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endolex

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Everything posted by endolex

  1. Again, this argument has absolutely no rational basis, the opposite is true. The pure possibility to use buff spells outside of combat do NOT make it mandatory, nor even possible to use them for every encounter. But with all spells being possible to cast at all times (which makes more sense from a character agency and immersion point of view anyway), you can decide to buff before an encounter or you can decide against it (either for conserving spells or simply not feeling buffs are necessary for this fight). With buffing spells prohibited out of combat, you simply cannot make that choice. It
  2. Yet is isn't, probably for the same silly assumption that "once you make that possible, everyone will feel they have to use potions all the time". Complete nonsense.
  3. Again, this argument has absolutely no rational basis, the opposite is true. The pure possibility to use buff spells outside of combat do NOT make it mandatory, nor even possible to use them for every encounter. But with all spells being possible to cast at all times (which makes more sense from a character agency and immersion point of view anyway), you can decide to buff before an encounter or you can decide against it (either for conserving spells or simply not feeling buffs are necessary for this fight). With buffing spells prohibited out of combat, you simply cannot make that choice. It
  4. Again, this argument has absolutely no rational basis, the opposite is true. The pure possibility to use buff spells outside of combat do NOT make it mandatory, nor even possible to use them for every encounter. But with all spells being possible to cast at all times (which makes more sense from a character agency and immersion point of view anyway), you can decide to buff before an encounter or you can decide against it (either for conserving spells or simply not feeling buffs are necessary for this fight). With buffing spells prohibited out of combat, you simply cannot make that choice. It
  5. Again, this argument has absolutely no rational basis, the opposite is true. The pure possibility to use buff spells outside of combat do NOT make it mandatory, nor even possible to use them for every encounter. But with all spells being possible to cast at all times (which makes more sense from a character agency and immersion point of view anyway), you can decide to buff before an encounter or you can decide against it (either for conserving spells or simply not feeling buffs are necessary for this fight). With buffing spells prohibited out of combat, you simply cannot make that choice. It
  6. NathanH: "I think players will tend towards taking easier options" -- I would be inclined to believe so, too, but the existence of Hard Mode, Heart of Fury Mode, Path of the Damned Mode and all the other options shows me that a lot of players do enjoy a greater challenge (or simply more legwork, in the case of restricted stash). anameforobsidian: "Making a system at all implies that you will limit the desires of players to reflect your artistic intent. At some level, every game has a designed form of play, and there are always limited resources to support play formats that abberate fro
  7. NathanH: "because they can't be trusted with playing the way that they'll enjoy more." -- I'm sorry, but if I imagine myself a game dev and I find players playing my game in a way they prefer but not in the way I intended, clearly *I* am doing something wrong or have the wrong expectations of what players find fun to play, not the players! Simply restricting them from ways they want to play the game just because *I* think it is the wrong way to play, especially in a single player game is just bananas. The only thing I can do is making the playstyle I had in mind more attractive, not simpl
  8. @manageri: "Now that you admitted it is indeed not optional, tactically speaking, to prebuff" -- I don't recall having said that anywhere. I stand by my point that buffing is an option, not mandatory. "You have absolutely no GAMEPLAY related answer to this." -- Yes I do: I want to be able to cast my spells regardless of 'combat mode' or not, and I want to decide exactly when I do that. As for immersion, I already pointed out that a C-RPG game shouldn't prevent players from using player knowledge to make informed decisions and commit to metagaming if that is their preferred way of pla
  9. As I said before, buffing is a limited resource. It is not something every player always has for every fight. Therefore, fights in general would not need to be designed around it.
  10. Nope, you can decide not to do the pre-buffing, save time and start offensively even if pre-buffing is possible. Many encounters wouldn't require any pre-buffing. I certainly did *not* pre-buff for every fight in BG, IWD and NWN.
  11. Those are two completely different situations. There are lots of points in the game where not only you but also the characters know that some big fight is about to happen. Not being able to prepare for these situations because spells are blocked breaks immersion for me. Savescumming, acting on player knowledge and the like is a decision of the player however, the game should not prevent you from doing it. For Torment: Tides of Numenera, they actually try to counter this by rewarding 'failures' to some degree instead of prohibiting player from playing the game the way they choose to play it
  12. @Hatred: "Surely using spells which are a prelude to combat would make anyone around you who was inclined to fight you aware of your presence and have them rush on over?" It depends how close 'around' is. I'd argue as long as the enemy haven't detected me yet, purely defensive / supportive spellcasting does not initiate combat.
