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#151 | ||||
Zhentarim Guard
![]() Join Date: February 14, 2004
Location: Georgia
Age: 49
Posts: 357
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The problem is that the critics here are not answering this question: is it fun? Time and time again, they are claiming it is unreasonable, wrong, unprofessional, implausible, unrealistic, etc. I am merely answering those accusations (which are, in many cases, patently incorrect and unimaginative, and contrary to the flexible and creative spirit of D&D). Here, maybe we can simply agree to disagree on what is fun. This debate would be a lot better if people would admit "I don't think that's fun" instead of trying to prove that Tactics is so wrong for offering the option. I thought the Tactics componants I've defended were fun (except Improved Faldorn which was impossible for me to beat legitly and therefore not fun; and Small Teeth Pass which I haven't played). For example, I think Improved Ilych, and Improved Bodhi, are fun. If you don't think it's fun, just say so, and I will have no disagreement with that, because "fun" is the player's opinion and the player's choice. Compare: "I don't like the sky being blue." vs. "The sky cannot be blue, it's not realistic." "The sun should not make the sky pink and purple, it's unprofessional." Quote:
A mod isn't bad just because some player can't think of (or you failed to read) a story justification. E.g. one player here said that Bodhi should be a normal vampire with no special powers due to this player's perception of Bodhi's unflinching role in the story. I say that you can reimagine Bodhi's role and see her as a powerful adversary. A mod isn't bad just because it doesn't adhere to every stat in the Monster Manual. The dungeon master in traditional D&D can modify a monster's statistics at any time to make the game more fun. I only ask that Weimer be given the same consideration, if you choose Tactics as your DM/adventure-giver. A mod is bad if it is not fun. Tactics, on the whole, is definitely fun. Quote:
It's an unfair argument trick to say something is wrong just because an extremely exaggerated variation of it would be wrong. For example, it's not fair to say that Libertarians (want less gov't) are wrong just because Anarchists (want no gov't) are wrong. Another example, it's incorrect to say that drinking alcoholic beverages will kill you, just because drinking 2 gallons of Vodka in an hour would kill you. The killer-cave mod is not a Tactics componant. If you think some componant of Tactics is equal to a killer-cave (in fun, or in quickness of death, or impossibility), then say that directly. Don't just say that killer-caves are wrong and therefore Tactics is wrong. Quote:
I love the idea of walking into an area, a dragon kills 2 of the party members, and yet you survive, win, and ressurect. Heck, even if someone gets chunked, you'll always have that epic story of the time you faced nearly-impossible odds and won, and put a plaque where Nalia got obliterated. That is epic heroism, in game-terms, to me. Before someone says it's wrong, they should claim it's impossible. I remember the days when people said soloing with a druid is "impossible" and that was proven wrong. Calling "impossible" issues a challenge to other players, to see if it really is impossible. If it's really impossible, then there is no point in playing it. And if no one plays it, then obviously it's not fun, and it's not a good mod. For me: "impossible to beat legitly" is the worst (and also the best) criticism you can lay against a mod. If SixOfSpades did testing and determined that Improved Faldorn was impossible to beat legitly, then I would agree that componant should be changed (AFIK, he did, and I do). For me, Impossible To Beat Legitly = Not Fun. I still disagree strongly with the pervasive idea that "Not Playing By Every Sacred Rule" = Unprofessional / wrong / unreasonable. For example when people say that Skeletons should not be able to cast a Horror spell because they didn't have this ability in BG1 or in D&D - I disagree with that. Skeletons casting adds to the fun, and is therefore good (regardless of whether it is plausible or realistic, which, by the way, it is. If you have imagination.) [ 08-31-2004, 07:36 PM: Message edited by: Hank Parsons ]
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#152 | ||
Fzoul Chembryl
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Location: Wa\'eni\'n
Age: 39
Posts: 1,701
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[ 09-01-2004, 07:46 AM: Message edited by: JrKASperov ]
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#153 | ||
Elminster
![]() Join Date: November 4, 2001
Location: North Carolina, USA
Posts: 469
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DM: "Ok, so... you're walking through the woods & a Dragon breathes fire on you... roll your Saving Throw vs. Breath Weapon." Player: [spitting out Doritos] "Whuh? How'd that happen?!? Where'd it come from?!?" DM: "It was flying overhead... oh, I see you've failed your roll... that's... 146 points of damage. Wow. Sorry, you're dead. By the way... never mention Azuredge to me again." The DM should, to some extent, take care of the players & the enemies, making sure neither dies in an unforseeable, unavoidable way (& yes, that does basically equate to "keep it fun", but a little more specifically). - Imrahil |
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#154 |
Jack Burton
![]() Join Date: May 15, 2001
Location: The Netherlands
Age: 41
Posts: 5,888
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Okay, maybe it would in fact be a wise idea to change this thread from a "Tactics Bashing Thread" to a somewhat more supporting one. So far I've seen only Six and myself (might be self-centered me, yes) spout off some improvements.
