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Scribing Spells, Disarming Traps, Picking Locks...

DurenasDurenas Member Posts: 508
edited September 2013 in Archive (General Discussion)
In the original BG, none of these actions gave XP, yet in BG2, they did. In some cases, the XP contribution in BG2 was pretty significant. IN BGEE, we did get XP but it was 1% or so of what you would otherwise have gotten. Will we see in BG2EE a return to the 1000xspell level xp gain for scribing spells into your book, and similarly for the rogue skills? Or are we continuing with what was done in BGEE?

*hoping for the older school xp gains*
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Comments

  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    You have to take into account the growth of XP brackets in BG2. After level 9, there is a steep rise in XP required; you need more XP to get a fighter from 9 to 10 than you gain in the *entire game of BG1*. And just as much every level thereafter.

    Spells mainly help with dual classing, because they allow you to regain early levels very quickly. Without that, dualing a mage in BG2 would be even more annoying. Traps/locks work similarly.

    In the big picture, though, it's not that much of an impact. At hundreds of thousands of XP per level per character, the few thousands you get from a spell or trap are but a drop in the bucket.
  • DurenasDurenas Member Posts: 508
    Oh I know all the reasons. I just want to know if the XP gained from these actions in BG2EE will be the same as it was in BG2, or if it will be similar to BGEE?
  • LateralusLateralus Member Posts: 903
    I'd rather they didn't award XP for those things. That's like awarding a cleric for praying successfully or a fighter for swinging a sword around. These things are a part of their respective classes every day functions, sometimes you succeed and sometimes you fail, not XP worthy.
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    @Amberion: the way I see it, BG2 was the benchmark. They added XP to the actions because that's how it is in BG2. As such, I don't expect the values to change for BG2:EE.

    @Lateralus: I agree it's a bit weird, and it certainly makes you think when dualing a class other than mage or thief. Maybe those two classes tend to be the most fragile after dualing and need a boost? A bit of a weak argument I suppose... From an RP perspective, you could see those two actions as providing insight and training, though, and thus be worthy of XP. While you're right that there should be an equivalent for all classes (like sparring for fighters, or praying for priests), I guess it would be much harder to implement those and so they didn't.
  • DurenasDurenas Member Posts: 508
    I think the purpose to rewarding XP for disarming traps and picking locks was to encourage rogue use, as opposed to sending someone in to trigger all the traps and break all the locks. Not sure about scroll scribing.

    I will say, though, that the XP loss from taking out this feature has to be made up somewhere. Otherwise we'll probably see a lot of XP grinding in places like the Fire Giant Lair.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited September 2013
    I'd rather see PnP level awards.

    Rogues get a flat 250 (PERSONAL) xp per trap or lock, regardless of level. And Mages/Bards get 500 +50 per spell level personal xp for every new spell they learn (and remove the ability to erase spells as it was in pre-tob BG2).

    Just give every one else a 10 personal xp reward per kill.


    Considering you can beat all of BG2 + ToB at a 161,000 xp cap....no...they don't have to make up $#^#.

    People who are obsessed with hitting max level will still do so since they don't care about playing the game, they only care about numbers, and I see no reason why they should be catered to further. They're basically cheating any way by farming xp...why not save some time and just SK/Console it in.
  • DurenasDurenas Member Posts: 508
    I would be very amazed if you could beat the final boss of Throne of Bhaal before level 10. I'm assuming you mean the 8,000,000 xp cap.

    I think we're just going to have to agree to disagree on this. I want the BG2 XP rewards to remain untouched, simply because there's no reason to take it out, and every reason to keep it in. It can mean the difference between one or two levels in the early game of BG2, and I don't see any reason why they would nerf it.
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    In the end, considering the millions of xp you earn, it just won't matter. Spells probably add the most, and at 100 spells of average level 5, that's still only 500k for the entire game; not even half a level per character in a full party. Traps and locks is probably less.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited September 2013
    No...I mean exactly the 161,000 xp cap from BG1 (I've edited the 2da to cap it at that and done several full runs, vanilla + Ascension hard-modes, including 2 solos...so..yes it's very do-able..and aside from the solos wasn't any different then playing with a party..just had fewer spell resources to work with). Nearly every class gets most of their benefits by 10 with just one or two minor perks beyond. Only casters meaningfully progress beyond that, and even then, it's just not needed.

