I started with a new cipher for TWM2 and I'm really liking the additions, the stronghold quests fit in nicely and I noticed a bit reduced encounter density in the main areas ( To the point that TWM1 sticks out a bit).
I'm really liking how they
the classes, it really feels like everyone has a place and I'm genuinely having a hard time deciding who to bring.
it only show how fucking retarded you are with your defense of PoE designs.
why would be there any? you already have weapons speed factor and number of attacks per round. mage have 1 attack per round warrior 5 per 2. who is attacking faster faggot? mabe the guy that spend his life swinging weapons ?
Answer me this. If Might in PoE is this retarded "Soul strength" concept and not simply how much you can lift than why all Might checks in game are just you showing your brute force and being fucking Pudzianowski?
this is so fucking stupid i am not even going to read the rest of you drivel. how would you train Accuracy for fucking magic energy? ffs you conjure a killing cloud or acid arrow or mind controll and you want to spend evenings targeting dummy with it?
Yes, spells always hits thats why you have saving throws faggot
Its not a fucking bow its a magic fireball that blows up everything in 20 feet radius. How would that work with enchantments ? "Oh no i missed his brain and hit his dick with my `hold person` spell. Now i gave him painful erection for 5 runds"
You people worry too much about banal shit. The text adventures and specifically only Might is the sole eyesore, yes it would be nicer to replace all HULKSMASH lines with class specific lines, e.g. TELEKINESIS BITCH if you're a cipher , but who fucking cares.
Gameplaywise it's unquestionably better than the utterly boring DnD attributes in the IE games (mostly excluding PS:T obv.). You can dump everything without care, and MAYBE if you refuse to reroll you will feel strained with triple class, meaning that the only choice you can make is to consciously create a shitty character. PoE allows you to created a variety of lopsided characters with distinct advantages and disadvantages, especially since attributes are prominently featured in dialogue. This connects RP options and gameplay, something nonexistent in BG(what RP?).
I find having spell accuracy much more "realistic" than having the success of a spell be only based upon the receiving target(s). In the BGs the skill of the caster is irrelevant, every wizard regardless of level casts fireball the same way, that's just stupid. There sure as hell is a big difference between an archmage and an apprentice casting any spell. They changed that obvious flaw in later editions of DnD where you can increase your DCs in a variety of ways.
BTW, if anyone of you has had any success against Leyra on PotD with a lvl 6 party, share your wisdom. "Success" is defined as defeating her, even if very narrowly.
I managed to get her at level 5. Durance with mechanics knocked them down with seal, got lucky since she died before she got the AoE stun off.
LOLWUT
You can say a lot of things about AD&D but "well designed" is not one of them. It wasn't even designed at all in any reasonable sense of the word, it was a mashup of a big grab bag of house rules popular among the D&D scene at the time. It only worked at all because you were expected to pick which rules to apply in whichever campaign you're running -- which is what BG/2 also did.
(Speaking as someone who ran AD&D campaigns from the 1980's to the 2000's. I loved it to bits -- literally, my sourcebooks are falling to pieces, barely held together by packing tape -- but by Beelzebub is it ever an incoherent mess of incompatible systems flying in loose formation.)
People put the BG DnD system way too much on a pedestal, it is shit compared to a lot of others we have ( specifically PoE).
They falsely attribute the richness of combat options to it, while that is derived mainly from encounter variety, powerful unique items ( a big failing point of PoE before TWM) and being
very easy on Normal/Core.
Only enemy spellcasters are a real threat and you always in essence do the same whack-a-mole dance of True Sight-Strip-Kill, but since you have so much leeway you can do substantial variations and still succeed (and have a ton of fun doing so). On SCS/Insane you have way less choice but the fun shifts to stemming from the challenge, PoE(PotD) stands somewhere in the middle from the get-go.
Developer-recommened area order:
http://forums.obsidian.net/topic/84292-order-to-play-the-game-through/?p=1777169
He says don't do all of Act 2's content, though.
Something seems off about that list XP-wise though. I finished TWM1 without stepping into Caed Nua or finishing Act 2 and I'm hitting level 12 soon.
Adding a midgame expansion will unavoidably unbalance the endgame regardless of how one tuned xp values.
Tales of the Sword Coast and Heart of Winter were really meant to be played after the base game (they both have content that's harder and loot that's better), but could be managed well enough with near-endgame characters. Doing so would result in changes to the final boss encounters (and additional boss encounters for IWD if you complete it early enough). Citing player completion statistics, Obsidian decided against a post/near-endgame expansion.
The way they did it is pretty good, the scaling is kinda gamey but it really gives you flexibility, I doubt anyone would mind if they made it automatic ( obvious Bethesda comparisons aside) .
If you're playing with a high-level party the battle is pretty easy. If you get less allies you'll likely have to face more enemies but they shouldn't be hard to manage.
The CYOA section of the battle is cool, though.
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How much can you do with it? I only had the Doemenels and was told my army was getting decimated so I charged straight for the guy. Probably got more loot this way too.
But you're
not considering all of the things.
You just have a list of all the ways the game isn't like BG2.
I pity all these people who can't enjoy a great game because they are crippled with rose-tinted nostalgia.