That reminds me of something...[checking old PoD thread]...
It looks like the party could have worked for Arcam, the chief beholder in Mulmaster, and get quests to wipe out his competitors. But with no boats and Mulmaster being the place furthest away from Phlan I can't imagine many players having done this.
But you did go to Mulmaster. Was there any option to work for Arcam?
Yup. You can even bargain him up in price, though if you ask for too many gems he attacks you. Supposedly each mission you complete (he apparently sends you after Thorne, Manshoon, and Marcus, from reading the text printed by Simeon Pilgrim) decreases the number of mercenaries in the chamber. So you could do missions for Arcam's Chancellor, getting paid, until of course he gets worried about you and decides to kill you. I may try it on my next run-through.
Other stuff:
Jo498: I never tried to beat Pools of Darkness without dual-classing; the default party even includes dual-class characters, which is the case in no other game. (Interestingly, three of them appear to be the same characters in the old Secret of the Silver Blades default party, suggesting you were supposed to transfer characters from Secret--which would make dualling characters much easier.) I might do Paladin, Ranger, Fighter/Mage/Thief, Cleric, Mage, Mage, though it's an interesting problem.
You are quite correct, magic resistance is base resistance - 5% per level of the caster over 11th (or +5% for each level below). This effectively means magic resistance can be ignored at 31st level, and is the best argument for single-classed mages in the Krynn games (a properly levelled pure mage can ignore enchanted draconian resistance). Note that this won't work against monsters set to be completely immune--Beholders and Gothemens/Kalistes/Tanetal. (From what I gather from FRUA, the magic resistance is set to 255%.) Drow magic resistance is 50% + 2%/highest level of the drow, so it ranges from 64% for Drow Priests (7th level Cleric) to 80% for Drow Wizards (15th level Thief). So a drow will have a 54-70% chance of resisting a spell cast by an 13th level mage freshly created...or no chance at all against a mage with a level in the thirties. Levelling thus becomes a big deal.
Yes, you lose the Dragonlance you get in Champions, but you can keep the one from Death Knights (which is, it's implied, the same one, since you handed it to the knights at the end of Champions, and Sir Karl steals it) into Dark Queen. (The default party actually starts out with your knight having one, and he has the same name as the default knight from Death Knights...I think they are again suggesting that you were transferring characters, and
it's the same dragonlance.)
Some of your suggestions were indeed implemented, Might and Magic had a druid that was basically a cleric/mage, and 2nd ed D&D had a bard that was more or less a fighter/mage/thief (rather than changing classes twice like a freshman in college).
I thought the heart was rather clever, what with the halfway accurate cardiac anatomy and all. It even had the great vessels coming off the aortic arch near the north end of the map. (There's a bit of a catch in that Mo is lying upside down, so his head is to the south--thus the great vessels, which supply the head and arms, should be pointing
south. But hey.)
I had a similar experience to you in that my parents were afraid of me playing too many video games, but would buy me a game to play over summer break if I got good grades, and they saw how much I loved Champions of Krynn (my dad was familiar with SSI from a flight simulator they made), and the gold box and the name 'Dungeons and Dragons' were easily recognizable to the layperson...so I got to play all the Gold Box series, and not much else. I did get to play Dragon Wars and the Eye of the Beholder Series. My mom did get Bard's Tale for me, but I could never get it to run on my Apple II for some reason. By the time Dark Sun came out, I had to get into college and had little time for video games. So I know the Gold Box series well, but not much else.
The buccaneers are pretty easy if you know what you're doing. Don't forget to loot the captain's body--if you forgot, reload and go back and do it! I am serious. The Zhents...easy if you go straight for the exit, but I'd encourage you to do it last and stick around to fight everyone. It's long but you get some good loot--wand of lightning, another set of gauntlets of ogre power, ring of fire resistance, and 3 joined potions of extra healing (so they occupy one lousy slot).
I agree with you about the criticisms of the spells. Many of these were actually fixed in later editions--in 3rd edition, the target of a spell saves against a difficulty level which is proportional to the caster's level, so an 11th level cleric's hold person is much harder to save against than a 3rd level cleric's.
DKK's theme was rather odd. They had a whole 'Night of the Living Dead' thing going, and then they go and ruin it with strange quests. POD I thought did the whole post-apocalyptic fantasy thing rather cleverly--did you ever think you'd be happy to see
Zhentil Keep before?
Moving parties through all the Krynn games is a little tricky because you want more clerics for DKK, but then it's nice to have single-class mages for DQK. There are all kinds of tradeoffs.
Weird parties? Oh, sure. Pool of Radiance in particular is quite forgiving, with its auto-scaling random encounters. I beat it with:
F, F/C, F/M, T, C, M (the default Apple II party)
F, F/M, C/F/M, F/M/T, C, M (my favorite party in my youth)
F, F/M, C/F/M, M/T, C/M, M (this one was totally overdone, and the large number of mages meant the random encounters were huge)
F, F, F, F/M/T, C, M (when I was preparing my party for a Pool-to-Pools run)
F, C/F/M, F/M, T, C, M (the default PC party)
F, F, F, F, F, F (not as hard as it sounds, though you have to do lots of stuff out of order, I also had to kill the town guard for their Javelins of Lightning so I could hurt Tyranthraxus' guards)
C/F/M. Yup, one character. This requires really careful planning and a few reloads to get past Tyranthraxus. To defeat his guards, I ran into the corner and let them stack up in front of me so only two could get to me at once, then threw Charm Person and Hold Person spells at them to decrease their numbers.