Mr_PeaCH
Recruit
Hello all. YAM&B n00b here. I have been browsing the forum and have seen a lot of great threads on a variety of topics, but not so much that would be of interest to me starting out. So I'm asking...
How much do your starting decisions matter long-term. ie the 'background' element (squire, hunter, merchant... clergy?) and where you put your first 'stat' and 'skill' points? What do you usually do and why?
With the three characters I've begun (2 hunters, 1 squire) the apparent distinction was that the squire would be initially advantaged with hand-to-hand fighting and the hunter with the bow. Likewise the squire was gifted with addl. strength and the hunter with agility. However, I rolled a merchant and the intelligence was something off the charts like 29 to start... what up with that? (And he really didn't have that many more skill points to use either.) This one I haven't played at all so I don't know what the ultimate advantage of so much INT will be.
Finally, what are the 'must have' skills to start with; which are the ones you take higher than 1 or 2 pts eventually. Do most people recruit another 'hero' early on to help with the distribution of so many different 'party' skills? (tracking, prisoner handling, etc.)
Apologies if I've missed a comprehensive 'newbie' thread which explains these elements in more detail. All I really want to know right now is "now that I know fundamentally how to play the game, what are some good things to know early-on strategically?" Thanks
How much do your starting decisions matter long-term. ie the 'background' element (squire, hunter, merchant... clergy?) and where you put your first 'stat' and 'skill' points? What do you usually do and why?
With the three characters I've begun (2 hunters, 1 squire) the apparent distinction was that the squire would be initially advantaged with hand-to-hand fighting and the hunter with the bow. Likewise the squire was gifted with addl. strength and the hunter with agility. However, I rolled a merchant and the intelligence was something off the charts like 29 to start... what up with that? (And he really didn't have that many more skill points to use either.) This one I haven't played at all so I don't know what the ultimate advantage of so much INT will be.
Finally, what are the 'must have' skills to start with; which are the ones you take higher than 1 or 2 pts eventually. Do most people recruit another 'hero' early on to help with the distribution of so many different 'party' skills? (tracking, prisoner handling, etc.)
Apologies if I've missed a comprehensive 'newbie' thread which explains these elements in more detail. All I really want to know right now is "now that I know fundamentally how to play the game, what are some good things to know early-on strategically?" Thanks