    In BG2, 80% of your combat ability comes from gear, aside from casters. And even they have plenty of tricks at their disposal due to tons of wands, and being able to simply stockpile scrolls for later use.

    The shadow dragon was probably the hardest part of the game, due to it's Aoe - 6 levels level drain.


    And not only can you beat the game with a party using that cap, several classes can SOLO it just as easily.
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    The vanilla game is laughably easy for skilled and experiences players. Which is why so many of them resort to the plethora of mods that make it more of a challenge.

    I think that people who aren't used to BG and have logged a decade worth of experience will find the vanilla game reasonably challenging, and they'll be happy for the little tidbits of XP here and there. For veteran players and modded games, it hardly matters. So either way, the issue is not a big deal.
  • ghostowlghostowl Member Posts: 171
    Lateralus said:

    I'd rather they didn't award XP for those things. That's like awarding a cleric for praying successfully or a fighter for swinging a sword around. These things are a part of their respective classes every day functions, sometimes you succeed and sometimes you fail, not XP worthy.

    you could make the case that a cleric praying successfully is strengthening her connection to her deity (and thus making her a better cleric) and a fighter swinging his sword around is making him physically more fit / better at swordsmanship, thus making him a better, higher level fighter

  • sarevok57sarevok57 Member Posts: 5,975
    I think they should tone down the xp in SoA, yes I've played this game for years, but man, the xp in SoA is so high, infact, there is more xp in SoA than there is in ToB ( and that's including watchers keep being done in ToB) my recent SoA playthrough I had 3.85ish million xp when I hit ToB ( and that is without grinding, plus there really is no where to grind in SoA), and the very best I ever had in ToB without grinding is 7.2 million, so SoA gives 3.7 million xp when ToB gives 3.4 million xp, what I would love is that they toned down SoA xp and somehow increase ToB's xp, a mod that I would love is ( half xp awarded on "xxxxx has gained experience" , nerfed down xp on scroll scribing and thief jargon) and then maybe when you hit ToB it can go back to normal values, now of coarse this will never be implemented but if there were a mod for that, I would gladly take it ( and that's coming from someone who never uses mods, except for original harder demogorgon, because he is a joke without it) and yes maybe for new players my idea would hurt ( I still remember the first time I finished bg2 ever I was only at 2.63 million xp ) but still, the xp in SoA is huge, plus that garbage where in the original bg2 you get a +10% bonus on all xp except for xxxxxx has gained experience, which was completely ridiculous and not needed, and im glad that got rid of that, and the whole reason why im even going into this is now adays I race off to spell hold as quickly as possible, grabbing as small amount of loot as possible so I can actually make the items I find on my way useful ( because before, I would do absolutely every quest before spell hold -except watchers keep which I always save for ToB- and I would hit the brynlaw island at 1.9 million xp with amazing gear, making chapter 5 feel very weak, and most of the items obsolete) so now I race to spell hold right away to give the feel for making those items useful, but now a new problem arises, when I get back, im at around 1.8 million xp, and when I go back to do those optional quests, im way over level and challenges are just silly easy ( copper cohornet quest at level 15 I just silly) but on the flip side, they get done a lot faster and I just slice and dice without a worry or care, infact the time I hit the shadow dragon im already at 3 million xp, and all I cast on myself is haste, protection from evil, and remover fear, and I even talk to him first to give him a chance, and I win no sweat, but anyway, these are my dreams, maybe one day they will come true, but if not oh well