Is it an idea to change this thread to a discussion on how to make Improved Bodhi more challenging and less cheating? |
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#155 | ||||||
Symbol of Cyric
![]() Join Date: November 17, 2002
Location: Sweden
Age: 39
Posts: 1,359
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[ 09-01-2004, 04:46 PM: Message edited by: Rataxes ]
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#156 | |
Dungeon Master
![]() Join Date: August 21, 2004
Location: myths
Age: 41
Posts: 60
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And, IMHO, improved mindflayers were a lot of fun to fight against. |
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#157 | |
Elminster
![]() Join Date: August 27, 2003
Location: The Great White North
Age: 51
Posts: 462
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#158 |
Silver Dragon
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Location: Wales
Age: 45
Posts: 1,617
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I'd like to see a minor mod that allows characters with high intelligence see through invisibility as per 2nd edition rules.
Anyone up to making this?
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#159 |
Symbol of Cyric
![]() Join Date: November 17, 2002
Location: Sweden
Age: 39
Posts: 1,359
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That wouldn't just be a tad overpowered you think?
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#160 | |||||
Zhentarim Guard
![]() Join Date: February 14, 2004
Location: Georgia
Age: 49
Posts: 357
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I know we want to get back to Improved Bodhi suggestions... but since there isn't a thread for Small Teeth Pass, and most of the comments on it are in this thread already, I have this explanation to add. From the author of Improved Small Teeth Pass himself (Mike Barnes, not Weimer):
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In this (easy) game, you can ALWAYS buff before you get to enemies. Many times the player has used this unfairly to his advantage, throughout the game (yawn). Can you not accept this one handicap, of not pre-buffing to invincible, on this one battle? Truly good players are proud of their handicap, like in golf. You give yourself a disavantage in order to give the enemy a chance against you. That's what Tactics offers. * I will offer a suggested improvement for Small Teeth Pass. There could be a one-round timer and dialog when you enter the area: "You notice the chirping of birds has ceased. There is an eerie silence. You hear the rush of winds, leaves rustle and the trees creak, as if large wings in the sky. Do you wish to: (1) Scan the sky. (2) Peer into the shadows of the forest. (If 1...) Suddenly, over the green tree-tops, you catch a glimpse of a massive reptilian figure flying towards you, just above the tree-tops, with it's gaping maw open! You have 5 seconds to hide before it is upon you. It is currently too far away to hit it with ranged weapons or spells." Then, you could optionally turn around and "travel" to a different area immediately. Or you could spend maybe one round applying a quick buff, or attempting to Invisble, scatter, or hide. It should be not-enough-time to apply the usual onslaught of buffs, though. Quote:
Tomb Of Horrors by Gary Gygax (supposedly for levels 10-14). It's made quite a franchise, over the years, as they've released a novel of the same name, 7+ editions of the game module, in 1998: Return to the Tomb Of Horrors, and 1999: the Tomb of Horrors box-set. Most info: http://www.acaeum.com/DDIndexes/ModPages/S.html Download the module for like $5: http://www.svgames.com/tsr9022esd.html I like (and own) the 5th edition, with the green cover and the (awesome) illustration of the Lich, and the cleric brandishing his holy symbol while the party cowers in fear. The lich appears clearly more powerful in this illustration. But the lich is nothing compared to a cave that simply collapses and buries you alive, or a spike trap in the floor with no escape. Quote:
As for "undroppable" that is merely a smart way to keep the game balanced (to keep the players from getting copies of unique items, or from getting so many items). If you require greater justification on this, imagine that you've destroyed the weapon as you killed the enemy, or that the particular item they used was somehow tied to their life-force (just like your own Valgyr's Family Armor, Xan's Moonblade, Imoen's Belt, etc.). See? It's not very hard to imagine something, unless you're dead-set on the prejudice that it's "impossible" because you don't like when the enemy uses your own medicine against you. For some people, I think losing the battle is clouding the vision of what's possible and fair. We're so used to the idea that if we don't win the battle, it must not be fair. Quote:
[ 09-01-2004, 05:29 PM: Message edited by: Hank Parsons ]
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The NEW Improved Bodhi (Tactics v. 17 spoiler ) | teardropmina | Baldurs Gate II: Shadows of Amn & Throne of Bhaal | 10 | 03-18-2004 08:27 AM |
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