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Post by Merkin on Jan 8, 2002 22:46:36 GMT -5
Thanks for the suggestion, greycat, but that option only affects spell targeting. The move but don't move technique seems to be the way around this problem.
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Post by greycat on Jan 9, 2002 18:11:27 GMT -5
Yeah, but, but... you take a much worse hit when you move!
Take a close look at what the game does when you move, versus when you don't move. If you don't move, your characters who are fighting or shooting will go in an order determined by initiative, and they'll get multiple attacks per round (at sufficient levels of DEX, SPD, skill, etc.).
But if you walk or run during this round, you lose all of that. Your characters get one attack (which can have multiple swings). They also go in a predetermined order: 7, 8, 1, 2, 3, 4, 5, 6. (Of course, if you're casting spells, playing instruments, etc., then you only get one action in this round anyway. So sometimes walking may be what you want, because you can force your Bishop to cast Rest All after your Bard has played her instrument, regardless of their relative stats. But that's dependent upon the order in which your characters were added to the party. When I made my third party, I knew about this. I put my Bard first, then Gadgeteer, then Bishops, then Samurai, then Fighter. That way, when I walk, I know the Bard/Gadgeteer will go first, then the Bishops can restore their stamina, then the Samurai can critically hit someone, then the Fighter can mop up whatever's left.)
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