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Good write up, Dhruin. :)
I am personally not a big fan of dlc, so I won't be trying it. However, maybe it was the choices? I decided there is no way in hell, I would trust her with that kind of power, did anyone try this who chose NOT to (the thing) with Morgan in the original? I would really like to hear (in spoiler if necessary) how the outcome differs. Thanks. |
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Weapon Specialization; 2-Handed, 2 Weapons, Weapon and Shield Tactics; Damagedealer, Defender, Backstabber, Buffer, Debuffer, Threat Management, Criticals, Faster Attacks, Aimed Attacks, Assassin-style targeting Weapon Modification; Using runes to boost your technique, Poisons DA:O doesn't have exotic weapon specialization but that's the only missing piece from NWN, even if I cannot say exotic weapons are that important. Thievery also have all the usual abilities with none missing. Stealth, Backstabbing, Pickpocketing, Picking Locks… That said, I would like to challenge you to come up with an Archery system with as many different forms of special attacks and modes as DA:O. I tried to think hard on this, I simply can't come up with any. |
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The point is that at the end of the game, you're not supposed to have exhausted everything - and that's ESSENTIAL. Quote:
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Stealth is boring, because you don't get to utilise it much to your advantage. Lockpicking is nearly worthless, because all chests have boring and crappy loot. You get a small monetary advantage, but that's it. I'm just not seeing the "stealthy" guy. I'm seeing a guy doing damage from behind, and that's it. I had this discussion several times already, and there's a really lengthy one around here somewhere - where I go into detail about my issues. Maybe it's because you played a mage, and couldn't care less about melee characters? Maybe you just don't have much experience with complex and diverse CRPG systems - or you don't care about it? If you really believe DA:O offers similar character diversity to D&D 3.5 - then we'll just have to agree to disagree. |
The Dragon Age class system does not hold a candle to D&D, not even close.
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See? We can all make statements. Supporting them makes them valid. |
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As someone I know around here would say: you're being apologetic about Dragon Age, because you enjoyed the experience and you were likely moved by the story. That's great, but if you can't be objective about the class system - what does that say about your validity as a critic? ;) Just kidding, by the way. I have to accept you think the class system offers the same kind of diversity as D&D 3.5. I can't fathom how anyone could believe that, but you're not the first. I don't recall the name, but another poster here flat out denied the standout points I and several others were making in that exhaustive thread I mentioned. How do I deal with that? As I said, Dragon Age is a strong game. Definitely one of the strongest CRPGs in many years. If flaws are overlooked because of that, I can deal with it ;) |
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Truth to be told, after 150 hours I still had sacrificed a major amount of specializations. I skipped almost all Primal spells, skipping all the iconic damage spells like lightning, fire and frost. I also skipped Spirit (pointless IMO) and Entropy (I wanted them but couldn't afford them). I took Spirit Healer, Battlemage and Keeper because they fit my build. Especially Arcane Warrior and Shapeshifter is a completely different playstyle. Granted, I played a mage, but when it came to Rogue or Warrior, the Specializations made all the difference. Quote:
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Melee in DA:O was different based on specializations. A Berserker clearly made a different character than a Champion. The only D&D build missing from DA:O that comes to mind was the Monk. There's a logical fallacy that believes that more classes means more diversity, where the opposite is true. The only advantage of a class-based system compared to a skill-based system is to enforce group diversity, but you rarely want more than handful of classes to accomplish that. Instead you want mechanics that allow you to change as much as possible within the class. In 3.5 some classes were excellent. Fighters, Rogues and Mages clearly had diversifying your character in mind. There was a phletoria of different archetypes that could be made within those classes. Fighters thanks to the great amount of feats you got. Rogues were no longer thieves, they could be everything from assassins, to spies, to thieves, to agents etc. Mages had a lot of different spellschools and metamagic feats. A Paladin is a Paladin, a Monk is a Monk and a Barbarian is a Barbarian. Unlike the three mentioned above, these classes were extremely tied to a certain build. Rangers were funny since they were more about "are you a 2 handed fighter or an archerer?" than being a ranger. Talent trees slapped on a fighter or rogue could easily replaced these classes. That said, feel free to explain exactly what in the D&D 3.5 mechanics that you feel is missing. |
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When speaking about DA:O I could speak about "my build" and if I do I am forced to use multiple sentences on why I specialized my character in a certain direction. When speaking about Mass Effect, Gothic, Oblivion, Fallout 3 etc there's really not much to speak about. |
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Dragon Age was great in several areas, but unfortunately I don't think the character system lives up to the BG legacy. Far from it…. |
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When it comes to NWN2 it's built on one of the most advanced PnP games ever made. We will probably never see that kind of game in digital form again, neither will we see a new cRPG with that sort of complexity unless it's based on another popular PnP system (I wish Vampire would get a proper game based on it). That said, I cannot agree that melee in D&D 3.5 was that advanced. What D&D 3.5 have is an extremely advanced spellcasting system. Quote:
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There must be a reason I have no desire to experiment with new characters, and I promise you - I'm not one to cheat myself out of a good time. So, either I was blind - or there really weren't too many ways to diversify rogue/fighter. Quote:
I don't think the Rogue is a forced utility character at all. It used to be, back in the 2nd Edition days - but 3+ edition changed all that around. I love playing a rogue, and they can be extremely powerful as well. They also happen to be one of the most popular classes in D&D Online - where stealth is implemented fantastically well. Quote:
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It's not the amount of classes in D&D, it's the customizability - especially in terms of multiclassing and feats. You can make pretty much whatever you want - and end up with countless characters that play COMPLETELY differently. Nothing at all like that in DA - where you can't even multiclass. Pretty pathetic, when you think about it. Quote:
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Again, Dragon Age has NOTHING to compare with it. You think a few "specializations" make up for the lack of multiclassing, the pathetic 3 classes, the lack of a feat system - and things of that nature? Believe me, it's nowhere near that. Quote:
You seem to be oblivious to what diversity really means. |
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That's the problem isn't it. That's exactly why I'm bitching about Dragon Age, and why I don't understand someone like you, who would seem to appreciate old school mechanics, is so forgiving of the mainstream approach. The melee system is a LOT more advanced than Dragon Age. The easiest way to appreciate this, is to play Temple of Elemental Evil - where they implemented most, not all, but most of the options available in melee - and that's OUTSIDE the character system. Quote:
Besides, I actually think the combat system was better. Not so "fancy" looking, but a lot more interesting than the endless samey grinds of Dragon Age. Pretty much 80% of ALL the battles in Dragon Age was about taking out 2-3 main guys at a distance (or close in fast) - and then clear the rest. It was fun for ~50% of the game, and then it became a chore. I rushed through the entire final act on hard - simply because I couldn't stand that endless cycle of repetitions. At least Baldur's Gate had interesting setups and for its age, the battles were very challenging and diverse. |
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Less is more when it comes to classes. The feat system was only fully utilized by fighters and wizards in 3.5. Quote:
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I am naturally biased to a game like Fallout 2 that use a skill system. Quote:
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In BG1/BG2/NWN1/NWN2 I played a cleric and in DA:O I played a cleric-like mage. Playing a buffer/debuffer means tactical choices almost every second. Where friends are, were foes are, what friends use as equipment, what foes use as equipment, difference in classes, amount of health/stamina left etc I got the "killed 250 opponents without dealing damage" achievement early on. |
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3.5 is full of customisation. Quote:
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4.0 and real customization? Have you been drinking? ;) Quote:
Maybe for DA2 they'll have just 2 classes - because a Rogue could have been a Warrior ;) Ehm, no. Quote:
What is it with you and focusing until the point of blindness? Yeah, fighters and wizards got more feats - but the other classes each get at least 7 - and feats can be pretty decisive. Besides - and this is the key point: Each class can be a multiclass. You could argue that there should never have been classes in the first place, and just a larger set of feats. But I really enjoy the idea of a core class with some innate powers and features - it adds flavor. Yeah, that goes for the Paladin, Barbarian, and Ranger too. Those classes each contribute greatly in several builds. Not a lot of classes are too interesting standing alone, but that's the point - they shouldn't be. That's what makes D&D 3.5 so rich in flavor, and Dragon Age so poor. 4E suffered from similar streamlining mistakes where you have much fewer interesting choices and the moronic concept of "aggro" and "tanks"… Something that should never have been invented for a decent CRPG. Quote:
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There are 4 specialisatons pr. class and they make only a limited impact on playstyle, except in a few rare cases - like the Blood Mage or the Arcane Warrior. Do you have other imaginary "facts"? ;) Nah, I'm out. I have zero interest in a "yes" - "no" endless cyclical debate. You think Dragon Age has as much diversity as D&D 3.5 - and I think you should remember that for future reference and talk about it with your friends. Eventually, it will become clear - because it's SO far removed from reality that I really don't need to argue my case - which would only fall on deaf ears, obviously ;) |
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I could imagine a "thieving tradition" whoch doesn't include backstabbing - because thieves just don't kill people. They just take away. ;) For a *successful* thief, backstabbing wouldn't be needed. "Real" thieving is imho rather about remaining in the shadows. ;) I only write this because I'm not used to backstabbing with the TDE thieves. It's just not a "typical skill" for them. ;) |
JemyM, as in a previous post of yours, you called classes like the Barbarian and Paladin very limited. From my experiences in both tabletop and video games however, this is not the case. Especially claiming that the Paladin and Barbarian are limited to one build strikes me as ridiculous.
