As many players have now played through the game I thought it could be fun to start a challenge where we restrict ourselves in our choices to force us to find new tactics.
Feel free to comment about the rule set or modify it further yourself. And please to tell us tales of your adventure if you try the challenge!
Challenge level: Normal mode or Hard mode
Role and skill restrictions:
PC characters shall be a dex based archer and a dex based dagger user.
PC characters may use any Mat-at-arms, Scoundrel and Expert Marksman skills they want, but do note the talent restrictments below.
PC characters may not learn any spells except for Bless, Immune to Poisoning and Fortitude (Geomancer)
Reasoning: Most builds seem to focus on 2-handed warriors and mages.
Companions:
May only bring one companion mage, who must comply to the spell list below.
Companions may not use Two-handed Str weapons.
Companions may not use bow.
Reasoning: This challenge is about moving away from the seemingly common approaches.Let's make this a personal decision instead.
Disallowed crafting:
Any resistance enchantments (essences, rubies), Shield +Block enchantment
Reasoning: This stops 100%+ 4 elemental resistances and the ridiculously high block rate that can be achieved through bettering the shield.
Disallowed use of Sneak in combat:
Sneak may only be used Out of Combat (including combat start) or in combination with Walk in Shadows.
Reasoning: This removes the possibility of ending each turn with full party sneak.
Disallowed use of telekinesis:
You may not abuse telekinesis as a combat tool.
Disallowed Talents:
Normal mode: Lone Wolf, Zombie, Weather the Storm, Leech, Glass Cannon
Hard mode:Lone Wolf, Zombie, Weather the Storm, Leech, Glass Cannon OR Picture of Health
Reasoning: Without Lone Wolf, Picture of Health, Weather the Storm, resistance enchants and disallowing most of the magic the glass cannon will indeed suffer properly from it's low vitality in hard mode and be more balanced. If you rather have the Health bonus of Picture of Health you may choose that talent but will then be restricted from using Glass Cannon.
Allowed spells for mage companion:
Pyrokinetic:
Flare, Burning Touch, Wildfire, Immune to Freezing, Purifying Fire, Burn My Eyes, Self-Immolation
Hydrosophist:
Ice Shard, Minor Heal, Slow Current, Water of Life, Rain, Immune to burning, Cleansing Water
Aerotheurge:
Headvice, Farseer, Become Air, Immune to Electrified, Tornado
Geomancer:
Bless, Immune to Poisoning, Fortify, Magical Poison Dart, Blessed Earth
Witchcraft:
Oath of Desecration, Enfeebling Touch, Bloodletting, Malediction, Destroy Summon
Reasoning: No summons and very limited crowd control. Still useful for buffing or dealing moderate magical damage.
Last edited by iru; 07/08/14 12:33 PM.