No hit or no damage playthroughs have become an increasingly common badge of honor online, especially in precise, timing-driven action games like the Souls series. But what about in a dice rolling, stats and RNG-heavy CRPG? Davey Gunface on YouTube not only proved it’s possible, he did so in perhaps the most tedious circumstances: Pathfinder: Wrath of the Righteous’ Unfair difficulty.
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WotR and its predecessor, Kingmaker, are two all-timer CRPGs for me. But even die-hard fans recommend them with caveats. Wrath, especially, is kinda bullshit. Once every two to five hours or so across its marathon runtime, a guy who by all rights should be a miniboss is just out of nowhere the strongest guy who ever lived. It’s like when Battle Beast first shows up as some guy’s goon in Invincible and he solos all the strongest heroes of earth.
Crazy difficulty spikes, Armor Classes through the stratosphere, save-or-die spells, level drain, damage immunities, literal minutes-long hard crowd control, Wrath embraces these and more. Its normal difficulty will make a Baldur’s Gate 3 Honour Mode veteran sweat a bit, while completing the “Core” difficulty is a real CRPG achievement in my book—you should get your picture on a wall at Owlcat HQ like you finished a Paul Bunyan Big Boy meal at a roadside steakhouse. The “Unfair” difficulty? It’s unfair.
I can only assume Gunface allowed for reloading in this challenge due to the random chance and marathon nature of a WotR playthrough—it really is, consistently, a 100+ hour deal. Gunface set the challenge of getting through without taking any avoidable damage. There are a few instances of story or cutscene-derived, unavoidable hits that just feel unsporting.
He took the definition of “avoidable” to some admirable extremes though, like managing to sidestep a “supposed to lose” fight at the beginning of the game by uncovering a rare sequence gated as the failure state of a specific moral choice. That’s pure RPGs, baby.
WotR, like Neverwinter Nights: Swordflight, already sits at the end stage of optimization and powergaming for a Core playthrough. Unfair, let alone hitless, demands you escalate to primeval outer reaches of buildcrafting psychosis.
One example: Gunface got through WotR’s infamous Shield Maze prologue with the popular Unfair tactic of sacrificing your starter companions’ builds, multiclassing them in ways that are ruinous in the long run, but life-saving in the hyper-specific hell of levels 2 through 4. The one-shot master Rowdy Rogue came in handy, and everybody loves giving companions Lann or Wenduag a Sabertooth Tiger pet.
Across the whole of the game, Gunface opted for a Human (gotta get that extra feat) Witch of the Veil 10 / Loremaster 9 / Rowdy Rogue 1, parlaying the Witch’s game-changing early hexes but booboo spell list into the Loremaster prestige class’ expanded spellbook. He also picked the “eviler than the bad guys” Swarm That Walks path, making for a fun pairing with his custom portrait, a picture of his dog.
Truly, this is a “beyond the impossible” sort of challenge, one better suited for precise, input-driven games where you actually control whether you get hit or not. Doing so in a game built on d20 rolls feels avant garde. Gunface’s full video is a three-hour long runner if you’re looking for something to come back to over a few days, and you can also follow him on YouTube or support via Patreon.
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