The Unkillable Party
Before playing with others (me as Zargon), I’ve been using the Companion App to test drive each of the official Quest expansions. And while the AI for the App is not the world’s greatest tactician, I seem to have resulted in a party that’s nigh unkillable. It just doesn’t seem to lose. I’ve got a stockpile of healing potions, almost all the Artifacts you can find, a full suite of equipment, and gold out the wazoo. I even throw some away buying one-use things like Holy Water and Daggers.
My party wades through opponents like they aren’t there. Over the course of five quest books, I’ve had maybe three Dread Spell casters manage to get off one round of magic before the Barbarian splatters their brains against the wall. Most of the time I open the door, send in the Barbarian, catch the villain at the end of whatever monologue he’s spewing, and severe his head with a battleaxe swing. If Notconan doesn’t do the trick, the Dwarf follows up. Then I spend a couple of turns mopping up the minions, and it’s “Next quest!” My Wizard’s go to spells are Genie (for the attack), Tempest, and the odd Ball of Fire.
I’m beginning to wonder if I’m doing it wrong.
I do admit that I had misread the Courage spell’s ability as lasting until the recipient couldn’t see any enemies at the end of his turn. So I’d save it for a Big Fight with lots of foes, and he’d be rolling 6 dice each time he attacked until all the visible foes were soon-to-be chalk outlines. With the First Light set I learned that reading was wrong. But at the same time, I only had the spell for one time in one fight per quest, and most of the time the recipient never fought more than four foes (if that). Then it was gone.
The real thing that seems to make this team unkillable is all those healing potions. I shrug off four or so wounds, roll a die, and average about 4 back. Search the next room, et voila— typically, I’ve got my potion back.
My tactics— I search everything until I judge the Treasure Card discard pile is high, then I only search rooms where a significant foe or event occurs. I move slow— Barbarian first (with Crossbow) as point. He’ll Search for Traps (if no foes). Dwarf follows up for trap removal. Elf next, Wizard last; Wizard never searches for Treasure if at all possible. Wizard’s function, aside from spells in combat, is to search for traps or secret doors, whichever has not been accomplished. Nobody opens a door until it’s a fresh set of Hero Turns. I lose some big movement rolls that way, but in the end the “muscle is always first” approach works well.
And of course, I carry over artifacts, equipment, etc.. into subsequent quest packs.
So I’m wondering if the game expects that, or if it’s really intended for each quest book to begin with a bunch of newbs as Heroes— that you’re not supposed to carry over the party from Kellar’s Keep or Return of the Witch Lord into the Prophecy of Telor set, but start anew?
My party wades through opponents like they aren’t there. Over the course of five quest books, I’ve had maybe three Dread Spell casters manage to get off one round of magic before the Barbarian splatters their brains against the wall. Most of the time I open the door, send in the Barbarian, catch the villain at the end of whatever monologue he’s spewing, and severe his head with a battleaxe swing. If Notconan doesn’t do the trick, the Dwarf follows up. Then I spend a couple of turns mopping up the minions, and it’s “Next quest!” My Wizard’s go to spells are Genie (for the attack), Tempest, and the odd Ball of Fire.
I’m beginning to wonder if I’m doing it wrong.
I do admit that I had misread the Courage spell’s ability as lasting until the recipient couldn’t see any enemies at the end of his turn. So I’d save it for a Big Fight with lots of foes, and he’d be rolling 6 dice each time he attacked until all the visible foes were soon-to-be chalk outlines. With the First Light set I learned that reading was wrong. But at the same time, I only had the spell for one time in one fight per quest, and most of the time the recipient never fought more than four foes (if that). Then it was gone.
The real thing that seems to make this team unkillable is all those healing potions. I shrug off four or so wounds, roll a die, and average about 4 back. Search the next room, et voila— typically, I’ve got my potion back.
My tactics— I search everything until I judge the Treasure Card discard pile is high, then I only search rooms where a significant foe or event occurs. I move slow— Barbarian first (with Crossbow) as point. He’ll Search for Traps (if no foes). Dwarf follows up for trap removal. Elf next, Wizard last; Wizard never searches for Treasure if at all possible. Wizard’s function, aside from spells in combat, is to search for traps or secret doors, whichever has not been accomplished. Nobody opens a door until it’s a fresh set of Hero Turns. I lose some big movement rolls that way, but in the end the “muscle is always first” approach works well.
And of course, I carry over artifacts, equipment, etc.. into subsequent quest packs.
So I’m wondering if the game expects that, or if it’s really intended for each quest book to begin with a bunch of newbs as Heroes— that you’re not supposed to carry over the party from Kellar’s Keep or Return of the Witch Lord into the Prophecy of Telor set, but start anew?