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Re: Together RPG - Eye of the Beholder - 5/11 --> 7/11
Posted: Sat May 17, 2014 2:14 pm
by Ack
dsheinem wrote:So I am thinking pretty seriously about playing Treasure of Tarmin as a bit of a warm up first. Anyone ever give it a go?
No, but that looks awesome!
Anyway, I just finished Daikatana, so I'm looking to start this up in the next couple of days.
Re: Together RPG - Eye of the Beholder - 5/11 --> 7/11
Posted: Sat May 17, 2014 5:40 pm
by Jmustang1968
I need to get on this as well, ive just been swamped
Re: Together RPG - Eye of the Beholder - 5/11 --> 7/11
Posted: Mon May 19, 2014 12:35 pm
by Stark
I've enjoyed what I played, that link that Bone posted is pretty sweet, but I'm getting a headache from turning my head 90 degrees.

I may have to print those out.
Re: Together RPG - Eye of the Beholder - 5/11 --> 7/11
Posted: Mon May 19, 2014 11:47 pm
by Ack
Ok, so I have started the SNES version of Eye of the Beholder. My team consists of a Human Male Paladin, Dwarf Male Warrior, Elven Male Mage, and Human Female Cleric. Character creation on the SNES version is a little strange, as I noticed vital stats for the characters tended to be static when rolling. For instance, when I created my dwarf, I rolled the dice about thirty times, and only once did his Strength stat change. Similar rates occurred with the Mage's Intelligence and the Cleric's Wisdom, which are generally their most vital stats(for those of you unfamiliar with Dungeons & Dragons, most classes have two or three stats that are considerably more important out of the 6 different types, and usually at least one that is considered absolutely crucial. Rare are the classes that focus on 4 stats, though there are a few). But I managed to get characters with reasonably good stats starting out.
I've now cleared the first floor of the dungeon and am at the start of floor 2. A few things that I've noticed: throwing knives and stones is vital at this point in combat. Spells are a little clunky to use, so I tended to de-emphasize them, though I don't foresee myself being able to do this for too much longer. Magic is vital at higher levels in D&D(really all levels. A party should always have a good magic-user or three), so I will not be able to continue to rely on just melee. I also like how the dungeon changes, apparently depending on which direction you approach certain portions from first. So in the first level, because I took the route I took, certain doors were in different locations, as were certain walls. It's a nice mechanic that changes things up a little bit.
Also, I found the first hidden quest, which involves putting a dagger in a hole on level 1. I don't think I have a raw stats page to be able to see exactly what my numbers are. I wish I did.
Oh, and a word of advice to everyone: as soon as you start the game, go into the camp and select your spells for all of your magic users, and then rest to ensure they have access to them. This is vital to ensuring success.
Re: Together RPG - Eye of the Beholder - 5/11 --> 7/11
Posted: Tue May 20, 2014 1:02 am
by MrPopo
Ack wrote:Oh, and a word of advice to everyone: as soon as you start the game, go into the camp and select your spells for all of your magic users, and then rest to ensure they have access to them. This is vital to ensuring success.
Gotta love those AD&D mechanics.
Re: Together RPG - Eye of the Beholder - 5/11 --> 7/11
Posted: Tue May 20, 2014 12:57 pm
by Ack
MrPopo wrote:Ack wrote:Oh, and a word of advice to everyone: as soon as you start the game, go into the camp and select your spells for all of your magic users, and then rest to ensure they have access to them. This is vital to ensuring success.
Gotta love those AD&D mechanics.
Oh, I do. I just wish I had access to my THAC0 stats.
Re: Together RPG - Eye of the Beholder - 5/11 --> 7/11
Posted: Wed May 21, 2014 10:36 am
by Ack
Ok, so, level 2 has a boatload of magical and nonmagical traps to confuse, hinder, or flat out stop the party. Navigating those was a pain. And the whole floor is overrun with zombies and skeletons, which was actually not too bad(skeletons look really cool). I did enjoy having to throw rocks through doors to hit switches or forcing doors open via strength checks.
I never did quite figure out what the deal with the stone dagger was, or the dagger emblems in the walls. I couldn't get them to interact in any way. For thosse of you who are playing, any thoughts?
Re: Together RPG - Eye of the Beholder - 5/11 --> 7/11
Posted: Wed May 21, 2014 11:52 am
by Stark
Ack wrote:Ok, so, level 2 has a boatload of magical and nonmagical traps to confuse, hinder, or flat out stop the party. Navigating those was a pain. And the whole floor is overrun with zombies and skeletons, which was actually not too bad(skeletons look really cool). I did enjoy having to throw rocks through doors to hit switches or forcing doors open via strength checks.
I never did quite figure out what the deal with the stone dagger was, or the dagger emblems in the walls. I couldn't get them to interact in any way. For thosse of you who are playing, any thoughts?
Yeah I don't understand those emblems either. Also agree that the skeletons are cool.
Re: Together RPG - Eye of the Beholder - 5/11 --> 7/11
Posted: Sun Jun 01, 2014 6:24 pm
by dsheinem
Started playing. Using a weird combo of mouse and controller both on the Sega CDX (one in each controller slot), but it works for me pretty well.
I got through the first level, though one of my guys (my mage) is dead due to not understanding the way moving positions works. When do I get a chance to revive or replace him?
Re: Together RPG - Eye of the Beholder - 5/11 --> 7/11
Posted: Sun Jun 01, 2014 9:07 pm
by dsheinem
...sorry to double post, but just got down through level 2, which was much more complex and interesting than level 1. Think I'll like this game, though it is a bit of a slow mover.
Those maps from earlier in the thread are a godsend.