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I really liked Gold Box games when they first came out, but I'm feeling a little disillusioned playing them again. It seems like you basically memorize and spam the same instant-death spells. Or mass-caster interrupting spells. Sleep, Stinking Cloud, Hold Person, Fireball, you know. Other spells become secondary.

So then I think, is it mostly a contest of bad vs good saving throws? You're basically hoping your Hold Person outdoes their Hold Person. Or you're lucky enough to cast yours first.

I want to think there's more strategy than that. Tell me I've got something wrong.
I don't think it's a matter of whose spells work. Rather you should prevent the enemies from casting spells at all, by damaging them every round.
Against groups of enemies Wands of Fireball and Necklace of Missiles are excellent, since they insta cast Fireball. Cloud Kill is also exellent since it either kills them outright, or makes them take damage each turn and thus not being able to cast spells.
Stinking Cloud is good against small groups of enemy spell casters; even if they make their saving throws they will still be left coughing.
Moving one of your own characters next to a group of spell casters and casting Silence on him can also be a good tactic, especially against magic resistant enemies.

Darts are also good for disrupting enemy spell casters, since you get 3 APR.
Post edited December 29, 2017 by PetrusOctavianus
One problem is that you now know the rules much better.

And yes, it mainly comes down to, who can act first. It does not need to be a cast, it could also be the guy with a ranged weapon. But all bound by a bit of luck (who is gonna act first).

And if you really want to try something different, just try using different tactics/combinations. So instead of the rapid fireball throwing mage, try using different characters. This way you WILL have to use different tactics.

But as far as the rule-sets are concerned, yes you are right, but that is the way how the D&D rules are.
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Goodaltgamer: One problem is that you now know the rules much better.

And yes, it mainly comes down to, who can act first. It does not need to be a cast, it could also be the guy with a ranged weapon. But all bound by a bit of luck (who is gonna act first).
Who acts first is dependent on Initiative, which is one of the reasons DEX is the most important stat.
Unlike STR it can't be improved by items (except Gauntlets of Dexterity in CoAB) or spells.
The most dangerous enemy spell casters are the Dark Mages in Dark Queen of Krynn, who have 18 Dex and cast Delayed Blast Fireball (that's gonna hurt).
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PetrusOctavianus: Who acts first is dependent on Initiative, which is one of the reasons DEX is the most important stat.
Dex gives a slight edge on initiative checks. It's not like 16+ always goes first. So it is still largely luck based. I grant you it's worth something.
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PetrusOctavianus: Who acts first is dependent on Initiative, which is one of the reasons DEX is the most important stat.
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MadOverlord.755: Dex gives a slight edge on initiative checks. It's not like 16+ always goes first. So it is still largely luck based. I grant you it's worth something.
16+ Dex is no guarantee of going first, but slight edge? No, 18 Dex is the difference between losing and winning the final battles in Pools of Darkness.
Same against the Dark Mages. You really don't want them to get off their DBFs before you do.
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PetrusOctavianus: 16+ Dex is no guarantee of going first, but slight edge? No, 18 Dex is the difference between losing and winning the final battles in Pools of Darkness.
Same against the Dark Mages. You really don't want them to get off their DBFs before you do.
I must admit I don't remember for sure, but are not some weapons giving a bonus on dex as well?
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PetrusOctavianus: 16+ Dex is no guarantee of going first, but slight edge? No, 18 Dex is the difference between losing and winning the final battles in Pools of Darkness.
Same against the Dark Mages. You really don't want them to get off their DBFs before you do.
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Goodaltgamer: I must admit I don't remember for sure, but are not some weapons giving a bonus on dex as well?
I can't recall ever seeing a weapon in the Gold Box games that affected any stat.
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Goodaltgamer: I must admit I don't remember for sure, but are not some weapons giving a bonus on dex as well?
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PetrusOctavianus: I can't recall ever seeing a weapon in the Gold Box games that affected any stat.
Sorry, my bad....

really bad wording.......what I meant, or better what I kind of remember having seen a table with a list of weapons and their influence on initiative. Like Dagger having a bonus, other weapons a malus. It might have been in one of the Gold Box guides though (Yes, I did buy them, those big huge books and I even read them, not for the walkthrough, but for details like that :D ).

But I admit, maybe my memory is failing me here (and I have no idea IF I still have them and where they would be :D )

And girdle of strength, something ogre strength? (sp?) (This one I remember for sure, not really a weapon, but treated as a weapon ready yes or no? )


Oh....where there not some boots of speed or something like that as well? I played them so often and yet I don't remember precisely in which of the games :D
I'm doubt if weapon speed is implemented in the GB games. Initiative is already determined by Dex + random roll. If not you could cheat by equipping daggers when walking around and then switch to your chose, slower weapon in combat.

There are Gauntlets of Ogre Strength and Girdles of Giant Strenght which are misc. items, not weapons, which give 18(00) and 22 (IIRC) STR when equipped.
The Enlarge spell is also very effective, as it lasts quite long. A mid to high level can confer a STR of 22 for several hours.

Boots of Speed doubles movement rate. Very useful for backstabbing Thieves, I think.
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PetrusOctavianus: I'm doubt if weapon speed is implemented in the GB games. Initiative is already determined by Dex + random roll. If not you could cheat by equipping daggers when walking around and then switch to your chose, slower weapon in combat.
readying another weapon ends your turn, right? So you would loose one turn and then start with the new modified initiative.

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PetrusOctavianus: There are Gauntlets of Ogre Strength and Girdles of Giant Strenght which are misc. items, not weapons, which give 18(00) and 22 (IIRC) STR when equipped.
The Enlarge spell is also very effective, as it lasts quite long. A mid to high level can confer a STR of 22 for several hours.

Boots of Speed doubles movement rate. Very useful for backstabbing Thieves, I think.
but unlike other games the GB games (made me chuckle this expression ;) ) do treat them the same as weapons, as you have to ready them, sorry if this came across wrong.

Also what about haste? Did it not also have some influence on initiative (besides speed)? (same as the boots?)

Enlarge, don't recall using it a lot, did it not have the drawback that the enemy can hit you easier? And area effect would hurt you more then once? (IIRC)

And oh yes the backstabbing of the thief, you really have to love it.......:D

But IIRC the boots did give anyone the movement bonus, or?
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Goodaltgamer: readying another weapon ends your turn, right? So you would loose one turn and then start with the new modified initiative.
Nope, you can ready and unready as many things as you want without it taking up any turn time, in GB games. It also doesn't affect initiative. And there is no weapon speed. You can make the same number of attack per turn, no matter what weapon you have equipped.

Now to go back a little ways.
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PetrusOctavianus: 16+ Dex is no guarantee of going first, but slight edge? No, 18 Dex is the difference between losing and winning the final battles in Pools of Darkness.
Okay, but unless Dex is vastly different than other stats, I imagine you get from +1 to +3 initiative. Or whatever the exact number.