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Old 07-02-2004, 05:15 PM   #24
Hank Parsons
Zhentarim Guard
 

Join Date: February 14, 2004
Location: Georgia
Age: 49
Posts: 357
I do not disagree that Improved Faldorn is too difficult (or, impossible) to beat. I do not disagree that Faldorn's stats/abils are outside the normal limitations.

I like Six's reviews (except the part when he said Weimer is out-of-touch... in the Weimer quote you gave he appears to be sarastic in saying she's "shall we say, a bit strong"). Weimer knows what he's doing, he's doing it on purpose and it is in fact the very point of Tactics, isn't it? Now maybe this particular componant is beyond, and if all of Tactics was this hard it would be no fun at all. But is it still within what you bargin-for when you install Tactics?

Now, to my real point for this post. If I can phrase it. The best way I can think of to say it is: WHY SHOULD your character be able to slaughter any and all enemies in the game? Should there not be forces which are stronger than you, at any given level/chapter? Do you really insist that in the entire life of a baahlspawn, you should never face a battle you cannot win?

(I'm not offering justification for why Faldorn would be that one power you couldn't defeat -- how about Eliminster, god-like powers, etc. -- but more generally stating that the world could/should include forces more powerful than you at any time.)

What's broken about the game if you turn around and leave? Trademeet town is screwed, you lose a little experience and an item. Life goes on, and you fight other evils elsewhere. It's not like some loop that won't let you escape until you win, that would truly be unreasonable. Six already answered this above:
Quote:
Originally posted by SixOfSpades:
[QB] At least nothing truly essential is blocked off: You won't become the Hero of Trademeet, and you can't do the Trademeet Crypt or the Skin Dancer quests, but at least you can buy things like Blackblood, Tansheron's Bow and the Belt of Inertial Barrier.
The theory I'm working with -- Faldorn's*cough*Devil's advocate -- In specific response to your objections:

1) "Forces the player to include...a Druid... which is an unreasonable requirement for a major quest." >> No. It would be more unreasonable to say that the entire game-world should include nothing which is for-druids-only. That would be to throw away the whole idea of the Druidic hierarchy, the challenge for leadership. It is a "major" quest, but it is optional and untimed. Any other class can clear this quest up until Faldorn, and then tuck your tail and go home with the knowledge that you did not have the birthright to fight against a druidic leader in her home-grove.

2) "Improved Faldorn forces the player to wait until the very final stages of SoA." SO?? What is wrong with Tactics Mod (which is designed to make the game harder), changing one of the easiest quests from the very start of the game, into one of the hardest quests which you must save until the very end *if* you want to fight it? (I would actually advise, don't fight it, but admit there is a force you cannot beat and go home until you are prepared to return with god-like vengence).

3) "Improved Faldorn cheats in so many ways that I can't even number them." From the perspective of game-engine and rulebook technicalities, yes, of course you are right. From a standpoint of "Is this fun?" you may also be right, Faldorn cheats so it is not fun. BUT from a role-playing perspective, as a former Dungeon Master myself, I absolutely think that the game-world SHOULD present challenges which are inexplicable and unusual/unique creatures with abilities beyond the normal (perhaps a flying ogre, perhaps an inate ability for a b-spawn such as SlayerChange). I also believe the game should include enemies which are unbeatable through sheer force. (Ideally, to make it fun, there should be an alternative way around it, at least to escape it, if not defeat it).

FINALLY, the only justification I can offer for Faldorn's powers-beyond-what-druid-should have: Faldorn does say that she is magically enhanced and empowered while she is in her Druid's Grove shelter. There are many enemies throughout fantasy who are stronger in their home, not because of the walls but because of some kind of shared-power thing (Guess I am thinking of Saruman in Isengard before it is breached). This makes sense for someone like a Druid leader who is literally feeding on the power of her grove. Really, if you could just go in there and stomp the leader on the druid turf with no equipment, that should be saying a lot.

There's no question really, that this Faldorn is virtually unpassable at any stage of the game you're likely to be there, even if you wait. Unless you cheat or cheese significantly. I guess I agree that is going too far, but I'm trying to justify it. I'm thinking if I was a DM, and I had put that in my campaign to force the players to find other 'tactics...'

What do you think?

Has Weimer said he's going to tone it down?

[ 07-02-2004, 07:42 PM: Message edited by: Hank Parsons ]
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