Thrasher
Wheeee!
However, it appears that pickpocketing is VERY OP, and I seem not able to resist the temptation to exploit it. Probably will tire of it soon enough.
However, it appears that pickpocketing is VERY OP, and I seem not able to resist the temptation to exploit it. Probably will tire of it soon enough.
That's the key isn't it.
fun
If it gets too repetitive then I will start crafting for money. But all the free skill books obtained by thieving is hard to resist by someone who wants to play with all the toys as soon as possible.
Regarding the D&D System: I remember having played NWN2…and I strongly disliked that character system. Pretty much required me to plan the character ahead and to put my points into the right stuff for that specific level, or I might have trouble to take my other choice 5 or 10 levels ahead. Not a system I'd chose as example for great design. No idea about newer d&d systems though if there are any.
Personally I love DnD3.5, and planning out my character builds carefully over the course of a few days. In a way it was a fun puzzle to figure out how to interleave attribute, skill point, and feat additions in a way that empowered a multi-class character build. It was magic for me.
NWN 1/2 is much more rigid than OS 2 though. No respeccing!
Actually I just wanted to play a melee character who, at the same time was also good at dimplomaty as far as I remember. And NWN2 was especially bad regarding that, as most interactions could only be done with your main character.Very true, D&D is rather opaque if you want to powergame and create the strongest characters.
I'd put it differently: They wanted the player to feel that he can experiment freely.In DOS2 - they clearly didn't want anyone to plan anything - as they give you a 100% free respec mirror
That's very convenient, but also removes a lot of replayability and strategy
Imho a game should never require you to "study" a character system for days if you want to have some decent result. While I kinda love minmaxing to some degree, I think that this is bad game design, and might stop players to even start.Personally I love DnD3.5, and planning out my character builds carefully over the course of a few days. In a way it was a fun puzzle to figure out how to interleave attribute, skill point, and feat additions in a way that empowered a multi-class character build. It was magic for me.
NWN 1/2 is much more rigid than OS 2 though. No respeccing!
Actually I just wanted to play a melee character who, at the same time was also good at dimplomaty as far as I remember. And NWN2 was especially bad regarding that, as most interactions could only be done with your main character.
I'd put it differently: They wanted the player to feel that he can experiment freely. But I personally would actually have prefered some "decent" costs associated to it.
Imho a game should never require you to "study" a character system for days if you want to have some decent result. While I kinda love minmaxing to some degree, I think that this is bad game design, and might stop players to even start.
Some other examples of games who did this are Wasteland 2 (gated skills, missing retroactivity), Might and Magic X (almost impossible to judge the classes on the initial presentation alone without having a deep understanding of the game, could lead to being stuck in the first part of the game), Lords of Xulima (again, missing retroactivity, some "timing" of increasing the skill at the right levels required) and ofc Oblivion which has the worst skill system I have encountered yet (by not just being unintuitive but actually counter-intuitive. The choice you intuitively think is best, is actually the worst).
Hah, found my old NWN2 build which I did in the tool:
http://nwn2db.com/build/?43734
Just look at the "Outline". Quite colorful
No idea if this character would have been any good in combat. Just wanted to have decent main character for dialogues and interactions for this main character centric game.
Actually never really played it long enough to matter. Stopped playing after a couple of fights and horrible experience with the controls and party-AI.
And that now ties in, into the other thread "A thought" which was about finishing / not finishing games.
Didn't follow any guide. Just used the wiki to inform myself about the system, requirements, skills and all that stuff and built the character accordingly. And actually there wasn't tons of wiggle room from what I remember. But that's 5 years ago now.
Regarding replay value: I think DOS2 actually has lots of replay value. There are two origin characters you will not have used yet and there are lots of decisions you could do differently, also because the game isn't really as black and white as Bioware games (speaking of ME1&2, Dragon Age 1) where you only have "good"and "evil" choices.
Also while you could have done almost everything skill wise due to respeccing, I don't think that people generally do that. Personally I pretty much stuck to my choices and only used the mirror to optimize (and to exploit some options only available to characters with petpal+other characteristic). So personally I'd try out a thief when I played the next time (which I won't as I only play through games once in general). Ofc generally I agree that it reduces the replayability by some margin.
But on the other hand, I can't really think of any other game where this is much different. E.g. in Pillars of Eternity, you can use henchmen. Or in other games you could just temporarily swap a character who is skilled differently. So you could already have seen every aspect in that regard as well.
In that case, I'm very confused as to what your problem was with building a strong character
Well, I almost expected you to laugh about what I put together back then.
But that said, I am not bad at putting characters together, understanding systems and whatnot. I also did this for Xulima and that for M&M X which I mentioned as well as bad examples for getting you in the game.
My "problem" with that is just, that I think it's a bad design philosophy to highly incentivise planning your character detailed with knowledge you can't normally have yet (without external sources), before even starting the game.
If I start a game like these without planning ahead, I might have played 10 hours, realize that I did a bad mistake with the initial choices and than have the decision between:
-correct the decision and start over
-live with the decision and constantly feel bad for the remainder of 90 hours of playtime
-just stop the game because both of the choices suck
If you are the kind of person who doesn't care regarding the second "choice" or you like replaying games anyways, then ofc you'd never have this problem. In that case your character will just be worse off because you didn't know better, which in that case is the "game's fault". I am not judging whether this is a good or bad thing.
But I think it's a lose-situation for most kind of players in some way.