"There is literally nothing bad to be said about the Ilmater bros" is an example of the sort of statement an Icewind Dale resident might spontaneously say. The Sufferer is a lawful good F/M/C: a holy knight of Ilmater, the God of Suffering, seeking to uphold the untarnished good name that his priesthood has already attained in Icewind Dale. ![]() I spec him in flails and maces, mourn for IWD's inane proficiency restrictions on multiclass characters, teach him Find Familiar and Shield, and send him off into the wide world. In view of the ironman thing, I'm inclined to take what advantages fall into my lap. My plan was to spend no more than 5 minutes rolling up a character, but then I got this fucker on the fourth roll, and he's a few points better than what I'd expect to get in this time. He's also incredibly unlikeable, which will end up mattering exactly once, for about five seconds. He's only moderately wise for a cleric, which means he misses a few largely unimportant bonus priest spells and which might affect his use of the Enhanced Edition's Wish scroll, if he survives long enough to find it. 18s in all physical stats and in intellect, and unusally high exceptional strength (probably irrelevant, but it emphasizes how ridiculous this dude is). Other (specify, and make an argument for why this is interesting and not merely sadistic) Fighter/Mage/Cleric (early game will be The Adventures of Skeletons and Zombies, with a special cameo from our character! probably my preference)Ĭ. Fighter/Mage/Thief (early game will be guerilla warfare and detail my cunning plots to assassinate the terrifying juggernaut menacing Easthaven: Generic Goblin #7)ī. I probably prefer a triple class because it stretches out the interesting portion of a solo run, but if anyone wants to argue for another option, I'm listening.Ī. This is the first choice I'm going to have you make, but it's also the most important one: which class should my one character be? ![]() "Don't use spells S-P / items I-K / tactics T-V for the next update" or "kill the next named enemy with your bare hands!" have a better chance of being accepted. I'll ignore them if they're overly unreasonable! "Don't use equipment while fighting in Lower Dorn's Deep!" or "Start Trials of the Luremaster at level 6!" will probably be rejected. This makes audience participation hard, so, feel free to shout additional challenges at me. The first two-thirds of the game are hellaciously linear, and as such, don't allow for a lot of high-level decision-making. Things I might do to make the game easier: If there's anything I'm missing (mods or otherwise), let me know! Playing straightforwardly, this would reliably get me killed while barely scratching the first monster I'd fight, so this isn't going to be a very straightforward run-through. Arguably not a challenge in view of the other constraints, since ironman gaming is usually more about limiting your vulnerabilities than killing things faster. Improves character progression speed at the cost of power. Ironman: If I die, I restart from the beginning. Again, despite the added XP, it makes the game much more difficult. ![]() Heart of Fury: All enemies get 80 + 3x HP, -11 AC, -5 THAC0, -5 to all saving throws, +1 attack per round, and give 4x + 2000 XP (still can't do anything about that). Despite the added XP, this does make the game considerably more difficult. Insane difficulty: All incoming damage is doubled, characters get 2x XP from killing enemies(no, I can't change that). I'm using what I think are the hardest possible settings:
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