shihonage said:
Though I am pretty sure that D&D combat was supposed to be turn-based, and BG didn't offer that, which raises the question, how much "D&D depth" did that game really have? What appeal of depth did it retain to a D&D player?
While I prefer turn based, I see turn based and real time with pause as two ways of attempting to accomplish the same thing; non action based, tactical combat that gives you as much time as you like to plan your moves.
Real time with pause tends to be a bit irritating when you are trying to pull off complex maneuvers (lots of pause, wait 3 seconds, pause again) and it creates as many problems as it solves, but you're still getting party based tactical combat with the majority of D&D rules intact. Keep in mind, BG is not strictly real time in some ways, but round based, in order to keep things more in line with the rules. Hence they animate a fighter swinging his sword several times, but only give him the one attack that the rules say he deserves.
Another thing to keep in mind is that this is AD&D we're talking about, not 3rd edition. The 5 foot step had yet to be invented. This may be controversial, but I'd argue that the classic AD&D RPGs released prior to BG (Gold Box, Dark Sun) were tactical, but not *incredibly* tactical.
The the combat wasn't utterly mindless. It was engaging enough to keep my interest (at least back then). But we're not talking about JA2 level sophistication here, not by a long shot. Generally you'd be spending much of those games on autopilot and only a small number of fights would really require much brain activity.
So I don't think that all that much was lost by converting these 2nd edition games to real time with pause. It introduced a lot of exploits, but you could just not use them. It made certain fights awkward, but it made the trash fights quicker. It was probably a net loss, but not a huge one, especially if you played the game as intended instead of endlessly kiting.
BG1 was pretty mindless for most of the game, but not significantly more so than many of the classic AD&D CRPGs. But BG2 greatly surpassed all other AD&D CRPGs in terms of depth because of how much detail they put into the spellcasting system.
Once 3rd edition came out and the combat system explicitly focused on precisely measuring movement with grids and miniatures, I felt that real time with pause became a lot more inadequate. For this reason I feel IWD2 suffers from doing the third edition rules in RTWP.
But back in 1998? BG had AC, at had THAC0, it had the proper attacks per round, it had the right spells and monsters. It had a full party that you could actually move around. Compared to what we had been getting for the last 4 years? BG1 was pretty solid.