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There is a trick that you can use if you really want to max out your characters exp for fun and profit early in the game. First, go into the slums and make your first couple large treasure hauls. Second, go to the trainer and get a hireling. Third, give all your treasure to said hireling. Next, take your hireling out and get into a fight, when the fight is over, go ahead and continue the fight. Finally, you kill the hireling. You will get all the experience from the treasure as if you were winning it for the first time. The only problem with this is you don't actually create more treasure, which means that you will be limited on how much training you will be able to do, but it is a nice way to get a couple easy levels if you don't mind cheating to do so. It works even better later in the game when money is no object.
The lengths people go to to suck out all challenge from games...
Ah, but there's also the challenge of figuring out how to manipulate the game. ;) I've done Pool of Radiance in 6 hours; anyone else?
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PetrusOctavianus: The lengths people go to to suck out all challenge from games...
I always play a game straight the first time through but after that, I think it is fun to play around and find bugs and exploits. This is simply an exploit that I discovered that others might be interested in knowing about. I'm not holding a crossbow to anyone's head, forcing them to use it. It's just a fun way to play around with the game. If you think it kills the fun of the game, fine, don't use it.
A couple questions:

Does this work if you instead use a regular party member?

Does this work later in the series?

Of note, it is easy to duplicate characters with their treasure if you need more for training; just remove the character, add, remove, and when prompted, don't overwrite. This will prompt you for a new name for the character and save a duplicate under the new name. (This can also be useful for recovering a character from before the character aged, died or was level drained, or later, to dual class duplicates into different clases.)
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PetrusOctavianus: The lengths people go to to suck out all challenge from games...
Would it kill you to stop threadshitting?

These are singleplayer games with character advancement constrained in weird, broken and stupid ways. They don't have a set difficulty level, and, more importantly, they don't have branching plots or any story sim dynamic for losers. You either win every fucking encounter or it's monsters rejoice, game over, reload and try again. There is no procedural story and no experience to miss on by winning every encounter -- except reloading, which is, in roleplaying terms, the most dissociating experience that can happen.

The only thing people influence by adjusting encounter difficulty is how often they have to reload. And that's the game: build the best party and generate an unbroken string of victories, shoring up your failures and bad rolls by reloads. In each encounter, the player has a measurable chance of victory. A victory is necessary for the story to continue, thus, I and every sane person conclude the player's goal is to have the chance as close to 100% as possible. You apparently don't think so.

So I'm asking -- what is a fair, non-munchikinny chance of victory? What should the number be, for a player? When do you start asking yourself, as a player, "Hey, I'm winning too often, I should start sucking more"? No, I'm not really asking, this is a rhetorical question, because anything other than "never" is fucking insane, because once you've come up with an approved failure rate number, the game has thoroughly degenerated to a Monte Carlo log printout, with encounters replaced by rolling a percentile against the Certified Anti-munchkin Magic Number to see whether you win or not. Once you, as a player, say, "I think I should win a regular fight 95% of the time and a boss fight 50% of the time", there is no game left to play anymore -- what remains is an extremely convoluted way of generating predetermined probabilities, a zero-player game, like Progress Quest but with reload-flavored entries.
Goblins, Non-Munchkin Success Rate: 95%. Roll: 34. Win.
Hobgoblins, NMSR 90%. Roll: 71. Win.
Centipedes, NMSR 95%. Roll: 98. Reload! Roll: 50. Win.
Coffin room, NMSR 90%. Roll: 17. Win.
Trapdoor battle, NMSR 50%. Roll: 85. Reload! Roll: 68. Reload! Roll: 11. Win.

You're a schizophrenic who can neither math nor game design, and I don't throw around this accusation lightly. You whined about me playing powerful characters (who win encounters, because winning is baaaaad) but gave party-building advice (to win encounters). Having thus pulled a vanilla Stormwind, you then come out hard against roleplaying in this and in one of dtgreene's threads. And the whole "munchkin" (tabletop griefing) business in singleplayer CRPGs is simply pants-on-head insane. Newsflash: pants are for legs. Choose more appropriate headgear.
Post edited September 14, 2015 by Starmaker
Don't get your panties in a twist now.

The lengths some people go to justify sucking out all challenge from a game.
Post edited September 14, 2015 by PetrusOctavianus
I'm totally interested in going to some lengths to suck out all the tedium of a 30 year old game so I can make it through this one and on to later games in the series I feel like playing instead. So I am all for people doing whatever they want to get the most out of these old games. You really shouldn't care, PetrusOctavianus.

I'm going to hack my characters in POR so I can breeze through the story, and possibly do the same for Curse as well.
Maybe in a patch, GOG can add an "I win" button that you can just click on.
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BadAstronaut: I'm totally interested in going to some lengths to suck out all the tedium of a 30 year old game so I can make it through this one and on to later games in the series I feel like playing instead. So I am all for people doing whatever they want to get the most out of these old games. You really shouldn't care, PetrusOctavianus.

I'm going to hack my characters in POR so I can breeze through the story, and possibly do the same for Curse as well.
You mean instead of just creating characters in the later games? Right....
Post edited August 20, 2016 by PetrusOctavianus