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puckhog27

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Everything posted by puckhog27

  1. 2nd Edition multiclassing and dual classing (only humans can dual class) were just fine for a PnP tabletop game that had a good DM in charge of everything. Thiefs were also good to have in the party for the same reason. 2nd edition didn't translate to video games very well -- too much relied on a good DM. 3rd edition, on the other hand, was perfectly suited to video games... there's a rule for everything in 3rd edition, in some book somewhere. And that is the edition that made multiclassing OP (including prestige classes). None the less I had more fun playing 2nd edition in the BG series then the 3rd edition in Icewind Dale 2 or Neverwinter Nights. That is generally the point I was trying to make. Having balance doesn't necessarily equate to a more enjoyable gaming experience. At least for me. The main issue with multi and dual classing in BG was that single classes were useless in most cases. This was especially true in BG2 with the high level cap. You could get everything you needed out of a thief in the first 6 to 10 levels. A fighter/thief or thief/mage was infinitely better. None the less the classes in the game were far more defined. When you choose a class or focused on an attribute it felt really different. It was a lot of fun to play around with different dual class combinations despite their being way overpowered. I would say without the classes, attributes, spells, and items being overpowered not as many people would have enjoyed the game.
  2. I believe with balance there is a sacrifice to be made with class/race individuality. I don't really see a huge balance issue in pillars of eternity. In BG series they used D&D 2nd edition. It was probably the most unbalanced system I ever used, but it was a lot of fun. The thief class was not useful in combat unless multi classed. They were a one shot wonder hoping their backstab would hit. That was the whole point though. They weren't a combat powerhouse. They were a thief that steals, hides in shadows, disarms traps, and opens locks. It's one of the things I miss from that system. Every choice you made had a huge impact. Choosing a race as melee that had less then 18+ strength for a melee class made a huge difference. I wouldn't make a system like D&D 2nd edition (especially the overpowered dual and multi classes), but I find pillars of eternity to be a little lacking in terms of choices you make like being a Orlan making being a fighter difficult (which it doesn't). I would have liked to see something like Orlan's having -8 strength, +6 dexterity and + 2 perception or something of that nature. Basically something that would have a major impact. I also think balancing had too large an impact on attributes. For instance might increases the damage and fortitude of everyone. What exactly is might though? If it refers to a characters strength then it should only impact damage for heavy melee weapons. How does might impact a characters spell damage? I still love the game and I think it's a better system then what I've seen in games of late, but it definitely sacrificed a lot of uniqueness for the sake of balance IMO.
  3. I saw this topic and had to come in. I'm fairly amazed that people have an issue with this. To get to town all you have to do is walk to the edge of a rather smallish map and fast travel to town. I think it must take about a minute or two at most. I remember playing games like Everquest and you had to sit for 5 to 10 minutes getting your HP/Mana back. I believe the reason it's in the game is so that you have to visit an inn once in a while. This simulates what adventures would have to do in reality to refresh themselves. I kind of liked the way BG/Icewind Dale did it better with unlimited rests, but with the possibility of having a random encounter. With that said the system in place is not a bad one IMO. Not on the merit that it takes a long time to get back to town. I just wish it was more meaningful in terms of the impact it has on the game.
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