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How good is this game with several mods?

Discussion in 'The Temple of Elemental Evil' started by Sloty, Jul 2, 2015.

  1. Sloty Gems: 5/31
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    Yes I am using physical discs.
    Sorry but I cant seem to find anywhere which version of the game I have installed...
     
  2. Keneth Gems: 29/31
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    You can find the patches here (do not install Moebius's unofficial patch), but personally I would suggest you grab the GOG version if you're not really attached to playing it in German.
     
  3. Sloty Gems: 5/31
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    Hmmm installation of co8 worked without problems and I can start the game.
    Guess I have the right patches.

    Which of the crafting feats are worth to take? And which character should take them?
    Also which are the best weaponcategories to use?

    Does a mage need any skill or talent to learn new spells from scrolls?
    Do you think a sorcererer or a (specialist) mage is more effective?
     
    Last edited: Jul 4, 2015
  4. Keneth Gems: 29/31
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    You don't need to worry about crafting until late game and even then it's not really needed. Ideally, a cleric with the Good domain will be able to craft Holy weapons which will deal extra damage to just about everything in the game, but other than that, not really worth the XP in most cases.

    If you want to invest into weapon feats, the two strongest swords available in the game are bastard swords, but there are plenty of other good weapons otherwise.

    I think you need Spellcraft to learn from scrolls. But every spellcaster should have Spellcraft maxed out anyway.

    As for the sorcerer vs. wizard argument: Sorcerers know fewer spells but can cast them more readily and they're very good at their job in video games (in PnP, wizards tend to have a slight edge).
     
  5. Sloty Gems: 5/31
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    Thanks!
    So which 5 chars would you suggest me to get?
     
  6. ConjurerDragon

    ConjurerDragon Ich dien ★ SPS Account Holder Veteran

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    For your first playthrough? Those that are the most fun to you to play. :rolleyes:
     
  7. Keneth Gems: 29/31
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    Like I said above, there are any number of combinations that will work just fine with the basic setup.

    I'd probably go for something like Barbarian, Cleric, Sorcerer, Bard, and Rogue to cover everything.

    Some basic guidelines for 3E D&D:
    • Save or die (or save or suck) spells trump damage spells. Straight damage should be used for cleaning up trash.
    • Crowd control and summoning spells are more efficient than tanking. Don't put your characters in unnecessary danger.
    • Healing is inefficient. The faster you kill enemies, the faster they stop killing you. Heal after combat.
    • Armor is inefficient. You will get hit anyway, so prioritize your ability to get rid of enemies over trying to prolong your suffering.
    • Use buff spells, particularly long-lasting ones like heroism, they will give you a significant edge in combat and save resources in the long run.
     
  8. Sloty Gems: 5/31
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    Hmmm....
    I have a party in mind but I dont know which would be the best rogue character.
    Choices are:
    1. 1 lvl rogue rest wizard

    2. 2 levels rogue rest some warrior(probably a ranger)

    3. A full rogue

    What do you think?

    Is it hard to keep a paladin on the Lawful good alignment?

    Are shields worthwile os is the increased damage of 2handed weapons or dual wield better?
     
    Last edited: Jul 4, 2015
  9. Keneth Gems: 29/31
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    Don't multiclass if you don't have a good grasp on the rules. You'll just cripple yourself.

    Two-handed weapons are generally the best option for pure DPR, with dual-wielding coming in at a close second. Shields are almost never worth using. I think you can't even shield bash in ToEE.
     
  10. Sloty Gems: 5/31
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    I think I have a moderate knowledge of the rules and spells.

    No advice on my rogue and paladin?
     
  11. Keneth Gems: 29/31
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    Full rogue is fine, just flank stuff with your paladin for sneak attacks.

    It shouldn't be hard keeping your paladin LG, but 3.5 paladins are a horrible class.
     
  12. ConjurerDragon

    ConjurerDragon Ich dien ★ SPS Account Holder Veteran

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    As I wrote before having a Paladin may restrict your options when dealing with evil NPC´s. You can´t take quests from evil NPC´s in the Temple without the Paladin falling (limiting you to hack&slash them losing the opportunity to do the quest) and you risk even falling for participating in a drinking contest with the Paladin.
     
  13. Sloty Gems: 5/31
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    Should I make my rogue more melee or ranged?
     
  14. Keneth Gems: 29/31
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    Ranged is bad. Like beyond bad.
     
  15. Sloty Gems: 5/31
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    Okay so what would be an effective rogue build then?
    With finesse? Dual wield?

    Why is ranged so bad?

    Is use magic device good?

    What do you think about this party:

    Dwarf fighter

    Cleric (which domains)? Race? Or is a druid better?

    Rogue (see above) Race?

    Sorcerer Would like to play a small race just for fun. Gnome or Halfling?

    And with the 5th spot I am not quite sure.Which class would be a strong add to these 4?
     
    Last edited: Jul 5, 2015
  16. Keneth Gems: 29/31
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    A dual-wield finesse build is probably your best option for rogue, yes. You want to fish as many sneak attacks as possible (when it's even possible to begin with).

    Ranged is bad because it's impossible to build up. It takes several feats just to be able to shoot normally without penalties (Point Blank Shot, Precise Shot, etc.) and the only viable way to increase damage is with a composite bow which is limited and requires a high Str score. It's also impossible to get any consistent sneak attacks with ranged weapons, which renders the rogue's main advantage even more useless than it already is, so just don't.

    Use Magic Device will allow you to use scrolls and wands with characters that otherwise couldn't. It's a useful skill for non-casters, but you have the casters covered. No real need for UMD.

    I think druids fall short of their PnP glory in ToEE, so take a cleric. They have an added bonus of being able to wear proper heavy armor and being able to choose the Good domain if you want to craft Holy weapons.

    Human is flat out the best (0 ECL) race in 3E D&D. If you can't decide on a race, human should always be your first choice. That said, elves and halflings have obvious advantages for a rogue.

    I would add a bard as your 5th member and max out his social skills (Bluff, Diplomacy, Intimidate, Sense Motive), but you already have the majority of your bases covered, so it really doesn't matter.
     
  17. Blades of Vanatar

    Blades of Vanatar Vanatar will rise again Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    Ranged Rogue works well enough. Human is best for the extra feat.
     
  18. Keneth Gems: 29/31
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    What's "well enough"? Doing bow damage and almost no sneak attacks is a complete waste of a character. :rolleyes:
     
  19. Sloty Gems: 5/31
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    What does a bard bring to the table except social skills?Which weapons should he use or does he never fight?Is it true that he can cast in light armor without the possibility to loose the spell?

    Is another arcane caster(specialist mage) a good addition to this party?
    Then which schools should I exclusive for him to use?

    What build do you think is the ultimate tank?

    How many different savegames can I use in this game?
     
    Last edited: Jul 5, 2015
  20. Blades of Vanatar

    Blades of Vanatar Vanatar will rise again Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    This game doesn't require a DPS melee Rogue. The engine is built for table topper PnP players. So "well enough" means exactly what it states. Rogues can specialize in everything but melee and a strong party member. I prefer to give them high Dex, Int and Cha. They become the party spokesman, skulker, lock/trap smith and Archer.

    If I were going to use a Rogue for melee, I would go down the "mobilty" tree for feats to help move in and out of combat.
     
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