Even if you limit yourself to the 3.5 Player Handbook I and Dungeon Master Handbook I, you still have a few ways to go about with those classes. But if you include books like "Complete Divine" or "Complete Champion", the possibilities feat wise alone for the pure Paladin will offer as many if not more different play styles than possible to the fighter. Claiming that they should simply be talent trees for rogues or fighters also strikes me as an odd thing to say since you would down right ignore several fundamental class mechanics of 3.5 by doing so. I also heartily disagree with your claim that rogues are pushed into a utility role, they do not really sacrifice anything for obtaining that utility while getting large combat bonuses in the form of sneak attacks and survivability. If one would insist that they are being pushed somewhere, than it is to do worse in combat with mostly undead creatures. Placing melee combat under the simple therm of larger hits, crits or more hits feels like completely ignoring tactics like flanking, sneak attacks, flat footed and many more. But more importantly, you seem to blatantly ignore the interaction of magical effects and melee. In Dragon Age it is limited to adding 5 or 10 damage to your weapons, but in Dungeons and Dragons you have spells like magical weapon, bless weapon, holy avenger, ect… which have an enormous impact. Lastly, I detest skill based systems. Especially in an environment with multiple participants. Reason for this is that because everyone has the same options, there is no true diversity. Classes however, allow you to automatically put restrictions in place. While I am not a big fan of WoW, I have to admit that it is an interesting game to analyze various gaming mechanics. While it works with classes at the moment, up until now the various skill choises that are useable in the game are nearly all available to any class. Anyone can basically pick their role with various similar abilities, very similar to a skill-based system. Class choice at the moment, really does not limit you (apart from single skilled classes like Rogues, which have become very unpopular). What is the result of this? Many are getting the same lackluster feeling concerning diversity that I get with skill-based systems. Same with Divinity 2, what was I at the end? I felt a bit of everything. In Morrowind or Oblivion I restricted myself. Otherwise the same would happen, I would feel as if my character had no identity. Diversity is in my opinion only obtained through limitations and not by options. |
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NWN2 was mentioned as comparison. NWN2 do not have Complete X stuff. Quote:
In DA:O there are only 3 classes, but each class have 25 talents, or skills or spelltrees or whatever you would like to call them. It is possible to build a paladin, a barbarian, a cleric, a ranger or a bard etc even if those aren't official classes. That doesn't mean DA:O have as much in it as D&D 3.5, but it is an example of lack of classes doesn't necessary mean lack of diversity. As a new system in a new RPG, it is difficult to name many systems that have the same amount of diversity. Quote:
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To quote myself; "The only advantage of a class-based system compared to a skill-based system is to enforce group diversity, but you rarely want more than handful of classes to accomplish that. Instead you want mechanics that allow you to change as much as possible within the class." |
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Yes, I know. But it kind of angers me to see all games of this world being taken as having a single system as its foundation … It's like the Out Of Africa theory to me.
I'm a bit touchy, I think, because saying "it comes from that game" is also a neat portal for those who are ready to use the "unoriginality" reason to smack up games they don't like, just in general … It's easy to say "na, game X has had it MILLENNIA before …" |
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