JustKneller
Habitué
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- 994
Introduction
On another forum, someone presented what I thought would be an interesting challenge for Icewind Dale Classic. It's always so tempting to just keep hitting the reroll button, but the challenge was to play with a party of 75-point characters, specifically with the stats of 18, 16, 13, 12, 9, 7 (arranged as you like and adjusted for race bonuses/penalties). 75-point characters are still pretty good, as the average roll for a 4d6 keep the highest three is a 73 and a 3d6 is a 63. However, this precludes you from min-maxing and fully optimizing a build as it gives you an even spread of two high abilities, two average(ish) abilities, and two low(ish) abilities.
As a frequent reroll addict myself, I thought this would be a fun way to breathe some new life into one of my favorite games. Back in the day, I played plenty of tabletop 2nd edition D&D and had no trouble playing characters with average stats. Somehow, D&D as a video game put a little bit of powergamer in me. Having a challenge to scale that back has really helped me reconnect with the characters I play, even in a dungeon crawler like Icewind Dale.
And just to make things more interesting, I decided to add some additional criteria to the challenge. The additional rules are as follows:
1) Only a party of four. I tried to suss out what party size offers the most challenge by searching various forums. I didn't find much of a consensus, but a party of four pulled out slightly ahead as being more difficult. I guess the general idea is that you have fewer bodies in the mix helping out. A party of four may level quicker, but by end game, you only have a couple of levels or so over a party of six. Conversely solos and duos get a much more significant level lead and can outlevel the content pretty quickly. Imagine a cleric in a solo or duo going through an area with undead. Turn Undead becomes the "I Win" button at those levels.
2) Only single-classed characters. No Multis or Duals. This one killed me, but I wanted to go the distance with this challenge. Multis are duals are pretty meta and make for powergaming 101, which is why I prohibited it. But, I've always preferred single classed characters from a character concept perspective anyway. Even still, it's such a waste to take a pure thief, period. I was tempted to turn on 3E sneak attack just to make the character more viable, but I held strong and stayed true to 2e. It's also a waste to take a pure mage in a full party, never mind a party of four. But, luckily you can sub a bard in their place for a magic-user and bards are actually more useful in this game.
3) Classic party. One each of a cleric, fighter, thief, and magic-user. I already know I'm going to miss having a druid and paladin.
4) Iconic Weapons. Characters can only use weapons shown in their portraits. You'll see that I have a Halfling cleric (female Halfling with a war hammer portrait), a Dwarven fighter (male Dwarf with an axe and shield), Halfling thief (male Halfling with the green hood wielding daggers and a quiver of arrows/bolts), and a Half-Elf bard (female Half-Elf sitting on a railing holding a recorder, so no weapons for her and she'll also be a pacifist on top of it). After starting this rule, I realized this gives me one character that's crushing only, another that is slashing only, a third that is piercing only and no real magical damage. That should make things interesting.
5) No save scumming the RNG. I take the first roll for exceptional strength on my fighter. I get what I get for the random drops. If I blow scribing a scroll, I lose the spell unless I find another scroll to try again (but I can use potions, so this isn't a big deal). Whatever I get for hit points on level up, is whatever I get. That last one is going to hurt. I used to have a rule that I only reroll if I get less than half my hit die, but we're going to play this straight up 2e style. I expect the party will be resting a lot.
6) Make the run epic. I've done play logs for games before, usually in a journal format. It doesn't really work so well in a game like Icewind Dale that is a little light on the plot. I dabbled a bit with that method here, but the exercise was tedious. It was boring to write, boring to read over again, and it's my run so I can't imagine anyone else would want to read that. So, I took logging with a twist and attempted to present it in the form of an epic. It's not perfect because I didn't want to spend an eternity getting just the right cadence so I just kinda riffed it. It's no Virgil, it's janky in places, but it sticks to an AABB scheme with the same (12) number of syllables per line, so it basically works.
This is just my opinion, but I always felt that Icewind Dale was the best adaptation of the 2nd edition D&D ruleset in terms of gameplay for the IE games. Baldur's Gate kinda jumps the shark in BG2 with the uber power levels and Planescape, while having the best story, the gameplay takes a backseat. I am currenly playing IWD Complete (and Classic) from GOG, not the EE from Beamdog. I've heard the EE actually makes the game easier between the kits available and the new items thrown in the game. I don't want to powergame, nor be swimming in treasure, though. I want to value what I get.
My last IWD run was quite some time ago. Long enough that I only remember the first real dungeon area has a lot of skeletons, I fight a bunch of lizard people at some point, and there is a temple full of giants somewhere. That's pretty much it. I'm glad for this. It's fun not knowing much about what's ahead. I can't really metagame much and I have to take things as they come.
