- SoZ death/bleeding system is used
- Skill checks have use in dialogues but also to add flavour when exploring. Spot, Survival, Lore, Listen in approximate order of use. Other skills are used but for less common scenarios, particularly when a skill already has a developed use in other situations e.g. crafting, tumble etc. Race and class may effect the skill check result. An XP award is given to the specific character who passes the check, not to the whole party - 'scouts' may benefit more from this.
- Searching will reveal hidden doors and items. Search checks are automatic (no need for search mode to be on), but if Search Mode is turned on, there is a bonus to the check. An XP award is given to the character who passes the search check.
- XP is awarded for disarming traps and unlocking objects.
- Tracking will provide clues to the monsters that inhabit the terrain. XP is awarded to the character uncovering this information.
- You can create your own party (at inn, or via player menu), use pregenerated companions (guest stars form the Dark Avenger series, with some but little dialogue). Some henchmen are available, but only for specific sidequests.
- Rangers should find most favoured enemies accounted for. Undead, humans, yuan-ti and gnomes are probably slightly over-represented.
- Most enemies you combat are neutral/evil, and only very few are good. Blackguards/smiters of good take note.
- Tithe boxes are provided at the start to allow the PC to convert gold into useful items whilst dungeoneering, and also as a mechanism to handle any alignment shifts that may be desired/required.
I've busted my head a long time over an "ideal" 3-man party. 4 people would be easy, but too crowded IMO. Starts at level 7, ends around level 21, probably higher with 3 ppl. This is what I have so far:
Overland Spellblade. In SoZ I remember giving my wizard points in Hide, and I didn't have too much trouble. This build also has MS. The modifications I'd do is Sun Elf, starting INT of 19/20, Prodigy i/o Luck of Heroes, max spellcraft. There seem to be some spare feats; I guess no Extend b/c Overland encounters killed off your buffs in SoZ?
Motivational Locksmith. Other feat order. Bards have Amplify, so I think it's a candidate for the Listen skill in my party.
Spirit Shaman with Options. High CHA, so maybe conversation d00d.
This isn't a set frame, feel free to suggest other builds. No Kaedrin's.