You can build an uber-squishy paladin
especially noticable are: any beetle fight
You will face high level kobold ambushes that engage you on three levels of the same area
For all of AD&D's mechanical faults, at least it tended to encourage some kind of consistency between gameplay and setting. A paladin was inherently non-squishy; kobolds were
inherently weak scavengers. You didn't need loredumps to tell you that, it came forward in simply playing it. Sawyer's philosophy of making each portion of a game as functionally sound as it can possibly be seems to inevitably undermine the way these portions interact (a pure DPS-stat suddenly is treated like physical strength in text adventures, etc.).
talking about sawyerism again feels nice, we should have a review like this again in a couple of years, feels like a reunion of sorts
This is an important concept, but one that is often missed or dismissed by people who are mesmerized by Sawyer's intellectualizing. Advanced Dungeons and Dragons gets bashed for having certain unintuitive rules, but there is nothing more unintuitive than Pillars of Eternity's system where you have classes with well-defined roles at creation, but the talents can make the class completely unrecognizable. Why make it class-based, then? Why not just make it skill-based? Sawyer's only explanation has been that he wants to capture the old Infinity Engine feel and so the game must have classes; but in that case he failed completely because the game
doesn't capture the old Infinity Engine feel because of the very fundamental changes he made to the system.
Same with the ability scores. Might sounds like it wants to be Strength, but it's not Strength, it's an abstract concept of the ability to project force through the universe. Dungeons and Dragons at least tried to have a semblance of verisimilitude, so that you could make rough analogies to living persons. Pillars of Eternity acts like anime: a wispy wizard who spent his whole life studying magic can kick down a wall just as well as a warrior who body built like Schwarzenegger on drugs, because they both have SOUL MIGHT. A HEALER should pump Might, because being strong makes you ... Heal more. Intelligence increases the area of effect of your abilities because, well shit, IT JUST DOES, OKAY? And why is Resolve the way to increase your ability to deflect attacks? Shouldn't that be Constitution or Might?
The bottom line is: character definitions are abstract, convoluted, constantly changing, and the only justification for all of it is so that Sawyer could say he accomplished his ideological goal of making ability score choices not obvious and classes not required.
What the fuck? Shouldn't the system reward
common sense, rather than punish it? This is the central flaw of much of the design behind Pillars of Eternity - it is driven by ideology, rather than sense.