Fighters
Clerics
Wizards
Thieves
Last Slot
Typical Strategy
When I was asked to
write this article about low-level combat strategies, I must admit I was
a bit shocked at first. I'm not considered a strategist by any stretch
of the imagination, so I was at a loss for what to do. I struggled for
some time but came to no conclusions on how to approach such a subject.
I finally gave up in frustration and sat down to play one of several CRPGs
that I own. After a few minutes of play I began to look at my characters
more closely. What purpose did they serve? What role did they play within
the party? How did each of them contribute to the overall survivability
of the party? Could this be the foundation of a strategy? Perhaps, and
perhaps this was how I could approach this article. In the paragraphs
that follow, I will detail my thoughts on characters, the purpose they
serve, and how I feel they are used best.
John Deiley
Designer, Icewind Dale
Black Isle Studios
Fighters:
If you are going to
fight, you are going to take damage. This is an inescapable law of role-playing
games, and you need to be prepared for it. When it comes to taking abuse
nothing soaks up damage better than a fighter. Simply put, the job of
a fighter is to take damage and to give it right back. I always start
my campaign strategy with two of these stalwart adventurers.
When creating a fighter,
I try to remember the golden rule: 'It is better to give than to receive.'
With that in mind, I give a fighter the highest strength and dexterity
possible. I want him to hit hard but have the fleetness of foot to avoid
being hit. I also want him to have a hardy constitution. If he does take
a blow or two, he needs to be tough enough to survive it.
In my opinion, fighters
do not need to be smart, wise, or pretty. Letting someone bang away at
you with a weapon is not the smartest or wisest thing to do (not to mention
what it does to your looks), so I don't bother with intelligence, wisdom,
or charisma. They serve no real purpose for a fighter.
When it comes to equipment,
I buy nothing but the best armor and weapons for fighters. A fighter's
armor protects him while his weapons dish out punishment to the enemy.
Also, I make it a point to specialize in at least two weapon types. I
choose slashing weapons, such as swords, and blunt weapons, such as maces.
These two damage types will affect most enemies a fighter encounters.
The idea here is to
come up with two fighters. They need the highest strength and dexterity
possible to allow them to deal damage and avoid it. They also need a high
constitution to ensure they can survive any blows that do hit them. When
combat rears its head, the fighter steps to the front and protects the
weaker members of the party, attacking the enemy from the side or the
rear to keep the opponent off-balance. A fighter does not limit himself
to one weapon type since some enemies are more resistant to some types
of damage.
Clerics:
No campaign strategy
is complete without a cleric. He is the party healer. When the warriors
in a party step forward to face danger, the cleric is right behind them
ready to heal any damage they might take. Simply put, the job of a cleric
is to keep the warriors alive.
When creating a cleric,
I try to give him the highest wisdom, dexterity, and constitution possible.
He needs wisdom for his spell abilities, dexterity to dodge blows, and
constitution to be able to survive any blows that land. A cleric should
not have to fight, but when called upon, he should be ready to dish out
damage as the situation calls for it.
In my opinion, a cleric
does not need to be strong, smart, or pretty. At best, he is a weak fighter
and only needs the strength to carry armor and weapons. What he lacks
in intellect, he makes up for in wisdom. You do not need charisma to heal
a wound, so don't worry about it.
When it comes to equipment,
I buy the lightest armor with the best protection. A cleric should never
be put in a situation where he is toe to toe with an enemy. A cleric's
choice in weapons is limited to blunt weapons, so I buy the most damaging
weapon in that class. If a cleric ever has to fight, he might as well
do as much damage as he can.
The idea here is to
come up with a good healer. He should not be designed to fight but should
be able to in emergencies. When it comes to spells, he should only learn
healing spells at first. His primary job is to stand behind the warriors
and heal them should they get hurt.
Wizards:
The wizard is the
weakest character class and the biggest liability in any party. His life
is continually fraught with danger and is an ongoing struggle to stay
alive. Once a wizard grows in power, however, he becomes quite an asset.
Simply put, the job of a wizard is to stay alive and soak up experience.
When creating a wizard,
I try to give him the highest dexterity, constitution, and intelligence
possible. He needs the dexterity to be fleet of foot and dodge blows.
Because of his natural weakness, he needs a high constitution to survive
any stray blows or arrows that come his way. He needs a high intelligence
to learn the spells of his trade.
In my opinion, a wizard
need not be concerned with charisma, wisdom, or strength. He is so weak
that none of these will benefit him in the slightest.
When it comes to equipment,
there is not much that can be done for a wizard. Simply buy him a sling,
some bullets, and be done with it. Never buy a wizard a dagger, a staff,
or any other close range weapon. If he gets close enough to an enemy to
use it, he'll end up dead.
The idea here is to
make a strong future spell caster. At low level, a wizard is a huge liability.
Keep him at the rear of the party at all times. Give him a ranged weapon,
never a hand weapon. Do not allow a wizard to attack any target other
than the one the fighter is fighting. You do not want your wizard to attract
the attention of anything that will get him killed.