On another forum, someone presented what I thought would be an interesting challenge for Icewind Dale Classic. It's always so tempting to just keep hitting the reroll button, but the challenge was to play with a party of 75-point characters, specifically with the stats of 18, 16, 13, 12, 9, 7 (arranged as you like and adjusted for race bonuses/penalties). 75-point characters are still pretty good, as the average roll for a 4d6 keep the highest three is a 73 and a 3d6 is a 63. However, this precludes you from min-maxing and fully optimizing a build as it gives you an even spread of two high abilities, two average(ish) abilities, and two low(ish) abilities.
As a frequent reroll addict myself, I thought this would be a fun way to breathe some new life into one of my favorite games. Back in the day, I played plenty of tabletop 2nd edition D&D and had no trouble playing characters with average stats. Somehow, D&D as a video game put a little bit of powergamer in me. Having a challenge to scale that back has really helped me reconnect with the characters I play, even in a dungeon crawler like Icewind Dale.
And just to make things more interesting, I decided to add some additional criteria to the challenge. The additional rules are as follows:
1) Only a party of four. I tried to suss out what party size offers the most challenge by searching various forums. I didn't find much of a consensus, but a party of four pulled out slightly ahead as being more difficult. I guess the general idea is that you have fewer bodies in the mix helping out. A party of four may level quicker, but by end game, you only have a couple of levels or so over a party of six. Conversely solos and duos get a much more significant level lead and can outlevel the content pretty quickly. Imagine a cleric in a solo or duo going through an area with undead. Turn Undead becomes the "I Win" button at those levels.
2) Only single-classed characters. No Multis or Duals. This one killed me, but I wanted to go the distance with this challenge. Multis are duals are pretty meta and make for powergaming 101, which is why I prohibited it. But, I've always preferred single classed characters from a character concept perspective anyway. Even still, it's such a waste to take a pure thief, period. I was tempted to turn on 3E sneak attack just to make the character more viable, but I held strong and stayed true to 2e. It's also a waste to take a pure mage in a full party, never mind a party of four. But, luckily you can sub a bard in their place for a magic-user and bards are actually more useful in this game.
3) Classic party. One each of a cleric, fighter, thief, and magic-user. I already know I'm going to miss having a druid and paladin.
4) Iconic Weapons. Characters can only use weapons shown in their portraits. You'll see that I have a Halfling cleric (female Halfling with a war hammer portrait), a Dwarven fighter (male Dwarf with an axe and shield), Halfling thief (male Halfling with the green hood wielding daggers and a quiver of arrows/bolts), and a Half-Elf bard (female Half-Elf sitting on a railing holding a recorder, so no weapons for her and she'll also be a pacifist on top of it). After starting this rule, I realized this gives me one character that's crushing only, another that is slashing only, a third that is piercing only and no real magical damage. That should make things interesting.
5) No save scumming the RNG. I take the first roll for exceptional strength on my fighter. I get what I get for the random drops. If I blow scribing a scroll, I lose the spell unless I find another scroll to try again (but I can use potions, so this isn't a big deal). Whatever I get for hit points on level up, is whatever I get. That last one is going to hurt. I used to have a rule that I only reroll if I get less than half my hit die, but we're going to play this straight up 2e style. I expect the party will be resting a lot.
6) Make the run epic. I've done play logs for games before, usually in a journal format. It doesn't really work so well in a game like Icewind Dale that is a little light on the plot. I dabbled a bit with that method here, but the exercise was tedious. It was boring to write, boring to read over again, and it's my run so I can't imagine anyone else would want to read that. So, I took logging with a twist and attempted to present it in the form of an epic. It's not perfect because I didn't want to spend an eternity getting just the right cadence so I just kinda riffed it. It's no Virgil, it's janky in places, but it sticks to an AABB scheme with the same (12) number of syllables per line, so it basically works.
This is just my opinion, but I always felt that Icewind Dale was the best adaptation of the 2nd edition D&D ruleset in terms of gameplay for the IE games. Baldur's Gate kinda jumps the shark in BG2 with the uber power levels and Planescape, while having the best story, the gameplay takes a backseat. I am currenly playing IWD Complete (and Classic) from GOG, not the EE from Beamdog. I've heard the EE actually makes the game easier between the kits available and the new items thrown in the game. I don't want to powergame, nor be swimming in treasure, though. I want to value what I get.
My last IWD run was quite some time ago. Long enough that I only remember the first real dungeon area has a lot of skeletons, I fight a bunch of lizard people at some point, and there is a temple full of giants somewhere. That's pretty much it. I'm glad for this. It's fun not knowing much about what's ahead. I can't really metagame much and I have to take things as they come.
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