MM7 - Emerald Island: The Anvil and Well trick!

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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Variol
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Unread postby Variol » 30 Nov 2009, 19:15

If you have your manual, check the chart for modifiers. In the 20's and 30's it only modifies every 4-5 points, or more.

Are you doing a solo thing, or will they all be the same race and class?

adyghost
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Unread postby adyghost » 30 Nov 2009, 21:41

Variol wrote:If you have your manual, check the chart for modifiers. In the 20's and 30's it only modifies every 4-5 points, or more.

Are you doing a solo thing, or will they all be the same race and class?
No, I have a KMCS party. The Knight already has 30 Might, thought I'd fiddle with the stats and give the Monk 30 End. instead...

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tolich
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Unread postby tolich » 01 Dec 2009, 14:12

The best way to generate a party is to roll 1d4 for characters' race and 1d9 for class. Then spend bonus points and choose the skills you want, and play.

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Unread postby adyghost » 01 Dec 2009, 22:15

I guess nobody can give me a straight answer, maybe I should start a new topic... :)

My philosophy is thus: for races like Goblin, Dwarf and Elf, that can increase certain stats by 2 points for every bonus point, I like to put 30 in one of those stats and 20 in the other (for various reasons).

So for example, a goblin knight will have 30 Might and 20 Speed, while an elvish sorcerer 30 Int. and 20 Acc. (reverse for an archer). Now comes the monk class, which bugs me because I'm not sure whether to give it 30 Might and 20 End. or the other way around. I'm leaning towards Might, since body building will also comes into play at GM level, and although I'd love those extra hit points for a tank, in-game enemies usually go for the weakest characters first, making the whole tank build kind of pointless.

Anyway, that's my view, would love anyone to challenge and argue it.

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Variol
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Unread postby Variol » 01 Dec 2009, 23:15

You know, to be honest; I don't think it matters one little bit. A little at first, but that's all. pretty soon, you'll be juiced up with all types of modifiers anyway.

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Unread postby adyghost » 02 Dec 2009, 00:05

You have a point there...

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Macros the Black
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Unread postby Macros the Black » 03 Dec 2009, 00:18

Personally I always go for might with the Knight or Monk, because they don't really need any more endurance since they'll outlive the rest of party anyway. And some extra damage is always useful versus the theoretical benefit of maybe surviving a little longer.
You'd think Darkmoor was a ghost town, but instead there's plenty of life among the dead.


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