Casters and Armor and the passage of the days.
Heindrich
Member, Moderator Posts: 2,959
The AD&D systems seems to be very strict when it comes to Armor and casting. Namely you cannot cast any spells when you wear any armor or helms. Does this mean that for a Fighter/Mage or other Fighter/Caster character, realistically you can only cast spells with long duration if you choose to walk around in your armor? If this is the case, I see little point in memorising any offensive spells, since I cannot use them unless I take off my armor.
Also somebody recommended that I should give Jaheira the best armor I can afford so she can tank effectively... but if I do that, she cannot use her cleric spells... what am I missing here?
I thought you can achieve negative AC modifiers, but when I cast Armor on my protagonist, who has AC 0 normally with his Splint Mail, and then put the armor back on, his AC was still 0... Does that mean magical Armor is not stackable with physical armor?
Also does the passage of time affect anything in the BG games? Like can I wander around and explore for as long as I like before I move onto the next stage of the journey? Sometimes I just leave my game in the background without pausing cos I forget it isn't turn-based. In other words, is the ingame time a valuable commodity?
Like in Avernum if you don't do the main quests within certain time limits, the towns you are meant to be saving become increasingly ravaged, town-NPCs start to die off, and eventually around the 80th day (or something like that) u get teleported into a tower of demons whether you are ready or not.
Also somebody recommended that I should give Jaheira the best armor I can afford so she can tank effectively... but if I do that, she cannot use her cleric spells... what am I missing here?
I thought you can achieve negative AC modifiers, but when I cast Armor on my protagonist, who has AC 0 normally with his Splint Mail, and then put the armor back on, his AC was still 0... Does that mean magical Armor is not stackable with physical armor?
Also does the passage of time affect anything in the BG games? Like can I wander around and explore for as long as I like before I move onto the next stage of the journey? Sometimes I just leave my game in the background without pausing cos I forget it isn't turn-based. In other words, is the ingame time a valuable commodity?
Like in Avernum if you don't do the main quests within certain time limits, the towns you are meant to be saving become increasingly ravaged, town-NPCs start to die off, and eventually around the 80th day (or something like that) u get teleported into a tower of demons whether you are ready or not.
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Comments
Pure Mages can get away with not buffing up at all (although an Armor type spell is always handy for stray arrows). This means they can concentrate more spells into disabling enemies, and let your fighters do the chopping up.
Druids are horrible....low level they don't get crap, but healing (which if you make use of buffs/debuffs isn't needed at all), and higher level gets 2 niche spells that are nice, but hardly game-changing. Their elemental summons are pretty nice (but not the HLA versions), and some of the HLA spells can help round out their otherwise lackluster spell selection but take up 7th level slots which are at a premium.
I don't even include R/C since the whole class is one massive exploit, that only hasn't been fixed due to massive pressure from cheaters who don't want to lose their cheese class. The only reason it wasn't corrected is because they used the same spell system from BG1 in BG2, which combines all divine spells on the same table and just added new spells, and it would be a fair bit of work untangling them (and having any of the usable classes allowed access to all spells, even though a R/C shouldn't get any druid spells at all until level 8 ranger, and only up to 3rd level max by 12th), instead of using separate spell tables for each class like IWD did.
Simulacrum is wrong, PI is wrong, Mislead is wrong. (these I agree with, also one more, the Simulacrum isn't supposed to be wearing ANY of your gear, it's only supposed to appear that it is...so wearing RoV and casting it shouldn't affect the Simulacrum, but currently does).
RoV is made up, and can have whatever they want it to do (though it would be a touch more balanced if it only affect spells up to level 6, like the spell Alcarity (reduces cast time of spells up to 6th level by 4 to a minimum of 1 for 4 rounds)) and pre-ToB was kind of meh...more icing then anything else. (If improved alacrity actually did what it's supposed to, wouldn't be an issue. It's just supposed to reduce cast time of spells up to 9th level by 6 to a minimum of 1 for 4 rounds...not remove the 1 spell per round limit).
That last pick is technically legit (although Carsomyr is supposed to be a generic +2 2hd sword in the hands of non-paladins....and UAI wouldn't help, since it's abilities are actually supposed to be a paladin class feature, rather then an innate ability of the weapon)....hell, kensai's aren't even supposed to be prevented from using armor...it simply disables their bonuses if they do so (since their combat style is based on quick, precise strikes to exploit weaknesses in an opponents guard, and can't afford encumbrance).
And everyone could learn to make traps, if the NCP system was implemented....they'd pretty expensive though to do spike trap level damage.
I do agree UAI is overpowered....all it's supposed to do is allow thieves to use scrolls up to 6th level with no chance of failure (they're supposed to be able cast from scrolls at 10, but have a 65% chance, -5% per spell level for it to work) and to use wands....that's it... (the Bard version of UAI allows them to use items normally restricted to mages, which is the closest it comes to BG-style UAI).
But that's still no excuse.