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#1 |
Manshoon
![]() Join Date: December 22, 2002
Location: Pittsburgh, PA
Age: 48
Posts: 215
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Back from a long absence, and I just reinstalled BG2, and figured I'd try some new mods to add some flavor this time around. So I tried the Darkest Day mod. (forgive spelling and typos, I’m at work and typing in a minimized window)
Before I continue, let me say that I completely respect whoever made the mod and appreciate their efforts. Whoever made this mod possesses more computer know-how than I could ever hope to, and for some people, this mod must be incredibly enjoyable. But for someone like me who's pretty familiar with the old D&D rules as they appear in the 2nd Edition books, it's really difficult to get into this mod. I mean no disrespect to anyone who helped make this or plays with it. But, there's just too many indescrepencies for me to ignore and actually get enjoyment out of by playing with this mod. There's too many unrealistic damages, kit bonuses and restrictions, and tweeks that seem to be geared more towards pleasing people than making it comform to the rules. Personally, I was excited to try some of the new kits, but after viewing the stats for some of them, I had to admit that I almost uninstalled the mod right then. But it wasn't until I saw some of the spells that were added that I made up my mind to actually do it. Again, I'm basing my opinion on my own familiarity with the D&D book rules. For me, the rules set down in Darkest Day in respect to kits and damages and stats and, well... you get the point... most of what I was looking forward to didn't conform with what it was trying to emulate. So, as soon as I get off work, I think it's back to BG2 unmodded. Again, I'm sorry if this offended anyone, but that's my opinion... and I'm just curious if anyone else agrees.
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#2 |
Gold Dragon
![]() Join Date: June 18, 2002
Location: Wolfville, NS / Calgary, AB
Age: 38
Posts: 2,563
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Actually, I uninstalled when I couldn't get to any of the new areas. Sounded great (discrepencies are kinda irrelevant for me. Shouldn't there be a whole lot going on that we don't know about?), but after a night of FilePlanet, and all of 6(!) NPCs to show for my efforts, I uninstalled.
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#3 |
Symbol of Cyric
![]() Join Date: July 11, 2002
Location: NZ
Age: 38
Posts: 1,268
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I agree.
Just out of interest, when you said that when you saw the kits you almost deleted it right away, did you mean they were over or underpowered? I thought they were extremely underpowered.
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#4 |
Jack Burton
![]() Join Date: November 10, 2001
Location: Bathurst & Orange, in constant flux
Age: 38
Posts: 5,452
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Try some of the smaller mods about... you might enjoy them a bit more. [img]smile.gif[/img]
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#5 |
Iron Throne Cult
![]() Join Date: January 2, 2003
Location: Big Castle in the Sky
Age: 38
Posts: 4,835
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TDD did have a good variety of new class kits and spells, but some of them could have been better. Such as Drow BattleMonger, it is just another form of the Kensai, and some thief classes like Merchant and Thug aren't very useful. I uninstalled it (deleted it more like) because glitches were popping up in a lot of areas, but the absolute one thing that bugged me the most was the Trolls. With so many, it made the amount at the de'Arnise Keep look like a small portion.
But I agree with Lennon though, try downloading and installing Tortured Souls, that is a very good mod. |
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#6 | |
Manshoon
![]() Join Date: December 22, 2002
Location: Pittsburgh, PA
Age: 48
Posts: 215
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Quote:
Like, there's some odd obsession with the numbers 3 and 16 with whoever made TDD. Everything happens in 3's, and a lot of the bonuses kits get are at levels 1, 13 or 16, and something else. This said to me "This person knows that most characters start at a certain level, so they intentionally skipped adding stuff at levels you've already passed. It's supposed to be more fun, since you'll gain the ability as you play, instead of starting with it, but it's lame." Some of the restrictions I'd never heard of before, and made NO sense, such as Amazons only being able to be half-elves. WHY? That's... silly! The kit rules about losing 3 points or 6 points of a certain stat were ridiculous, as were the ones that allowed for natural 20's in stats. One kit, if I remember correctly, had a rule that 3 was the max charisma, while another had a bonus/penatly that you needed 17 Strength to use the kit, but you had a -1 penalty on your strength roll... meaning you'd only ever end up with 17 strength. As far as I'm aware, KITS can't impose such heavy restrictions to stats, if they can impose restrictions to stats at all! You can have minimums needed to use a kit, but never should a kit take away from your stats or enhance them. That's a racial trait at character creation, stat mods I mean. Kits are only to be chosen after your stats (previously modified by your chosen race) already meet the requirements for that kit... but TDD kits then further modify your stats. It's insane. It just seemed like the rules were poorly thought out. I should have taken it as a hint right then, but ... *shrug* [ 07-22-2003, 05:29 AM: Message edited by: 605 ]
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#7 | |
Manshoon
![]() Join Date: December 22, 2002
Location: Pittsburgh, PA
Age: 48
Posts: 215
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Quote:
Tortured Souls eh? Can someone link me? And will I need to start a new game to get to use it?
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#8 | |
Iron Throne Cult
![]() Join Date: January 2, 2003
Location: Big Castle in the Sky
Age: 38
Posts: 4,835
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#9 |
Manshoon
![]() Join Date: July 17, 2003
Location: Australia
Age: 47
Posts: 159
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Well I don't know anything about kits or restrictions but TDD seemed just ridiculously hard at the beginning (all those bugbears to fight) had too much difficulty getting passed the 1st lot without getting a few of my characters slain! But yep uninstalled it b4 making my way out the 1st dungeon....
so btw what r the new areas added in?
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#10 | ||
Iron Throne Cult
![]() Join Date: January 2, 2003
Location: Big Castle in the Sky
Age: 38
Posts: 4,835
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