pippin
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iirc you could at least disable healing after rest in the IWD games, so there's that. I think you were more restricted in 2, actually. It's time to play those games again apparently.
It's time to play those games again apparently.
My main problem is the unrestricted resting that sucks the resource management out of the campaign (I'm not a fan of self-imposing restrictions as that's the responsibility of the DM/designer). Wouldn't even be hard for a modder to implement. Just go through every combat-AR and flag it as no-rest. This would remove XP point farming from on-rest ambushes, too (f.e, Cold Wights). Itemization may have to be overhauled in light of that change, though.
Doesn't change the fact you can rest to get all your spells back. IWD2 only had a handful of ARs in which you couldn't rest. The on-rest ambushes were not punishing enough, so again, farmable. At least until CR got in the road. But by that time, you have broken things. Still, you can always bring in a mule, lvlsquat etc. And keep breaking.
Uh-huh, yeah.Because it's deadly is one point I like, yes. But in many RPGs I generally like low-level gameplay. I greatly enjoy the very slow start being weak, before everything gets incredibly epic, and the gradual rise to power.
Low-level D&D did a great job of that and I'd also throw Gothic into the mix as a game with excellently designed low-level gameplay.
Uh-huh, yeah.
Cast 1 or 2 (almost useless) spells, then rest for 8 hours. Die if a cat lands a crit on you.
What could be more fun?
You should play the Gold Box Games....
You should play the Gold Box Games....
Why's that?
I mean, I realize they are classic RPGs and stuff, so I'm likely to play them eventually, but what do they do specifically that you are referring to?
They do exactly that which you stated you love in RPGs. A full third of the AD&D series: Pool of Radiance, Champions of Krynn, and Gateway to the Savage Frontier, start the party out as complete nobodies, very weak and thrown into a dangerous gameworld.
in ee you can change backstab mechanics to make it a bit less... tedious
In general if its not turn based backstabs are annoying
which is why my main spellcaster was a jester...
To be fair, most people play BG1 nowadays with mods like BGTutu in the BG2 engine which also allows kits in the BG1 segment. All they did was just repackage and sell it.Adding the BG2 kits to BG1 and IWD without rhyme or reason perfectly shows how little fucks does Beamdog give.
To be fair, even in the original you could expect combat to be yawn-inducing if you have a Bard singing the War Chant of Sith, as that song has always been game-breakingly overpowered, a rare exception to the generally good design. The first time I played IWD using a bard with access to that, I determined that in future playthroughs my parties would either not include Bards, or, if they did, I would just pretend War Chant of Sith did not exist and never use it. I recommend that anyone who wants the proper IWD experience do the same.
You're commenter stated this error:
To be fair, even in the original you could expect combat to be yawn-inducing if you have a Bard singing the War Chant of Sith, as that song has always been game-breakingly overpowered, a rare exception to the generally good design. The first time I played IWD using a bard with access to that, I determined that in future playthroughs my parties would either not include Bards, or, if they did, I would just pretend War Chant of Sith did not exist and never use it. I recommend that anyone who wants the proper IWD experience do the same.
Which is untrue, the original IWD did not have this Bard Chant, it was one of the additions of the Heart of Winter expansion. I tried to reply in the comments but when I pressed publish nothing happened.
Fighter: Dwarven Defender: It's like the best of Barb & Berserker. But the inability to Grandmaster means it "only" achieves 9 ApR. Boo-hoo!