Sujet : Re: saved
De : wichitajayhawks (at) *nospam* msn.com (Jhulian Waldby)
Groupes : comp.sys.ibm.pc.games.rpgDate : 20. Nov 2024, 03:09:42
Autres entêtes
Message-ID : <lq4un8FcbiuU1@mid.individual.net>
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Jhulian Waldby wrote:
Mike S. wrote:
On Tue, 19 Nov 2024 08:45:51 -0600, Jhulian Waldby
<wichitajayhawks@msn.com> wrote:
>
One of the things I did this time around in Wiz 6 was to get rid of the
dedicated thief. While a thief can produce damage near to a fighter
type or ranger, they have poor AC and HP. My rolled party included a
Ninja and a Ranger. The Ranger became the best skullduggery and was
sufficient to the task of unlocking castle doors. Trapped chests are
still a circus, however, but manageable through save/reload.
>
This is why I regretted getting rid of my thief in the earlier
Wizardries. They pick locks better then Ninjas. I hated winning a
battle only to have my party blown to smithereens because of the loot.
>
Oh, I think you will like Wiz 6 then. Chests are separate from encounters. When the battle's over, it's over.
Additionally, when one class changes in Wiz 6, all the skill points are residual. If you get your thief to 100 skullduggery and then change to ninja, the ninja will retain the 100 points in skullduggery. In the earlier Wizardries it was all stats that produced a percentage number for disarm, so that a ninja who used to be a thief was losing a good deal of lockpicking ability due to the percentage formula.
I'm doing this presently in wiz 7, thief -> bard. Having the lockpicking at maximum already when taking on bard means that he can put all the points into Music, which usually conflicts by being in the same category as lockpicking.