    < now rumor has it that scs makes the game a lot more challenging and such and would probably be great for me, but the one downside with that is, it sounds like a power gamer only type mod, and if I plan to play weak parties then im going to get squashed with no hope of redemption, much like that ascension mod for ToB, only used it once, beat it all and never used it again, there is no way I would ever be able to beat that mod with a team starting fresh at the beginning of ToB, and im one of those weirdos who sometimes like doing that sort of thing, so yeah, no scs or ascension load of silliness for me please :) >
  • lamaroslamaros Member Posts: 139
    You can customize your options from SCS, you dont have to install it all.
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    @sarevok57: the reason XP is so similar is that unlike many other games, XP in BG does not grow as you level up higher and higher. You basically need the same XP per level from 9 to 10 as you need from 29 to 30 (250k for fighters, 300k for paladin/ranger, 220k for rogues, 375k for mages, 225k for clerics, druids are weird, some exceptions apply). As such, it's not at all surprising that SoA makes up more of the total XP: after all, it's a much longer game.

    As for SCS, it has a gazillion customization options, and it was designed with the idea that it should remain beatable with practically every setup. It won't be as easy for some parties as for others, but it's doable. All it takes is some practice and good knowledge of the mechanics. Ascension is a bit tougher, but as long as you have a mage around it's also doable for nearly every party.
  • sarevok57sarevok57 Member Posts: 5,975
    maybe, but I will see, im not really a fan of mods because it gives me the feel that its a different game, and too many mods added in, just doesn't make it feel the same for me kinda thing, but maybe one day I will add them in, 3 times out 5 I play power games, so I should have no problem with thoses groups for scs and ascension
  • lamaroslamaros Member Posts: 139
    The problem with a number of the difficulty based mods is that they not only assume game mechanic knowledge, but they also require meta-game knowledge. It's great for when you know the game inside out and are a bit bored with it, but they're not really appropriate for new players, role-players, and a whole lot of other people that make up the majority of players.

    Defeating SCS Sarevok on insane (no max HP either) with your Jester and a gang of Garrick, Jaheira, Kahlid, Branwen and Imoen (thief) without metaknowledge and planning just won't happen. The fight is no walkover even with a fully buffed optimized PC group if you don't cheese (ie, if you actually fight them all at the same time).

    Sure, everything is easy if you abuse your knowledge of the engine, but if you play the game in good faith the hardest modded options necessitate much metagaming.
  • sarevok57sarevok57 Member Posts: 5,975
    and that's one problem I have with ascension, when I played it, the abizagal fight was ridiculous, I had a monk, barbarian, swashbuckler, some sort of cleric, thief and specialist wizard, and the only reason why I won was because I was able to get some of the enemies off screen so I could rest and try new tactics, and my swashbuckler couldn't even participate in the action because if the baddies just looked at him, he would die, and based on that, if I brought a weak npc team there, well maybe I could win, but only with cheese and cheating out the AI would I even stand a chance, and if you make a team fresh from the start of ToB, its impossible to win the first battle with the ascension mod, whats her pickle ( illasera or how the hell ever her named is spelled) cant miss, does crazy damage and gives you this miscast magic load of jargon, now if you came out of SoA, she isn't to bad, but if you're starting fresh in ToB, the only way is Debug Mode=1 and Crtl+Y < now of coarse this was years ago when I tried so maybe back then I didn't have the superior tactics that I have now, but I can just predict how annoying it would be to install all those whacky harder mods> now the mod I do like is the original harder demogorgon mod, because A; its not necessary to kill him if you cant, and B; I can kill that guy with any team because you can always come back to him at any point in the game, even after you finish the 5th bhaal spawn challenge, you can still go back and face him
  • PalanthisPalanthis Member Posts: 283
    @sarevok57 : for my part i always thought xp of SoA was fine. It's a much bigger game than ToB, and so, i actually think the xp progression on ToB was really too fast.
    Having 3 million xp or 4 isn't a big deal at the end os SoA anyway.
    What is puzzling me though, is how much XP all the new areas in BG2EE will give. It could be unbalanced. Unless most of these areas are in the ToB part. We'll see.

    for the OP : xp rewards for these actions was fine on SoA. I don't see why they should change that. Getting less xp rewards on BGEE was necessary. Not in BG2EE.
  • SchneidendSchneidend Member Posts: 3,190
    Lateralus said:

    I'd rather they didn't award XP for those things. That's like awarding a cleric for praying successfully or a fighter for swinging a sword around. These things are a part of their respective classes every day functions, sometimes you succeed and sometimes you fail, not XP worthy.

