Black Elk
Habitué
- Messages
- 258
OK so here we go ignoring sound advice and trying to complete BG1 EE's most absurd difficulty setting between netflix shows lol. Why? Who could say really, I'm still not sure myself. It doesn't seem to me that this difficulty setting was particularly well designed for a lvl 1 BG1 Charname. Maybe a lvl 7+ BG2 Charname, but for the first game the going is pretty rough. Still they threw the gauntlet down, so here I am hehe.
We've got 2 Charnames in the running right now, because, as usual, I can't decide whether I want to roll with a Good party or a more "Mixed Alignment" party. We just did both, cause why not hehe
In this corner, wearing the blue trunks, the defending Champ: Wick Worthington...
Fighter/Cleric of Candlekeep! A man who needs no introduction, and probably isn't going to get one anyway lol. You know him, you love him, it's local legend Wick No One is more Worthy Worthington! He's got the look and the moves (like Canderous) and relies mostly on his wits to get the job done. Known as the slingmaster of the Coast Way, he's punching well above his weight class here, with a mean left hook and the 1, 2 combo - Command & Hold Person! Like really just those two, over and over and over lol. Good plan Wick! Stick with what works.
And in this corner, wearing the red trunks, the Challenger: Uhtred of Bedinbruh...
Born a Warrior, but raised as a Wizard - Uhtred, son of Ughtred, lord of Bedinbruh - He's all about his reputation (making sure the dream abilities get a nice even split) and taking this narcoleptic power fantasy to it's most ridiculous logical extreme. Like he's just hitting the hay non stop, and camping wherever, all the time. Known to some of his detractors as Uhtred the Uxorious, or Uhtred the Unready, in truth he's really just led by his heart (and the questionable BG1 EE romances) with some occasional decision paralysis there. Like he'll keep randomly swearing oaths and getting himself in the weeds trying to choose between the various priestesses, this way or that with the hangers on, but still trying to keep it true somehow. As an aspiring Arch Mage, Uhtred knows he'll have to rely on his brains as well as his brawn, and cultivate a solid crew, but when the going gets tough it's bastard sword and board all night. When the webs are truly tangling, light crossbows! - Destiny is Bhaal!
Our rules are very strict. Theme for BG1 is Wedge of Tomorrow attack pattern delta, where we try to restrict our quicksaves and abide by the chunks as best we can. 2 second time machine will allow for occasional time saving reloads on the more annoying stuff, like area transition ambushes, but generally with the goal to keep that stuff as low pro as possible. I feel like there's a real grey area here about how much time one wants to waste, but low reload at least in the sense that these combats take so excruciatingly long to strongarm that we'd prefer to avoid them where possible. I'm keeping a loose tally as I go, just to see how reproducible my route might be, since I'm trying for Dual Class humans where I can. So far so good. I mean sorta, clearly not everyone is going to make it, as Montaron already bit the dust vs Tarnesh in that first run, so we'll have to see how things go. Didn't want to overburden the other threads with this nonsense, but for hot tips we're all ears!
First stretch looked pretty similar in both instances though. Here are the Cliff's notes on those highlights. Not sure if either of them will make the grade or if we'll end up trying yet again, but I think this is sorta like Prologue Chapter 1 cause the game doesn't really start in earnest until Tarnesh is dead right? lol So silly
Where'd you come from!?
Best I can figure the whole LoB mode keys off either routing around all the initial setpiece combats (kiting NPCs out of the way, or using stealth to weave around the chokepoint encounters) or else using stunning or immobilizing spells like Web and Hold Person. The normal interrupts like Larlock's, Command, Horror etc. just aren't really enough to dust the early combats in Chapter 1. They're useful in combination with Web and Hold Person, but the HP bloat, enemy bonuses and increased movement speed really seem to require paralyzing magic to manage. Of the two spells Hold Person is easier to acquire first, basically Branwen or a Cleric at lvl 3, but that's no mean feat in LoB, unless the player is going to the Gardens immediately, like as the literal first thing to do. Korax is not totally reliable either, even when threading the needle perfectly between the Gnoll spawns, he can still get caught up if the greater basilisks start charging, or if Mutamin avoids the stun. Lvl 4 is probably pushing tin, but lvl 3 seems doable, so I think Legacy of Bhaal just kinda assume this approach. Either that or some sort of solo rogue thing maybe, but the downside there is that most of the XP is awarded from actual combats and grinding it out that way, so kinda hard to hit the level 3 power spike. The belt of the antipode allows for some White Wolf hunting, but sorta the same deal there, like Charname is trekking pretty far afield and off the beaten path to pursue those antics, and the Garden's just seemed simpler. Or so we thought hehe
Catch ya next round gang!
