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Icewind Dale II Forum Update

(PC: Single- & Multi-Player RPG) | Posted by Myrthos @ Wednesday - April 17, 2002 - 07:44 -
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From the IWD2 forums:

    Josh Sawyer

    Drow
    In the Forgotten Realms, drow were originally from an equatorial region on the surface. After they went into hideytowne, they got their white hair. However, they always had black skin.


    Restricted Fighter Feats
    Fighters can't take Spirit of Flame, Lingering Song, or Improved Turning, because they don't meet the prerequisites for the feats. Just because a character "theoretically" has access to a feat does not mean they can buy it whenever they want to.


    What's a Deep Gnome holding?
    A rock. Deep gnomes have the ability to shape stone with their hands.


    Point buy
    It's no less autocratic than deciding that people will be able to play tieflings and aasimar, but won't be able to play genasi. It's no less autocratic than deciding that there will be +1 versions of weapons available in the first store, but not +3 versions of weapons. It's no less autocratic than deciding your characters will be able to go to Targos, but won't be able to go to Bryn Shander.

    I've explained time and time again why die rolling in IE games is nothing like die rolling in PnP. It's a randomized point pool -- a randomized point pool that a player is allowed to "re-roll" hundreds of times more than any PnP DM would ever let them. Point buy with a fixed point pool is implemented as 1) an element of gameplay (you are restricted to the points you have, so allocating them is, strangely enough, a process that requires thought) and 2) as a an element of balance. The more controlled the range of ability scores, the more likely it is that we can balance our game for a larger group of players. Adding a "die-rolling" option (randomized point pool would be the accurate name for that) wrecks those goals.

    I'm sure there are some people who might want +3 weapons available in the first town for 100 gp a pop. That doesn't mean we should put them in there. There's a difference between listening to fans and pandering to fans. When fans have good ideas, yes, they should be listened to and contemplated. When fans have requests -- requests that are at odds with requests from OTHER fans -- well, of course you can't just do everything every person asks you to do. Requests have to be evaluated for feasibility and gain. While adding a randomized point pool is certainly feasible, I believe it compromises the goals of the majority of people who want point buy. I've stated and repeated the three most oft-heard complaints about IWD1, but I'll do it again:

    * It takes too long to generate characters
    * It's too hard
    * It's too easy

    Static point buy dramatically reduces the time it takes to generate characters, and makes the difficulty of the game more uniform between players. Judging from how QA has been playing through the game, it seems very obvious to me that IWD2 will not have the wild fluctuations in difficulty that plagued the original game and HoW. Remember: this is not a pen and paper D&D game.


    Why base a game on PnP
    The primary reason is familiarity. Even though the rules are not implemented to the letter, many of them are implemented at least in spirit. Players know that elves can resist sleep spells, halflings are good at being sneaky, and armor makes it hard to hit something.

    However, there are a lot of rules that present potent problems in a CRPG environment. Most of these rules revolve around what I call "uncontested re-rolls". I've actually discussed this a great deal with Dave Maldonado, who has very strong opinions on the subject. In a PnP RPG, there are many situations where a player rolls a die or dice for a particular result, and that result cannot be re-rolled, cannot be immediately re-rolled, or a botch/criticial failure results in immediate dire consequences.

    In a CRPG, most of these situations can be avoided through the use of uncontested re-rolls. Blow that roll to disarm a trap? Just re-load it and try again. Fail to memorize your spell? Just re-load and try it again. Didn't get the HP you wanted on level up? Just re-load and try it again. Failed to pickpocket that dude, thereby enraging the town? Just re-load and try it again. Don't like those six ability scores you rolled up? Just click again. FOREVER.

    The situations where a player cannot use uncontested re-rolls are usually situations where there are so many other random elements flying around that they cannot simply isolate that one check. Perfect example: almost all battles. My opinion is that any situation where a player could make an uncontested re-roll should be re-worked so that there is no random element after the level is loaded for that particular game.

    Blow that check to disarm a trap? Raise your Disable Device skill, find a way around the trap, or set it off and accept the consequences. Fail to memorize your spell? No, you didn't -- just remove the check. Didn't get the HP you wanted on level up? Forget that. Just set it to max. Failed to pickpocket that dude? You don't make him hostile, but you simply fail to pick his or her pocket. Raise your skill and try again later. Don't like those six ability scores you rolled up? Here, take these 16 points and add them to 10 in each stat.

    Uncontested re-rolls have a tendency to make player choice impotent. If you can make uncontested re-rolls to disarm a trap, it doesn't matter if your rogue put two points in Disable Device or eighteen. A DM isn't there to scold you or force you to deal with your choices. When the possibility for uncontested re-rolls is removed from gameplay, player choice is much more important. When your rogue with eighteen ranks in Disable Device strolls down the hall, there aren't going to be many traps that he or she cannot disarm. Feel good about that, Mr. or Ms. Player. You made character choices that result in easy success over the challenges your character was designed to overcome. When your strong fighter does epic damage to a target, feel like you made a good decision, Mr. or Ms. Player; you chose to put a lot of your points in strength.


    Failed pickpocket
    A failed pickpocket will result in a message that reads, "You are not skilled enough to pick the target's pocket." If you reload and try it again, you will receive a message that reads, "You are not skilled enough to pick the target's pocket." If you do something like use the Tymora bard song, have Cat's Grace cast on you, or raise in level, you may be able to pick the target's pocket.


    About the manual
    Baby boxes are becoming the new industry standard. The IWD2 manual is LARGE. If it were spiral bound, it would not fit in the baby box. Sorry. RPGs are the only games that really suffer because of the baby box movement.

    With respect to the Collectors Edition
    They will both have the same info, but the CE will be spiral bound. That's my understanding, anyway.
 
 
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