Taim What's your problem with the carnival mage? That's a pretty thrilling fight.
I brought this up a while ago in one of the 7 semi-active BG threads - hopefully we avoid the 4 page bitchfest about the best play to play roleplaying games this time.
My particular brand of faggotry is roleplaying over min-maxing. It has the added benefit of making the game more challenging.
I'm sure the fight itself is great but the fight is incredibly out of place. Where as in non-SCS your team of level 1 or level 2 adventurers can kill the mage with enough grit, in SCS you get assraped almost immediately. It is annoying for me to roleplay a group of adventurers who just CANT SET FOOT IN TENT #7 and ONLY tent #7 for some inexplicable reason.
With regards to game design I love challenges and dangerous shit in not-so-dangerous areas but one of two things need to happen:
1. Before engagement: It needs to be telegraphed in some way that this is dangerous.
2. During engagement: You need to have a reasonable way to escape once you realize it is dangerous.
This encounter does option 3:
3. You die and reload and don't go in there.
I don't like that school of design.
I believe the argument I made at the time was - I generally don't agree with DavidW treating Bioware's assignment of mage levels as gospel for the difficulty of the fight. Bioware gave mages higher levels in general because thats the only way mages can be reasonably challenging given the limitations of AD&D and the engine's AI.
Admittedly, I think DavidW doing that was the BEST approach for an automatic way of updating all the enemies, it's what I would have done, but I would have hand fixed the more egregious fights that the automated approach really fucked up (i.e. Karhk).
In SCS's defense - I noticed the newest version actually has a component that makes a RP friendly way to avoid getting assfucked by Karhk right away - which is something at least. Alas, the guy in the carnival remains an insta-kill for the party.