  13. I use them when I happen to have them, but putting effort into organizing them, buying, selling, stacking, distributing - do you really believe this is preferable to simple pre-combat buffing when needed? Maybe to hardcore players, but this 'logistical' aspect of C-RPGS has never interested me much.
  14. @manageri: "If you think it "breaks immersion" then ok, whatever, seems like mushy nonsense you made up to defend your position against all sense, but sure, buddy." -- If 'all sense' in a game for you is to be derived from pure gameplay mechanics only, then yes, I'm at a loss on how to explain this to you. But I happen to have Pen&Paper-RP experience as well, and never have I heard a DM say 'sorry, you can't cast this outside of combat'. Because rules like those do not exist in any ruleset I know. "As for tactical options, no, having prebuffing means you MUST use prebuffing which
  15. "There are still many ways to prepare for a particular tough battle: resting bonuses, scrolls, consumables, equipment selection, traps..." I find managing food, potions, scrolls and the like actually way more tedious than just casting a buff, thank you. Not a big fan of consumables in general precisely because of the logistics.
  16. Not to me it isn't. It breaks immersion, leaves fewer tactical options, and for the rest see the other reply I wrote to Caerdon.
  17. The buffs that really matter (not counting chants here) have limited uses per rest (and once the lower-level buffs become per-encounter, they are not as strong anymore). Therefore, clearly not "every fight" would need to be designed to depend on buffing. But larger encounters ('boss fights') definitely *should* give the player the opportunity to prepare everything they have at their disposal. It just doesn't *feel* right from a player / storytelling perspective otherwise, no matter how balanced it might seem.
  18. In the lighthouse (normal) for each encounter I focused the Spectre first, keeping my party alive until the Spectre was down. After that, mopping up the Shadows was easy. When I did it the other way around (trying to deal with the Shadows first), I always wiped.
  19. Oh yes, I seem to remember BG prohibiting from saving while the visuals of buff spell were still playing. Afterwards you could save just fine though, conserving the buffs and their remaining duration...
  20. Thanks, but I'm not wasting talent slots for workaround like that. I'll just have to take extra care to leave a corridor until the rogue is back and then manually close the gap with my melees. I remember BG2 having a 'let through' gimmick for this kind of thing, but I'm not sure if it was out-of-combat only as well.
  21. Could be, and that would really something that screws up pre-combat positioning and tactics, much in the way I described, but possibly in other situations as well. :/
  22. I've have seen this now several times and each time I'm close to crying out of frustration and confusion. Situation: I position my party at a choke point, then send my rogue out to set some traps and maybe even one-hit a weaker enemy to lure the mob to us. The rogue does her stuff, combat initiates, the enemy comes a-rolling, and then...MY ROGUE IS BLOCKED. Nobody in the party has moved an inch, the rogue could leave the choke just fine, but re-entering seems to be a problem all of the sudden. Result: Rogue stands in the way of my front line melees who can't do anything until she's dow
  23. I believe I searched the forums for quite a while but couldn't find a current thread about this. If one exists, please re-direct me, thank you! What exactly is / was the reasoning behind the decision to disable all buffing spells out of combat (while keeping healing spells available, which makes even less sense)? Common situation: I see the enemy, or I know they're close. I would like to start with buffing and *then* enter combat, not the other way around, which every sane person would like to do. Why is this not possible? It makes no sense to enter combat and only then start applying
  24. 1) All of the information in the wiki is taken straight from Obsidian themselves while they were developing the game, so I do consider it source information from Obsidian (mostly dev forum posts by Josh Sawyer). So yes, apparently Obsidian changed their view on this at some point, to my great dismay. 2) Yes, compared to other AoE buffs and debuffs (apart from Interdiction btw, which affects a HUGE area), the range of chants is 'big'. But those other buffs and attacks you are comparing them to are that much stronger as well. They are simply a completely different thing than what Chants do.
  25. pi2repsion: "That the Chanter is, in fact, able to use his chants to cover both front and rear ranks if you build him right is something that is great, but it is certainly not something that is suggested by his class description." / "So, YES. Creating your Chanter to be able to cover your entire group and all enemies with your chants at the same time, while certainly a worthwhile thing to do, is not in any way, shape, or form something that is suggested by the class' stats or its description, nor is the inability to do this without a high intelligence that surprising." Ok, I'll quote the
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