In other words, is dexterity at all important for a mage, or can they simply dump all 10 points at character creation into willpower?
While the idea of starting an insectoid mage with 26 willpower (14 insectoid base + 10 extra points +2 for strong mind trait) right out of the gate makes the power gamer in me giddy, it seems like the other two classes have to make much tougher choices about their stat distribution.
Can spells "miss"?
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Re: Can spells "miss"?
While it wont be useless it could be less beneficial then having the other stats, for example having strength will give you Attack Damage, Dexterity will give you Evasion and accuracy, stuff like that. It wont make the other stats useless but it will make them less useful.
Oh this didnt answer your question at all well shit.
Oh this didnt answer your question at all well shit.
Re: Can spells "miss"?
I'm interested in that as well, is spell-to-hit related in any way to Dexterity?
Re: Can spells "miss"?
Just a word of note, if you take a look at my topic, you will see that Dexterity is not only Accuracy but also a lot of other stats also important for mage, like Evasion, Resist Fire/Shock. Still if you want to power gaming take a look also at Accuracy's description: "Accuracy affects character's chance of hitting a target in melee combat. Accuracy is determined by Dexterity, skills and equipped weapon." - so no, I think it's not needed to cast spells to answer your question.
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Re: Can spells "miss"?
Let's not forget too that Strength determines how much you carry... which is ALWAYS an issue in dungeon crawls.
I'm hoping they did away with the marching order formation problem for spells landing. It's a pain to have to move your caster to the back left side of the formation to cast a fireball that is on the left front square facing the party. You would also run into the problem with 2 ranged characters in the back.... one monster on the left and only 1 missile guy can shoot.
I'm hoping they did away with the marching order formation problem for spells landing. It's a pain to have to move your caster to the back left side of the formation to cast a fireball that is on the left front square facing the party. You would also run into the problem with 2 ranged characters in the back.... one monster on the left and only 1 missile guy can shoot.
Re: Can spells "miss"?
I wouldn't call it power gaming not to want to take a useless skill for a character. You'd effectively nerf yourself doing so.Lex wrote:Still if you want to power gaming take a look also at Accuracy's description

Daniel.
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Re: Can spells "miss"?
In one of the trailers I saw a spell was cast and I saw a message at the bottom of the screen saying "spell fizzled" failed in other words. This is how I remember Wizardry 8's spell system working, can't remember Dungeon Master's as its been so long since I played it. Hope this is in the final version as I think its a cool addition rather than having every spell hit 100% of the time.
Re: Can spells "miss"?
Yes, spells can fail but not miss. 

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