We've got 2 Charnames in the running right now, because, as usual, I can't decide whether I want to roll with a Good party or a more "Mixed Alignment" party. We just did both, cause why not hehe
In this corner, wearing the blue trunks, the defending Champ: Wick Worthington...
Fighter/Cleric of Candlekeep! A man who needs no introduction, and probably isn't going to get one anyway lol. You know him, you love him, it's local legend Wick No One is more Worthy Worthington! He's got the look and the moves (like Canderous) and relies mostly on his wits to get the job done. Known as the slingmaster of the Coast Way, he's punching well above his weight class here, with a mean left hook and the 1, 2 combo - Command & Hold Person! Like really just those two, over and over and over lol. Good plan Wick! Stick with what works.
And in this corner, wearing the red trunks, the Challenger: Uhtred of Bedinbruh...
Born a Warrior, but raised as a Wizard - Uhtred, son of Ughtred, lord of Bedinbruh - He's all about his reputation (making sure the dream abilities get a nice even split) and taking this narcoleptic power fantasy to it's most ridiculous logical extreme. Like he's just hitting the hay non stop, and camping wherever, all the time. Known to some of his detractors as Uhtred the Uxorious, or Uhtred the Unready, in truth he's really just led by his heart (and the questionable BG1 EE romances) with some occasional decision paralysis there. Like he'll keep randomly swearing oaths and getting himself in the weeds trying to choose between the various priestesses, this way or that with the hangers on, but still trying to keep it true somehow. As an aspiring Arch Mage, Uhtred knows he'll have to rely on his brains as well as his brawn, and cultivate a solid crew, but when the going gets tough it's bastard sword and board all night. When the webs are truly tangling, light crossbows! - Destiny is Bhaal!
Our rules are very strict. Theme for BG1 is Wedge of Tomorrow attack pattern delta, where we try to restrict our quicksaves and abide by the chunks as best we can. 2 second time machine will allow for occasional time saving reloads on the more annoying stuff, like area transition ambushes, but generally with the goal to keep that stuff as low pro as possible. I feel like there's a real grey area here about how much time one wants to waste, but low reload at least in the sense that these combats take so excruciatingly long to strongarm that we'd prefer to avoid them where possible. I'm keeping a loose tally as I go, just to see how reproducible my route might be, since I'm trying for Dual Class humans where I can. So far so good. I mean sorta, clearly not everyone is going to make it, as Montaron already bit the dust vs Tarnesh in that first run, so we'll have to see how things go. Didn't want to overburden the other threads with this nonsense, but for hot tips we're all ears!
First stretch looked pretty similar in both instances though. Here are the Cliff's notes on those highlights. Not sure if either of them will make the grade or if we'll end up trying yet again, but I think this is sorta like Prologue Chapter 1 cause the game doesn't really start in earnest until Tarnesh is dead right? lol So silly
Where'd you come from!?
Best I can figure the whole LoB mode keys off either routing around all the initial setpiece combats (kiting NPCs out of the way, or using stealth to weave around the chokepoint encounters) or else using stunning or immobilizing spells like Web and Hold Person. The normal interrupts like Larlock's, Command, Horror etc. just aren't really enough to dust the early combats in Chapter 1. They're useful in combination with Web and Hold Person, but the HP bloat, enemy bonuses and increased movement speed really seem to require paralyzing magic to manage. Of the two spells Hold Person is easier to acquire first, basically Branwen or a Cleric at lvl 3, but that's no mean feat in LoB, unless the player is going to the Gardens immediately, like as the literal first thing to do. Korax is not totally reliable either, even when threading the needle perfectly between the Gnoll spawns, he can still get caught up if the greater basilisks start charging, or if Mutamin avoids the stun. Lvl 4 is probably pushing tin, but lvl 3 seems doable, so I think Legacy of Bhaal just kinda assume this approach. Either that or some sort of solo rogue thing maybe, but the downside there is that most of the XP is awarded from actual combats and grinding it out that way, so kinda hard to hit the level 3 power spike. The belt of the antipode allows for some White Wolf hunting, but sorta the same deal there, like Charname is trekking pretty far afield and off the beaten path to pursue those antics, and the Garden's just seemed simpler. Or so we thought hehe
Catch ya next round gang!
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