Original Message:   GP, Peter2, Finland's Crazy Bear, Dragon, et al -- you win.
I always held out for Might, not Magic. In any RPG I played, I always wanted to be the big, brawny sword- or axe-swinger, not a weak little mage. All of you kept telling me that while magic-users were tough to start, they would prevail in the end. "Bah!" I replied.

Well, now I believe. I've been playing for nearly a month now, and have changed parties numerous times. (With logs of 5 parties to a page of quadrille graph paper, I'm now on my sixth sheet. . . or is it seven?) Too bad we can't have parties of 6!

Default PACS party? Only two Light-Dark possibilities, with all pretty weak. The Paladin is less than ideal: not as good as a Knight for fighting ability, and only 8 points of magic with Might and Personality both set at 18! Has an upgrade past vanilla v. 1.0 made the Knight weaker? Might: 20, Endurance: 16, and he needs healing oftener than the poor little Sorcerer!

Right now I'm playing with what I'm determined to carry through as my final party: PCSS. I experimented with a Druid as the second healer, but decided she was spread too thin. It's hard to excel in four different magic disciplines and three clerical ones! I still stubbornly refuse to "share the wealth" with a hired hand, though. (And yes, I note that even an expert in Fire Magic, with a Fireball spell can outdo a master bowman anytime!)

BackReply to this message

 Name

 
 E-Mail
 (optional)
 
 Subject  
 Reply options


 
M
E
S
S
A
G
E

HTML tags allowed in message body.   Browser view     Display HTML as text.
 Link URL
 Link Title
 Image URL