- Joined
- Jan 28, 2011
- Messages
- 99,628
Baldur's Gate is a party based game though, so the question is, did you always have essentially the same party composition
I agree that different classes should involve different tactics, but I don't think that this takes away from balancing all the other classes to be useful throughout the game. What ultimately happens then is that it becomes viable to play with a whole bunch of different classes. Not balancing your classes is fine: it'll make for a good game once or twice. But paying attention to balance makes the game much more replayable and opens up a much wider variety of options for the players. The options really open up and it feels like a more complete experience. It moves away from a "problem" that you need to solve once, to an actual difference in experience based on your own circumstances - like a true RPG should be.I see what you are saying but in so-called unbalanced AD&D RPGs being a Fighter or Druid is just as viable as being a mage. I have solo'd BG 2 with pretty much every character and to me the replay value didn't come from balance (which'd mean the game would have been the same difficulty) but rather the challenge that different character classes provided. My favorite runs were Inquisitor, Cavalier, Swashbuckler, Assassin and Jester and Skald - by no means extremely powerful, especially the latter.
But having to adapt to the different power level and the new tactics that came with that give that game life.
I see what you are saying but in so-called unbalanced AD&D RPGs being a Fighter is just as viable as being a mage
And then there's all the things that could possibly happen: spellbook lost/stolen, anti-magic zones, beholders and so on.
And Grunker, don't you find modern systems where every class is just as viable a bit boring? I really genuinely enjoy a lack of so-called "balance", especially in single player RPGs. I don't believe a high-level Fighter should be as powerful as a high-level wizard because in the AD&D system it's balanced in a way: wizards are fragile and flat-out bad early on, where Fighters can shine. Later on, the dynamic changes and Fighters become defenders, protectors and, well, door-stops.
Because, you supposed "conservative" fag, balance allows for replay value and non-gimmicky characters to be made and to be viable options in future gameplays. Or maybe someone else wants to try a character that isn't a mage. Why the hell should you be the one who dictates which characters are OP and which aren't? Do you have some sort of brain that just "knows" what everyone will enjoy or are you just another dipshit trying to make sure his little 6 pixel chracter is "the bestest" in the whole wide world?
The whole point of a god-damn RPG is to have VIABLE CHOICES AND CONSEQUENCES. If I wanted to play a game where the fucking mage is the only fucking option, I'd play a god-damn adventure game. Get your shit straight.
Imagine being able to do solo runs with each character class Jasede. It's practically impossible for some. And not fun with others.
Speak for yourselfNo one wants to see systems so poorly designed as that again.
the easiest I had with playing BG2 was with any sort of fighter thief combination, even if they're weaker than high level mages/sorcerers in absolute terms the game was even more of a breeze with my PC being Fighter/Thief (multi-class or dual-class).
This is where you fail. Multi-class already shows how big of a fail it is. If you can't play the game with a single-class, then don't make it a class.
Balance does not equal homogenization/loss of diversity. I've talked about this in previous posts. Look a few pages back.
In Arcanum, having the harm spell makes the game no longer "fun."
People call mages OP because they are.
The game wasn't correctly balanced around them. I'm not saying balance the game where everybody plays the same: I'm saying balance the game where each class is viable at every stage of the game and not OP/underpowered/boring.
Speak for yourselfNo one wants to see systems so poorly designed as that again.
(...snip)
I see you (deliberately?) missed the rest of the discussion. This is ALL stuff that deeper, tactical classes could do as well. Most of what you describe is PRECISELY what I took into account by writing this:
You will almost never have tactical depth, unless you don't play by the rules of course and makes shit up as you go (which many P&P tables do, which is cool)
For example, throwing a bomb into the dragon's gullet. You could have been playing any class ever - it says nothing about the design of the class. I realize you like AD&D Alex, and you're welcome to it, but that list is pretty much walking dead into my argument.
Bullshit, Alex. You are the one who for some reason made up a world where the absence of rules (or indeed, the absence of rules other than AD and fucking D) is needed for this kind of stuff. I have told you many times before how many campaigns I play in and DM that utilize these exact mechanics. That does not excuse the fighter in AD&D.
"Oh, but Grunker" you argue, "I like minimal rules when making shit up on the fly!" Oh shit... wait... you actually have a point... but... Then why the FUCK are you playing AD&D? One of the absolute best examples of how shitty that system is the level of complexity you need to understand and the number of completely different and arbitrary table-based systems you need to know at least superficially to play a guy who, by RAW, is not allowed to do much more than swing sharp objects at things. That, is hilarious. AD&D is not a simple system, yet it has classes that are shallow. There are much better simplistic systems out there.
"Oh, but Grunker" you contrinue, "maybe some players like complexity and some like simplicity!" OK. Fair enough. How lucky that Pathfinder's fighter can be played fucking blind-folded too, huh? There's also many other fantasy systems that provide this much, much better than AD&D which require the poor simplicity-liking player to understand the arbitrary piece of fuck that is AD&D. You're not saying "to make shit up, we need minimal mechanics," you're literally saying "too make shit up I need this set of bad mechanics!"
Funny, you using 4E as an example, seeing as I've stated in multiple threads, multiple times how I dislike that system, particularly because it goes out of its way to block shit like this. I do, however, like 3.5 and Pathfinder, systems where stuff like what you mention is more than possible.
Summa summarum: You like AD&D, and I really have no problems with that, but your arguments of placing it descriptively above 3.5 et al are arbitrary and irrational. I've told you these things before, and I'm fairly surprised I have to listen to the same arguments again. AD&D is arbitrary, it's a mess, and it was designed without an overarching goal. It isn't even a system in a sense that a system is a coherent set of rules that are all tied to the same core. I love it to death anyway and often play it, since it is the system I played the most as a kid without a doubt, but when taking time to consider what makes a good system and what we should strive for in the future, AD&D is the very anti-thesis to that.
