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Suggestions for my next run
02/21/2018, 12:23:34

    Ecoris writes:

    After many years without Might & Magic, I feel like playing the game again. But I need some inspiration: This could be anything from which class(es) to play or special rules (e.g. no Wizard Eye).

    I've played MM7 and especially MM6 extensively. Finished the games will parties with all types of classes, several solo runs (clearing out The Pit with a solo Archer with GM Bow of Darkness and Dispel Magic as quickspell was a lot of fun; so was my run with a Level 1 Knight), a 5-day game in MM6.

    So I'm looking for something new that will keep my interest in the game. All suggestions are welcome





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Have you tried the earlier M&M games?
02/24/2018, 05:39:34

    Peter2 writes:

    I've not yet played MM1 or MM2, but I rate MM3 as one of the best-designed RPGs of all time. MM1-5 are turn-based games and the game engines are antique in today's terms, but in terms of the plot and the puzzles, MM3 is superb. There is a lot of dungeon bash in it, but there are quite a few good riddles, and you really do need to think outside the box in order to work out some of the passwords. And if you work out how to use the 4 chairs in the Tomb of Terror properly without looking it up, you deserve a medal

    TTBOMK they are available from GOG, although I don't know in what format. If it's DOS, MM3 and World of Xeen (MM4/MM5) run very well (although not perfectly) under Dosbox. Unless you search the web for the answers, those three ought to keep you busy for some time.





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Gog sells mm 1-6 in a cheap bundle
06/10/2018, 23:02:28

    The Grumpy Dragon writes:

    SO i would suggest looking at that, last i looked it was dirt cheap too, like 3 dollars. and you dont feel like you are getting shafted by ubisoft cause its DRM free. Legit legal ownership of the game, but you dont feel like a criminal by ubisoft for trying to play a game you bought. *cough*




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I've reached out to 'Tennessee Ernie Ford' to ask for suggestions....
02/24/2018, 15:02:46

    Bones writes:

    Unfortunately, TEF couldn't offer anything specific -- only the classic categories of possible challenges.

    ● Iron Man: force yourself to restart if you die
    ● Live Off The Land: use only stuff you find; never buy from vendors
    ● No Might
    ● No Magic
    ● Single Character

    And, of course, one can combine those constraints. You might also try to win while eschewing all Light and Dark Magic -- no Spells, Scrolls, or Wands. Have fun, good luck, and please let us know how your game turns out!





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Thank you for the suggestions
02/25/2018, 13:21:57

    Ecoris writes:

    I might try MM7 some day. I've played World of Xeen once.

    I settled for a solo game with an elven cleric, with the intention of joining the good guys. I considered Monk, Thief and Paladin as alternatives. But I wanted to try out some lesser used magic (Dark and Elemental are a little too much), and I've always found the Paladin class underwhelming (unlike in MM6): Can't get rid of recovery penalty from plate, can only become expert at armsmaster.

    Wish her luck





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Good luck to her Holyness!
02/26/2018, 11:46:32

    Peter2 writes:





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I meant to write that I might try MM*3* one day
02/26/2018, 13:59:54

    Ecoris writes:





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I hope you enjoy it as much as I did.
03/01/2018, 11:20:10

    Peter2 writes:





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I know you've already decided, but........
03/14/2018, 07:13:03

    Ossie writes:

    .......one of my favourite themes for games I've maxed out extensively is the "meta-game". Where you know where things will end up and choose the most "efficient" path. For instance, you know that you'll end up using blasters, so there's no point sinking any skill points into any other weapon skills than Ancient Weapons once you get it. This can even go as far as Might won't ultimately matter, because blasters are driven entirely by speed, so that's what you focus on from the start. Those blasters will be 2-handed? No point ever investing in Shield. Money will eventually become a non-issue? (usually MM7 not MM6!). No skill points ever wasted in Merchant. You're eventually going to hire a Scholar & keep until the end? Nobody can learn Identify.

    This game is all about making the early-mid & even late game challenging, then blowing through the final stages once you finally gain the skill you've been avoiding, and some of those periphery skills have instead been building up in the meantime. But good luck with your choice!





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That's an interesting approach, but IMO suffers from one big disadvantage.
03/15/2018, 08:58:50

    Peter2 writes:

    It's perfect for real-time play, but it's very poor for turn-based play. The classic example of this is in MM6 when you finally get to the room in the Control Centre that is packed with robots – Patrollers, Enforcers and the utterly lethal Terminators. In turn-based play, you can identify the Terminators and take them out individually with Shrapmetal. In real-time play (I've tried this out) the swarming robots move around so that they shield each other, and you have to do a lot of damage to all of them before any of them start dropping. This takes time, and during that time, those deadly bolts are arriving from the Terminators. I never succeeded in clearing the room before Terminator attacks got through the defences of all my 4 characters, resulting in instant eradication.

    Blasters are almost useless in turn-based play because each attack does so little damage.





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True, but.......
03/16/2018, 09:21:52

    Ossie writes:

    it's not entirely about blasters. Blasters are effectively your "final" melee (and effectively range) weapon, but nothing in the meta-game stops whatever spellcasters you chose in your party from developing as usual. In fact, for magic characters, the meta-game can be pretty liberating (eg no Identify to waste skill points on, so your Shrapmetal is even MORE developed!).

    It does make an all-might party even more difficult, however!





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Is it the small room at the end of a descending corridor?
03/16/2018, 17:17:11

    Ecoris writes:

    Or is it the very big octagonal one?




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It's . . .
03/16/2018, 18:02:58

    Peter2 writes:

    . . . the small square room at the end of a slightly sloping corridor leading off a big octagonal room




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The not-so-heroic way
03/19/2018, 16:37:20

    Ecoris writes:

    I think waited until they had gathered in the corners and then stepped slowly forward until I could hit them indirectly with fireballs. Or with bows of carnage.




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I'm not completely sure of this, but . . .
03/21/2018, 10:36:08

    Peter2 writes:

    . . . I seem to remember that fireballs didn't work at all well on Terminators. They weren't immune, but they didn't drop at all quickly.




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Maybe not, but Fireball is cheap at 8 SP; they will eventually drop.
04/06/2018, 11:56:03

    Ecoris writes:





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