my rpg'ing stop on IWD2 really, so probably some of this is a standard now?
1. power creep
starting character should be reasonable competent, not a complete noob that have to learn how to fight with a stick, by killing rats in basement.
Player are the chosen one for some quest after all. Why would they chose us, if every town guard wipe out party with 1 hit?
- killing small animals / goblins hidden in some cave, because some peasant would be grateful (XP!!) is a boring, game filler
- if you LARP, that dead character is dead (IronMan). The new one is just a cripple that need to be babsit / xp feed.
- comparing lvl 15 to lvl 1 (or some equivalent in other mechanic) - it should not be that lvl 15 is 1500% better, but ~+70% better.
- you need lvl adjusted encounter, treasure, traps for expected player level. Limit PC free roaming.
the hero strength improvement with each level should be ~+5% of starting capability. So you need 20 level to be double as good as fresh character (have 90% hit chance, instead 45%, have 24 hp instead 12hp, have 6 dmg reduction instead 3). If you combine this with items, spells, other buffs 20lvl is total about 4x as good as just generated acolyte with stick. And I mean just the stats, we all know human player with new tools, will abuse system, thus increasing his power even more.
1a. HP inflation
lvl 1 = 8 hp
lvl 15 = 120 hp
this is bad. f.ex. for scaling weapon damage. You need to add special enemies for high level party. And level requirement for item use. Because Sword +5 need to deal 10-50 dmg, instead 1-7, so the wielder have to be lvl 13.
should be like that (if its some warrior)
lvl 1 = 8 hp
lvl 15 = 24 hp
1b. PC grown wide, instead up.
pc learn new tricks, instead getting better in old one.
wizard instead having fire spell
lvl 1 = deal 4 dmg
lvl 15 = deal 80 dmg
should has
lvl 1 = 1x spell dealing 4 fire dmg
lvl 15 = 15x spell dealing 4 [fire/ice/poison/death/light/chocolate/blunt/.../eternal/salty] dmg
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2. wound & 0 hp =/= dead
PC is fully functional on 1% hp. and at 0 hp is so dead, your only option is to cast Load Game.
2a.
let 0hp = unconscious. so if rest of the party prevail, you could bring him back. Like Resurrection, but just a common mechanic. Not endgame spell.
this would allow you to accept unfavorable outcome of combat, and go on with the story.
I try larp IWD this way. Trips to temple for resurrection, and spending whole gold + selling all magic items to afford Resurrection were even fun, to some extend, but very tedious.
this is also a great opportunity to introduce permanent negative perks (like in Darkest Dungeon), minor debuff, that dont cripple PC, but highlight the character. ["you cannot drink more than 1 potion per day, due to belly wound", "you scared of dark"]
2b.
if you get hit by mundane weapon, you could get wound, a debuff , that you need to heal after.
exactly like with enemy wizard casting Slow on your rouge, enemy Fighter will "cast" a Bleeding with his sword.