Let's end it on a consolidary note, since the two of us so often have this debate: I hope, and I believe there is a slight chance from what we've seen so far, that Next can unite us all . I sincerely hope a generally clever and smart guy like yourself, you irrational like of AD&D not withstanding, is giving them feedback during the BETA.
None of those things are "going back" and all are in fact supported by 3e framework.For example, if I play things my way in 3.5 e, a wizard could probably end up with the same effect of having a feat, a prestige class or even another baic class because I let him have a new spell. If a game I was playig had a long downtime and a fighter asked to try to practice a certain fighting style, I probably would let him have a feat or two, outside of the ones you normally get leveling. Or maybe several skill points. I wouldn't feel bad in the slightest by adding a monster that could reduce your basic attributes, without any means of getting them back, or a magic artifact that would exchange our intelligence with your strength. Given I am doing this, it seems I am taking the stuff in D&D 3e and just throwing it away until it is like 2e or 1e again.
Alex said:Well, you can do this stuff in 3.5. You can do this stuff in 4e too. But a lot on those systems are just in the way and don't help me with anything.
For example, if I play things my way in 3.5 e, a wizard could probably end up with the same effect of having a feat, a prestige class or even another baic class because I let him have a new spell. If a game I was playig had a long downtime and a fighter asked to try to practice a certain fighting style, I probably would let him have a feat or two, outside of the ones you normally get leveling. Or maybe several skill points. I wouldn't feel bad in the slightest by adding a monster that could reduce your basic attributes, without any means of getting them back, or a magic artifact that would exchange our intelligence with your strength. Given I am doing this, it seems I am taking the stuff in D&D 3e and just throwing it away until it is like 2e or 1e again.
Simple fighter.Its still the easiest way to play BG2. For all the talk about how OP the wirards are in high levels, certain fighter builds can have so much AC that in high levels they are immposible to die out of boss fightsGrunker, just call me Horm
the easiest I had with playing BG2 was with any sort of fighter thief combination, even if they're weaker than high level mages/sorcerers in absolute terms the game was even more of a breeze with my PC being Fighter/Thief (multi-class or dual-class).
This is where you fail. Multi-class already shows how big of a fail it is. If you can't play the game with a single-class, then don't make it a class.
If they can manage that i think all of us will be happy. But l can't think of any game with total balanced classes without loss of diversity.Balance does not equal homogenization/loss of diversity. I've talked about this in previous posts. Look a few pages back.
None of those things are "going back" and all are in fact supported by 3e framework.
Unless you had houserules in the 10s of pages covering all the things 3E feats can do.
(...snip)
No, this is untrue. 4th Edition actively blocks you, 3.5 does not.
And even if it did, there would be other systems better suited to your needs that AD&D, with less arbitrary complexity that you don't use anyway.
This point can be expanded upon using this false statement:
For example, if I play things my way in 3.5 e, a wizard could probably end up with the same effect of having a feat, a prestige class or even another baic class because I let him have a new spell. If a game I was playig had a long downtime and a fighter asked to try to practice a certain fighting style, I probably would let him have a feat or two, outside of the ones you normally get leveling. Or maybe several skill points. I wouldn't feel bad in the slightest by adding a monster that could reduce your basic attributes, without any means of getting them back, or a magic artifact that would exchange our intelligence with your strength. Given I am doing this, it seems I am taking the stuff in D&D 3e and just throwing it away until it is like 2e or 1e again.
You are inventing and re-directing the rules just as much in 2E as you would be in 3E here. There is no difference. Literally. None. I run a campaign right now doing exactly what you are describing.
Sure, but I find the systems I prefer to be a far cry from D&D 3e.
The issue is that the rules in earlier editions, specially of old D&D, don't presuppose to tell you all there is about how characters learn skills, or become better magicians, or how they can change throughout the years. In 3e, there is a lot of effort to make sure that level is a good measure of a character's power, and any rule that subverts this is going against the spirit of the system.
Sure, but I find the systems I prefer to be a far cry from D&D 3e.
Yeah, so? I didn't say "play 3E" I said "stop talking about AD&D as if it was a good system, start playing other, better systems."
There are plenty of systems that fit your needs without AD&D arbitrary and overly complex bullshit.
The issue is that the rules in earlier editions, specially of old D&D, don't presuppose to tell you all there is about how characters learn skills, or become better magicians, or how they can change throughout the years. In 3e, there is a lot of effort to make sure that level is a good measure of a character's power, and any rule that subverts this is going against the spirit of the system.
I have no idea what you base this on, but it is untrue. I'd even go as far as say that 2E is worse at this than 3E.
If you want to just invent rules on the fly, all editions of DnD up to 3.5 are about the same. The advantage of 3/3.5/Pathfinder is how much stuff is built in so you don't have to houserule every little thing.None of those things are "going back" and all are in fact supported by 3e framework.
Well, about as much as they are supported by 2e. Except in 2e I don't feel half of the rules are in there exactly to prevent this kind of thing.
Unless you had houserules in the 10s of pages covering all the things 3E feats can do.
I don't need 10s of pages. All I need is for a player to decide, on the spur of the moment, that he wants to invent a new fighting style. Or to attack with all his might, possibly sacrificing accuary. Or that he wants to make a spell that amkes other spells last longer. Or anything, really. Of course, having all those feats tell you about all those possibilities, some of which you probably wouldn't think yourself. But the problem now is that the possibilities are now all about character building, rather than context.