When it comes to spells,
do not give your wizard combat spells such as magic missile. These spells
have negligible effects at low level, and once they are cast, the wizard
is useless until he rests. Have your wizard learn area effect spells instead,
such as sleep. A sleep spell will affect several orcs, goblins, or similar
creatures and render them temporarily harmless. Your party may not be
able to handle a battle with eight orcs, but if your wizard puts four
of them to sleep, then the odds are turned in your party's favor. Once
combat has ended, you can gauge your ability to finish off your sleeping
opponents or retreat. These situations are where a low-level mage can
shine.
Thieves:
A thief is the heart
of my campaign strategy. He is the party scout and master of stealth.
He seeks out dangers to the party and decides which enemies the party
will face. He is subject to the most danger of any member in the party.
Simply put, the job of a thief is to gather information.
When creating a thief,
I try to follow the guidelines of a warrior. He needs to have the highest
strength, dexterity, and constitution possible. A thief will have to fight
often, so he needs to be able to dish out damage. He needs dexterity to
dodge blows, to move stealthily, and to ply his trade as a thief. When
starting out, put all of his skill points into stealth. He will need them.
A thief does not need
to be smart, wise, or pretty any more than a warrior does. His trade lies
in the shadows, so keep him there.
When it comes to equipment,
I buy nothing but the best weapons and armor for thieves. As the party
scout, a thief is often in danger. One step out of the shadows can lead
to certain death. When it comes to weapons, I choose the short sword and
the short bow. A thief is a weak fighter at best and should always attack
at range. However, in case of emergencies he needs a good melee weapon.
The idea here is to
come up with a good scout. A thief should be a master in stealth before
he raises any other skill. When the party approaches an unknown area the
thief should hide in shadows and enter the area first. He should skirt
well-lit areas and stick to the shadows. He should take note of all enemies
and their positions in an area. He should take note of the enemy's weapons.
He should take note of all cover that is available to the enemy and the
party. Finally, he should take note of how close together enemies are
and whether they could be taken one at a time by luring them to the party.
Finally, the thief should return to the party so that a proper attack
can be planned.
The Last Slot:
With two fighters,
a cleric, a wizard, and a thief, five of the six character slots are filled.
What to do with the sixth slot should be considered carefully. Personally,
I fill the sixth position with a druid or a bard. When creating either
character I follow the guidelines of a cleric for the druid and a thief
for the bard.
The druid is a good
backup healer and can free your cleric to cast spells such as bless, chant,
or prayer. However, I usually have the druid learn nothing but healing
spells as well as the cleric. You can never have too much healing at low
levels.
The bard is excellent
for identifying items or using his battle song to help a party in a fight.
However, he is a weak fighter, so care must be taken to keep him out of
danger.
I have no recommendations
for which character you should choose. Give each a try and see how they
work for you. Both have their strengths and weaknesses.
Typical Strategy:
Using the above party,
my combat strategy is pretty straightforward. I set my two fighters ahead
of the party side by side with a body width between them. I place the
cleric (and druid) three paces behind the warriors. I place the wizard
(and bard) three paces behind the cleric. I am now ready to use my thief.
I have the thief hide
in shadows and move into the area ahead. I make note of all enemy information
as outlined in the thief section above. I have the thief choose which
enemy or group of enemies would be easiest for my party to deal with.
If at all possible, I position the thief in such a way that only one enemy
can see him (when he leaves the shadows) and then I will use a bow attack
on that enemy. I then run the thief back to the party, passing between
the two fighters, and continue using the bow while waiting for the enemy
to arrive.
Once the enemy reaches
the fighters, I have the fighters attack each enemy at least once to get
their attention and keep them from attacking any party members in the
rear. The battle is pretty straightforward from this point. Concentrate
both fighters on one enemy, preferably the strongest. Keep your cleric
ready to heal at a moment's notice. Pay careful attention to the amount
of damage being dealt to the fighters. If an enemy is doing large amounts
of damage, you'll have to heal your fighters sooner than you thought,
or you'll have a surprise death on your hands. Have your wizard use his
ranged attack. Have your bard use his battle song.
If too many enemies
follow the thief home, there are several options available. The first
option to consider is running. Never be afraid to run. Next would be an
area affect spell such as sleep. If you have a druid in your party you
might want to use entangle. Or you may just want to tough it out and see
how the battle goes. In any case, make wise use of your healer. If you
have a bard, use his battle song. You can have your thief hide in shadows
and try to get behind one of the enemy and backstab… but this could be
dangerous for your thief.
The last thing I want
to cover is dealing with spell casters. You will find that most of them
can be a real pain. The way I usually handle them is to have my thief
hide in shadows and wait behind the caster. I then set my party up for
a charge just outside of vision range of the caster. Once I have everyone
in place I have the thief backstab the caster. When the caster turns to
deal with the thief I have the fighters rush him from behind. I try to
have the cleric ready to aid the thief in case he is hit by any powerful
damaging spells.
Well, that outlines
the basic strategy I use and the party that carries it out. These are,
of course, only guidelines. You are free to make any character choices
you wish. If I've done nothing more than give you ideas to pursue on your
own, then this article has served its purpose. Good luck to you in your
adventures.