![]() Just as my characters were really getting powerful, and the game was promising to kick into a new gear, I finished it and that was that. I do feel, however, like Knights of Pen & Paper 2 was building to something that it never quite reached. ![]() I encountered one significant spike towards the end that forced me to go and tackle a bunch of side-quests – and add a cleric to my party – but that made coming back and pushing through that fight all the more satisfying. For the majority of the campaign I found Knights of Pen & Paper 2 hit a good difficulty level, perhaps erring on the side of easy. Those are just a couple of examples, but chances are you’ll get through just fine without a crazily optimised set of characters with all the right gear. Taking turn order into account is a key part of the gameplay. If you have a character that can stun enemies, for example, you can choose gear and trinkets that boost their initiative to ensure they have an early turn in every encounter. Having one character drawing most of the aggro also means you can build out your other party members a little differently. If you have a warrior, for instance, you can bulk up his health and armour so he can take the hits, then level up his passive ability Riposte for automatic counter-attacks. A weapon might boost damage, your critical hit percentage and introduce a chance to wound an enemy, but it might also increase that character’s threat level, making it more likely enemies will choose to attack him or her. In addition to deciding how to spend skill points every time you level up, each character can also be given weapons, armour and trinkets that can have effects both positive and negative. I wound up adding a cleric as my fifth character to bring in another way to heal, not to mention regain energy (mana) and dispel negative status effects. I never had enough gold to really build out more than five characters in my first play-through though, and in fact, I only added a fifth character towards the end when I realised my cheerleader elf paladin wasn’t enough support to get through to the story’s conclusion. It’s really fun discovering how the various combinations play out as you level up and put stats into different abilities, and you can swap players in and out of your party at the tavern. In my current game I have a lab rat elf ninja and an exchange student dwarf cleric, to name just a couple. Do I want to be a rich kid for the boost to gold find or should I be a lab rat and get an extra trinket slot? These add up to some entertaining combinations. Sure, there are the usual class choices like warrior, mage and hunter – each of which has unique stats, traits and skills, but you also choose a race – human, elf or dwarf, and a social group - each of which has its own perk and set of stats. The gameplay is geared completely around turn-based battles, and there’s a fair bit to wrap your head around, starting with character creation. It’s highly entertaining, albeit ultimately not that substantive. The adventurers keep up a running commentary on everything that’s happening in the game, frequently dropping geeky references and joking about the DM’s ability to craft scenarios. This is a game with its tongue firmly planted in cheek, and every piece of dialogue is essentially a vehicle for jokes and pop culture references. That description alone should give you a pretty good idea of what to expect here. The only thing to do is find the Disc of House Rules and strip him of his OP abilities. ![]() He has strange, mystical powers - second edition powers in fact, while your campaign, and everything in it, is meant to be first edition. ![]() Starting out at Spawn Point Village with a quest that involves saving the village rats from the rat traps that have been set up about the place, you learn that the world is in peril from a character calling himself the Paper Knight.
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