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Finally Finished It


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#1
ColorsFade

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Finally finished it. 

 

I've never been able to finish this expansion due to the Spirit Eater mechanic. I don't know how many times I had tried this expansion before... Maybe five or six. I could never get any further than the academy. It's not that the mechanic is a bad idea (and from a story point of view, I think it's a brilliant idea), it's just that the mechanic, at least for me, makes me feel like I need to rush through everything, because I'm losing Spirit Energy so fast. I hate feeling rushed in a game. It's an absolute killer for me. I want to take my time. And Kaldor said the same thing in another thread, and I think he's 100% correct. MoTB is game that one should not feel rushed to complete. 

 

Fortunately, this time I downloaded Kaldor Silverwand's Spirit Eater Auto-Pause package, and that made a big difference. I didn't feel compelled to rush through inventory management, conversations, or level-up. I liked that a lot. 

 

I get why people like this campaign. It's smaller and more focused than the OC, and maybe due to this focus the story just comes off better. I liked the story. The writing was well-done. The area design is better; you can see the devs making the jump from the OC and really improving on the area design.

 

I can see why people like the story. A lot of D&D CRP gamers list Planescape: Torment as their favorite of the bunch. Maybe there's just a fascination with the City of Judgement and the God of the Dead, I dunno. But I can see the appeal, and MoTB builds an interesting story around around these iconic gods and locations. 

I've never been one to care much about all the different deities in these sorts of games, but I actually made a concerted effort this time to get engaged with it, and for MoTB it's a really integral part of the story. Kelemvor, Myrkul... And it turned out to be fairly interesting and neat story. I enjoyed finding out the origins of the "curse"; that was actually one of my favorite parts. 

 

I dig that we get to play with epic characters here. That was fun. I'm big on the joy of leveling up, the mechanics of D&D, feats and builds... it's just fun to play with the higher level spells and do some really neat things. 

 

I think, of all the battles, I enjoyed the encounter in the lower level of the Death God's Vault. The first time I tried to play MoTB I reached this part of the game too soon, and I just could not handle it. This time I went through the story a bit different. I read a tip that said the lower vault was really meant for Act III. So I didn't even make any concerted effort to go there until Act III, at which time I had enough levels to do it well. Having Kaelyn turning undead, spellcasters firing off Undeat to Death spells along with Sunburst/Sunbeams... it was pure mayhem and joy there for a few minutes. Just an epic battle. I loved it. 

 

As for the Spirit Eater mechanic and its impact... I prefer playing a fighter/mage, and always have enjoyed that combo, but it presents challenges at higher levels. I don't play a fighter/mage to launch a lot of offensive spells, but more to be a fighter that uses magic to not get hit (there's so many good defensive spells). We have the Eldritch Knight prestige class now, and that is ideal, but at epic levels it can take a long time to buff, and when you have a spirit mechanic degrading, even with the auto-pause, it can really hurt, because you need to sleep to re-memorize spells (or travel, which is hokey to me). So, I loaded up my sequencer rods from The Darkening Sky and plugged those in, and they made a huge difference. I kept one sequencer rod for all my long-term buffs, and another for all my short-term battle buffs. Each of the spellcasting NPC's got a rod too. After that, it was fun and enjoyable to play. I prefer the spellcaster heavy party configuration, and only took Okku with me to the Wells of Lurue for one visit. Having a lot of spellcasters at high level means you can spend a lot of time casting buffs. Or you can hit the sequencer rod and auto-buff in one turn... And that made it fun and way less tedious. 

 

I only had a couple disappointments with the whole thing. First, I thought the City of Judgement was... blah. I was a bit disappointed in those areas and the designs. The boss level encounters in them were great, and the final fight was entertaining (and finally a good chance to just go hog-wild with the Spirit Eater feats, so I loved that part; loved that at the end we got to just use them all without worry). But the areas themselves, not so much. I don't know if they were short on time or what. I felt the same way about the barrow as well, to start the game. I liked the idea, but the execution seemed rather uninspired. Those two sets of areas just didn't do anything for me. On the other hand, I loved Mulsantir, the Ashenwood, and Coveya Kurg'annis. All very nice to look at. 

 

I also found a couple doors in the vault I couldn't get open, and I have no idea where the keys are for those. I'll be running through this again, I'm sure (down the road, after I finish my current play-throughs in other mods), so maybe this next time I can figure out how to open those... 

 

Bottom line: I understand the love for this campaign. Just had to get the spirit eater mechanic under control to really enjoy it. 


  • andysks aime ceci

#2
kamal_

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iirc there were some unopenable doors that didn't go anywhere.



#3
Tchos

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Maybe there's just a fascination with the City of Judgement and the God of the Dead, I dunno.

 

That's the part that felt the most tacked-on and unsatisfactory to me.  I enjoyed MotB's story because it was a mystery.



#4
andysks

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I think the doors can be opened by the rogue companion. But it has been a while so... maybe not take what I say too seriously.



#5
Raygereio

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I think the doors can be opened by the rogue companion. But it has been a while so... maybe not take what I say too seriously.

 

Yeah. You'll need either have the open lock skill on your PC, or have the rogue companion for those locks. With enough buffing Kaji can handle almost all locks in MotB, but there are few DCs that are out of his reach. 

 

Though - if I recall right - there's nothing that special behind that one door in the Vault. Just a short sword, a book and some enemies.



#6
andysks

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The fact that nothing special is behind it I remember, yes. Thanks for the confirmation that Kaji can handle them.



#7
kevL

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iirc, those lock DCs are between 40 and 50.

#8
BoardGuest808888l

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You don't need to wait until Act 3 to gain access to Lower Vault, as long as you get the Gith-sword copy (that was early on at Act 2) , you can get there. The problem there is not killing all the undead, but rather how to keep them around long enough so you can suck their spirits one by one with Eternal Rest. Having to wait 5 mnts each devouring is the most boring part, I rarely finished MotB because of this.

I think the undeads were there so you can bench press your Hunger meter with Suppress-Rest-Eternal Rest sequence. As far as treasure concerned, there's nothing of particular interest.

@KevL, you're right, the locks DC is about 40. Normally, Kaji can't handle this, but One-of-Many can. The traps, however, have a humongous 60 DC. Critical failure is almost always happened.

#9
Arkalezth

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@KevL, you're right, the locks DC is about 40. Normally, Kaji can't handle this

 

Maybe with Safiya's buffs (if she has the right spells)? Greater Heroism, Cat's Grace...

 

Or just have her cast Knock, unless that doesn't work for some reason.



#10
BoardGuest808888l

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Upon checking again those locks have DC 45. Kaji has 17 skill in Open lock (with Dex modifier). You can use Kaji if you buff with Greater Heroism + Cat's Grace + Prayer + Inspire Competence. You'll have to be the bard since no one else is.

#11
Lilura

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You can check my recounting for Death God's vault DCs... a couple traps are 60+ rated. I also wrote an explanation for the Spirit Mechanic, discovering two ways to cheese it.



#12
Kaldor Silverwand

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I'm glad to hear my auto-pause helped you enjoy the game. Thanks.

 

Regards