Shecky
2011-06-06, 01:11 PM
Been a while since I mined you guys for advice on my dwarven rogue/caster build, and I'm back for a little more, if you don't mind. Previous thread is here:
http://www.giantitp.com/forums/showthread.php?t=160096
Since then, we've actually not been able to play at all (DAMN YOU, REAL LIFE), so I haven't had a chance to dig myself into a hole yet, thank goodness. However, there's a new wrench in the works: the DM, who's been short on time because of Real Life, has been reconsidering his build-the-dungeon-from-scratch approach and has now decided to go with the World's Largest Dungeon as his template. Which adds a whole new level of complication.
Basically, the problem is that once you step into the WLD, the whole point is that you can't step out again until you reach the end... and the dungeon is designed to take you all the way from 1st level to 20th. Supplies will be luck-of-the-roll, gear will also be random chance and crafting is pretty much a dead issue (no workshops to go back to, time to take in a protected town-ish environment, etc.).
Concerns, questions and comments are as follows:
1) Really gonna have to husband resources, because we'll never know when the next opportunity to replenish supplies is going to present itself...including things like spell components. One thing I've seen suggested elsewhere is the Reserve Feat route, since reserve-feat casting is supposed to be component-free and pretty much Warlock-Lite in terms of being able to cast SOMETHING all day long. What do you guys think?
2) On a more general tack concerning supplies - I asked the DM if we would be allowed extra gold or more supplies than a 2nd-level party would normally be able to have, and he didn't like the idea (some folks say WLD allows for plenty of supplies in the dungeon, while others yell the exact opposite). Is there any recommendation regarding what non-exceptional gear might help make up for this lack, either short-term or in the long run?
3) The DM shows signs of relenting on SOME wish-list kinds of items, like scrolls that we'd normally be able to find in towns without that much trouble; he'd see to planting some of those things in treasure and suchlike. But it's not going to be a Monty Haul approach - we'd likely need to stick to whatever list we make. In that light, spell choice becomes absolutely critical. So, any more suggestions on must-have spells? Given the fact of weaponlike spells that can qualify for sneak attacks, I'm definitely going with Lesser Orb of X (as recommended in the aforementioned thread), some crowd-control stuff, etc., but I'd LOVE to hear what you'd choose and why.
4) What are your thoughts on the overall validity of a Rog2/Wiz3/Unseen Seer10 over the course of all those levels in this type of environment? Is there something I'm not seeing that could be a fatal flaw?
5) Is there anything else I'm missing that should enter into my build plan or even in my final supply run before we go in?
I'd appreciate any and all input here.
http://www.giantitp.com/forums/showthread.php?t=160096
Since then, we've actually not been able to play at all (DAMN YOU, REAL LIFE), so I haven't had a chance to dig myself into a hole yet, thank goodness. However, there's a new wrench in the works: the DM, who's been short on time because of Real Life, has been reconsidering his build-the-dungeon-from-scratch approach and has now decided to go with the World's Largest Dungeon as his template. Which adds a whole new level of complication.
Basically, the problem is that once you step into the WLD, the whole point is that you can't step out again until you reach the end... and the dungeon is designed to take you all the way from 1st level to 20th. Supplies will be luck-of-the-roll, gear will also be random chance and crafting is pretty much a dead issue (no workshops to go back to, time to take in a protected town-ish environment, etc.).
Concerns, questions and comments are as follows:
1) Really gonna have to husband resources, because we'll never know when the next opportunity to replenish supplies is going to present itself...including things like spell components. One thing I've seen suggested elsewhere is the Reserve Feat route, since reserve-feat casting is supposed to be component-free and pretty much Warlock-Lite in terms of being able to cast SOMETHING all day long. What do you guys think?
2) On a more general tack concerning supplies - I asked the DM if we would be allowed extra gold or more supplies than a 2nd-level party would normally be able to have, and he didn't like the idea (some folks say WLD allows for plenty of supplies in the dungeon, while others yell the exact opposite). Is there any recommendation regarding what non-exceptional gear might help make up for this lack, either short-term or in the long run?
3) The DM shows signs of relenting on SOME wish-list kinds of items, like scrolls that we'd normally be able to find in towns without that much trouble; he'd see to planting some of those things in treasure and suchlike. But it's not going to be a Monty Haul approach - we'd likely need to stick to whatever list we make. In that light, spell choice becomes absolutely critical. So, any more suggestions on must-have spells? Given the fact of weaponlike spells that can qualify for sneak attacks, I'm definitely going with Lesser Orb of X (as recommended in the aforementioned thread), some crowd-control stuff, etc., but I'd LOVE to hear what you'd choose and why.
4) What are your thoughts on the overall validity of a Rog2/Wiz3/Unseen Seer10 over the course of all those levels in this type of environment? Is there something I'm not seeing that could be a fatal flaw?
5) Is there anything else I'm missing that should enter into my build plan or even in my final supply run before we go in?
I'd appreciate any and all input here.