it again I'd have two medics as a backup. There's not much healing outside of combat, or even inside it. How it works is, if you're medic hasn't been knocked out or killed at the end of a fight, he rolls to heal all the injuries of the party. This also includes any hitpoint loss incurred in previous battles, strangely enough, so you can actually heal yourself by going and fighting easy fights. (like space rats on the upper level of one "dungeon")
Prob is, medics don't have many hitpoints and if yours gets targeted, well, you'll be in fucking pain soon because you SERIOUSLY NEED one to keep progressing. If you had another, one can get knocked out and the other should compensate, get him and everyone else back on their feet.
The question becomes who to replace for him? Possibly engineer? I don't recall if having an engineer was helpful enough to justify him over another medic. I think you can just have other dudes get most of his skills, although they are of course pretty handy in space combat. The party Rocket Jock is pretty much nonnegotiable. Warriors too - I wouldn't have less than two. Possibly ditch engineer or rogue in favor of another medic and just take their most important crap as side skills on another character.
Something like that. 40 for career skills and 20 for general skills per level I think.overtenemy said:To clarify skills further, you get a certain amount of points to spend on career skills, and then a much SMALLER amount of points to spend on anything else you want (save medic stuff.) But if you take those tertiary skillpoints and hyperspecialize on each character, you can mostly bring them up to par with someone who has the skill as a career choice. Except for Rocket Jocks because they get a +20 or something to all that crap. And medics, once again. You can see who has what for career in the manual.
Yep, mono swords are pretty good. Still, needle guns are insane. Probably the best pick.overtenemy said:Prob look at a FAQ to see what weapons are useful and what aren't. I believe some weapons simply are not worth carrying. Rocket weapons I found inexplicably will not affect certain things (possibly they have ECM armor?) and they may be dodged by smaller things. The needle/bolt gun aren't resisted by anything AFAIK, may want to have a warrior specialize in them. If you roll a desert runner with high strength as well have him specialize in Mono sword. I think it's the best melee weapon and you get a "+1" version of it early. That can do big damage especially with backstabs. IIRC, to successfully backstab you don't need to be a rogue, but you need to make a move silently check. So give that to him as well.
overtenemy said:If I think of anything else I'll repost. Til then I'll just say that although I felt that the combat was probably worse than the D&D Gold Boxes, it's still fucking awesome. No long term C&C that the Codex masturbates to, but there's many situations you may respond incorrectly to that can result in hitpoint loss or some other ridiculous effect, which depending on the current state of your party can be crippling. Skills can be used to bypass certain parts of quests to make the dungeon easier (mostly the computers one I think) and there's just generally more variety than the standard Gold Box I feel. A+ video game.
It's not just as simple as that, though. The bonuses might be small for each individual skill, but in total it works out quite significant, especially if you spread your skills thin. In other words, don't worry about getting the best attributes during character creation, but do pick the appropriate races for their attribute bonuses. Some of them are significant. Also, don't focus too much on attributes as they relate to skills. Skill bonuses from the attributes are secondary to what the attributes bring about themselves in the form of improved derived statistics (more HP with constitution, better AC with dexterity etc).overtenemy said:Edit: Just remembered, stats affect skills, but ultimately not by much. You'll eventually have HUGE skill levels, especially in career skills (more if you're a jock/med) and the stat simply adds a flat rate. 18 charisma would add 18 to your leadership for instance, but 15 would add 15. When your skill is like fucking 80, is it really a huge difference? I say leadership specifically because it's a skill you'll probably get on a warrior on account of it being a career skill for them and nobody else. So if your warrior doesn't get KILLER charisma, well, don't spend an hour rerolling to get perfect stats is all. Be more worried about the holy trinity of str dex and con.
It's for role-playing purposes, dude. Role-playing purposes.Excidium said:Am I missing something or are venusians total shit? They get the same +1 CON and +1 WIS terrans get, but with added -1 DEX and -1 CHA penalties.
MMXI said:I would treat you like a god for a short period of time if you can do the paragraph write ups for each game as you play through them. Writing about all the Gold Box games individually from memory is very difficult as some of the games tend to blur together.
Interesting. I might try it one day to see what it's like.Blackadder said:Instead of playing them in that order, why not play each series in order? It would make more sense.
As for Neverwinter nights...I have heard it can be played in single player as well. Also heard it isn't really worth the effort.
Blackadder said:Instead of playing them in that order, why not play each series in order? It would make more sense.