    Fighters do get XP for swinging swords. It's called killing things. But, seriously, doing anything adventurous should be worth XP. The Average Joe can't go around disarming traps that shoot magical lasers, and the more practice with traps you get the better disarmer you become, hence you gain XP.

    As a GM, I would award a Cleric who came to a major revelation about his god or dogma some XP, just as I would reward a Fighter who got some kind of special training or if a Wizard completed a really ambitious experiment.
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    Just another comment on the whole mod discussion: these mods aren't meant for new players, unless they're veteran gamers looking for a challenge. BG is a complex game with complex rules and a lot of hidden, unintuitive twists. By today's standards of hand-holding, spoon-feeding casual games, it may even be called difficult.

    Still, once you get into it and behind the details, it quickly becomes trivial to beat. Meta-knowledge was mentioned and is definitely a main culprit. D&D was designed to be mysterious and unpredictable, heck it's the whole reason for the Vancian system of magic. Obviously you can't replicate that in a video game because you don't have a human mind setting the course for you, and throwing you off every now and then to keep things interesting.

    That's where the mods come in; while they can't erase meta-knowledge, they can restore the challenge in different ways. I don't mean "cheese" or cheating; SCS in particular prides itself in doing things "within the rules", though admittedly some other mods stretch things a bit more. Beating those mods also does not require "cheese" or cheating. There's still plenty of situations like the one @sarevok57 described, where scripts bug out and make a fight trivial - but that is unintentional, and should be avoided if you're an honest player. After all, you're playing this *for* the challenge, aren't you?

    SCS and Ascension (the arguably most popular difficulty mods out there) aren't easy. It's normal that you get your butt kicked if you don't know exactly just what you are doing. But that doesn't mean you have to cheat, or "cheese", or even tailor your party to a specific min/max setup. It does mean you need to try harder. It means you may need to consider new tactics, or delve deeper into the theory behind it all to understand what is happening, and how to deal with it. That in itself is a rewarding process for many people, it certainly is for me.

    I just want people to understand that these mods are designed to be a challenge, and that challenges often seem insurmountable until you figure them out. You are complaining about SCS being too difficult, while veterans are already clamoring that it's become trivial once again. There's always going to be a wider spectrum of players than there is of difficulty options, but that doesn't mean they should be done away with. On the contrary, mods like SCS consciously and actively implement a large number of options to customize the experience, specifically so a larger range of players can experience it adequately.

    Don't give up too easily! Don't blame things on the system too quickly! Think, research, and above all: try, try, try! You'll find it much more fun than breezing through things too easily, and it's going to last much longer. There is, after all, a reason we still play this game after over a decade.
  • SionIVSionIV Member Posts: 2,689
    The amount of experience you get for scribing scrolls and especially removing traps / open lock is massive. You'll easily get 100 000's alone for doing it. If they would remove or change the amount, the game will be much harder to level up in. I would go as far as saying open lock and disarm traps alone gives you as much XP as from fighting if not even more.
  • elminsterelminster Member, Developer Posts: 16,315
    In regard to BG2 with the notable exception of the freedom scroll exploit (where the freedom scroll is very cheap so its easy to rememorize it repeatedly and get a ton of experience for doing so) I don't think it generally adds up to much in the end in a party of 6. Maybe a few hundred thousand experience for each party member. If you memorize a level 6 scroll you are getting 1000xp per party member. Only 500xp for a level 3 scroll. Even if every party member got 300,000 experience by endgame from scrolls, locks, and disarming traps that would still only be a small fraction of your end game experience.
  • the_spyderthe_spyder Member Posts: 5,018
    For what it is worth, what I will routinely do is save up all of my scrolls until a certain point. Then I will reform my party with only my Wizard and then scribe them all. This actually gives a surprising amount of Xp and can sometimes make the difference in level. On one particular occasion, I did this with a Fighter that dualed to Wizard. Scribing the scrolls took him up to 5th-6th level at minimum. the down side of doing this is that it is really a trend break and can muck up relationships.

