Bard's Tale IV

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GORDON
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Bard's Tale IV

Postby GORDON » Sun Sep 16, 2018 6:49 pm

In D&D Second Edition it was fun switching your level 18 Paladin to a level 1 mage with 128 hit points.
Fuuuuuuck YOU.

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TheCatt
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Postby TheCatt » Sun Sep 16, 2018 8:11 pm

Leisher wrote:Source of the post So why'd you mention it?

It makes him attack first. So his spells go before the enemies' attacks.

Leisher wrote:Source of the post Point being, you're full of shit.

Nope.

Leisher wrote:Source of the post You do realize that you will have your magic users switch classes to the other's class, and then again later to something more powerful, right?

No, I know nothing about this game, I'm going in blind, and 30+ year old memories.

Why do they need to switch classes?
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Postby TheCatt » Sun Sep 16, 2018 8:15 pm

Bard's Tale 1 limited you to 6 characters. The 7th slot was only for summoned monsters.
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Postby TheCatt » Sun Sep 16, 2018 8:35 pm

2nd level of catacombs: found the entrance. got my ass kicked and had 2 dead. Finally have enough gold that it doesn't matter though.
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Postby TheCatt » Sun Sep 16, 2018 8:50 pm

Leisher wrote:Source of the post Doing some googling shows characters were saved not your game. However, the new save system does the exact same thing. You can save your location, yes. However, anytime you go to a new level or leave a location, everything respawns. Thus, the effect of the saves are the same.

Yes, and only at the Adventurer's Guild. Which means not the same, since you can save anywhere.
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Postby Troy » Sun Sep 16, 2018 11:54 pm

Having to pay for all these goddamn wizards is not "easy mode"

Also, the rogue is double bullshit because he can't wear mithril scale. Even the MAGES can wear it. I hate him so much. -3 less AC than the rest of the first line.

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Postby Leisher » Mon Sep 17, 2018 12:02 am

TheCatt wrote:Source of the post It makes him attack first. So his spells go before the enemies' attacks.


What? Is that true? I've often wondered what determines order of attack.

TheCatt wrote:Source of the post Nope.


Yep.

TheCatt wrote:Source of the post Why do they need to switch classes?


This I remember fondly. Your mages get crazy powerful. You should have one of the two(?) types to start. Get them to their lvl 7 spells then go grind one more dungeon to get XP and cash. Once done, head to the advancement council and have them both switch classes to the others'. They should immediately get to lvl 5 or so in their new class, maybe more. They'll also retain all their previous spells. After they get to lvl 7 spells in their new class, there will be another class opportunity. That's when you start wrecking everything in sight. That's why 3 mages in your party is easy mode. There's, literally, nothing that will even challenge you.

TheCatt wrote:Source of the post The 7th slot was only for summoned monsters.


That makes sense. I used a lot of summoned/recruited monsters, but never would have left a slot open.

TheCatt wrote:Source of the post Finally have enough gold that it doesn't matter though.


This is partly why saves don't matter.

TheCatt wrote:Source of the post Yes, and only at the Adventurer's Guild. Which means not the same, since you can save anywhere.


So, exactly as I described it...

Apparently, true saves weren't a thing in games yet. Thus, why you saved your characters.

Troy wrote:Source of the post Having to pay for all these goddamn wizards is not "easy mode"


It will be when you get them leveled up.

Troy wrote:Source of the post Also, the rogue is double bullshit because he can't wear mithril scale. Even the MAGES can wear it.


I do NOT understand the class restrictions on some of the items.

Troy wrote:Source of the post -3 less AC than the rest of the first line.


Get some rings on your rogue. I found a bunch of great equipment in the second dungeon.

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Postby TheCatt » Mon Sep 17, 2018 7:55 am

Leisher wrote:Source of the post What? Is that true? I've often wondered what determines order of attack.

There two aspects, I think. One is based on level/class, the other is based on dexterity. At any rate, my DEX18 Sorcerer almost always attacks first.
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Postby TheCatt » Mon Sep 17, 2018 8:48 am

Bashar Kavilor is a bitch.
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Postby TheCatt » Mon Sep 17, 2018 3:21 pm

I just did the class changing, and boy did those characters accelerate fast after that. I made them each Sorcerers, who have a multi-enemy spell that literally attacks every enemy within 40' (instead of just one group). Gott damn.

Also, I told my hunter to fuck off, and brought back my level 2 dead monk who I can afford to revive now.
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Postby Troy » Mon Sep 17, 2018 3:57 pm

I fucking hate monks in all games so I couldn’t bring myself to make one. Chucked the rogue, got two warriors, sorcerer, conjurer, magician atm.

I just got the mad gods name. Not sure if there is anything on L3 sewers worth nabbing. I’ve made a few runs and found the secret stairs but don’t feel like delving down there anymore if I don’t need to.

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Postby Leisher » Mon Sep 17, 2018 4:36 pm

I believe once you get the mad god's name you're good to move on. Better loot in sewer three, but nothing for the story?

Also, I love the monk. He's fucking unhittable and late game absolutely rapes anything you fight.

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Postby GORDON » Mon Sep 17, 2018 4:55 pm

He's powerful at high levels in D&D, too.
Fuuuuuuck YOU.

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Postby Troy » Mon Sep 17, 2018 5:37 pm

Catacombs making things easy. I can make money hand over fist right next to the temple and the MP charger.

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Postby TheCatt » Mon Sep 17, 2018 6:32 pm

Troy wrote:Source of the post Catacombs making things easy. I can make money hand over fist right next to the temple and the MP charger.

Yeah. If you grind the catacombs (level 3 is the best), the game gets way easier, way fast. I just leveled my magic people through all 4 classes. They're 1 level short of the 7-7-7-7, and they are powerful as hell, suddenly.

My mains are around L25; My monk has -21 AC
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Postby TheCatt » Mon Sep 17, 2018 7:21 pm

I also had not bothered to figure out what my songs meant. They're pretty good.
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Postby GORDON » Tue Sep 18, 2018 8:36 am

Figured out the bard can play the "make enemies.hit not as hard" song out of combat, and it still works in combat, and he can still blow the Firehorn in addition to playing the song IN combat.

So that makes the bard less useless.

My bard is named Madonna.
Fuuuuuuck YOU.

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Postby TheCatt » Tue Sep 18, 2018 8:38 am

GORDON wrote:Source of the post Figured out the bard can play the "make enemies.hit not as hard" song out of combat, and it still works in combat, and he can still blow the Firehorn in addition to playing the song IN combat.

Yes. Traveller's Tune + Lucklaran are what I've been using.
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Postby TheCatt » Tue Sep 18, 2018 8:38 am

The monk is fighter class on easy. Way OP. Low HP (or at least mine is), but amazingly low AC + tons of damage.
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Postby Leisher » Tue Sep 18, 2018 9:28 am

TheCatt wrote:Source of the post Low HP (or at least mine is)


Ditto.

GORDON wrote:Source of the post Figured out the bard can play the "make enemies.hit not as hard" song out of combat, and it still works in combat, and he can still blow the Firehorn in addition to playing the song IN combat.


Yep. I posted this a page or two ago. That changed everything in terms of what I thought of my bard.


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