    For my own personal way of playing, I think that (a) XP should be given for class specific activities such as scribing scrolls, picking pockets and opening locks, and (b) this XP should ONLY go to the party member that performs the activity. While you do get some crazy XP (7K for scribing a 7th level spell), when spread across a six party group of 10th levels, it becomes inconsequential. And it really makes no sense that Minsc learns from Edwin writing Magic Missile into his spell book. I am fairly sure that Minsc would think that the funny squiggles on the piece of parchment are less useful than the droppings the Boo leaves in his backpack.
  • SionIVSionIV Member Posts: 2,689
    elminster said:

    In regard to BG2 with the notable exception of the freedom scroll exploit (where the freedom scroll is very cheap so its easy to rememorize it repeatedly and get a ton of experience for doing so) I don't think it generally adds up to much in the end in a party of 6. Maybe a few hundred thousand experience for each party member. If you memorize a level 6 scroll you are getting 1000xp per party member. Only 500xp for a level 3 scroll. Even if every party member got 300,000 experience by endgame from scrolls, locks, and disarming traps that would still only be a small fraction of your end game experience.

    The amount of experience you get from traps and locks are much higher than that of scrolls.

    Mae'vars guild house gives you around 30 000 experience just from locks and traps.
  • 10thLich10thLich Member Posts: 99
    edited September 2013
    @elminster
    Scribing a complete spellbook worth of spells with all available vanilla BG2+ToB spells for one single character grants the party ~881000 experience.

    Multiply that with available/potential mage NPCs (Aerie, Edwin, Imoen, Jan, Nalia, Sarevok, Haer'Dalis) and you've got 6167000 experience for your party from scribing spells alone, give or take a few thousand due to scroll availability/spells already learned by a NPC.
  • sarevok57sarevok57 Member Posts: 5,975
    I think the xp award from scribing scrolls and thief stuff should be divided by 10, I don't mind the idea of earning xp this way, it just needs to calm down a bit :)
  • PalanthisPalanthis Member Posts: 283
    edited September 2013
    If we all agree that one of the fun parts of this game is getting xp and becoming more and more powerful, then we have two ways to go :
    - either all the xp is coming from killing stuff (Diablo Style)
    - or you can get xp from roleplaying stuff, like doing quests, learning magic and practicing your thievings skills (Skyrim style ?)

    I think BG2 had a really good balance when xp matters. I don't really see why it should be changed in one way or another.
    If you think there is to much xp in this game, then why do you want to reduce only one kind of xp ?
  • elminsterelminster Member, Developer Posts: 16,315
    10thLich said:

    @elminster
    Scribing a complete spellbook worth of spells with all available vanilla BG2+ToB spells for one single character grants the party ~881000 experience.

    Multiply that with available/potential mage NPCs (Aerie, Edwin, Imoen, Jan, Nalia, Sarevok, Haer'Dalis) and you've got 6167000 experience for your party from scribing spells alone, give or take a few thousand due to scroll availability/spells already learned by a NPC.

    I counted 890,000 but I could be off there. In any case even in a situation where you have 3 party mages who have all memorized every spell in the game (in a 6 person party with 3 other non-mages) that accounts for about 445,000/8,000,000 for each of their experience. I just don't see the big issue. Sure people could play with a 6 person mage party and spend their time memorizing scrolls and it would account for about a million experience for each character, but they could also spend their time grinding XP in ToB. Unless you go out of your way to take advantage of this game mechanic I just don't see it making enough of a dent to matter enough to warrant serious concern.
  • Not to mention that it can be difficult to find *3* spell scrolls of some high level spells for a 3 mage party; I don't see you coming across 6 or more.
  • the_spyderthe_spyder Member Posts: 5,018
    sarevok57 said:

    I think the xp award from scribing scrolls and thief stuff should be divided by 10, I don't mind the idea of earning xp this way, it just needs to calm down a bit :)

    I'd guess that it was inflated in BG2 so that the characters would get something. And considering the XP was getting spread across an entire party, they inflated it so that it wasn't next to nothing.

    I agree that it might be a bit high. But not sure that 10% is right either.

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