Remove the XP cap and scale the game accordingly. I know it's easily removable w/ a mod, but it makes no sense for a character to stop gaining experience at some arbitrary point. Removing the xp cap would give the devs more freedom to explore ever-increasing scales of difficulty. By removing the xp cap w/ a mod, I always felt like the game was unbalanced, the content was clearly not designed to accomodate my character.
@Smaug, the no scale on the game is one of the few things that most all the old players wish to keep. There's a thread lost here on forum somewhere about that anyway.
I really prefer to keep the game non scaled, than risk a fail on level ups that happen in elder scrolls series, where some times is better to do somethings in low level cos at high levels they turn to be impossible.
The XP cap i don't want it to be removed also, but raised to level 13 at least would be pretty good for me (or raised to lvl 13 xp equivalent of a fighter in this level).
Remove the XP cap and scale the game accordingly. I know it's easily removable w/ a mod, but it makes no sense for a character to stop gaining experience at some arbitrary point. Removing the xp cap would give the devs more freedom to explore ever-increasing scales of difficulty. By removing the xp cap w/ a mod, I always felt like the game was unbalanced, the content was clearly not designed to accomodate my character.
You've answered your own question here, as it were. There is a cap because without one the game isn't balanced and the devs would have to develop a lot of extra content to challenge a higher-level player. Scaling enemies to the player on a level-by-level basis is a terrible idea in the sort of system where players and enemies level up the same way, like most D&D rulesets or the Elder Scrolls franchise.
@Schneidend I agree w/ you that a 1:1 leveling system for players and monsters has ruined several games I've played, like Oblivion, I am not advocating scaling as a game mechanic. However, I think in the case of DnD, the Monster Manual is so full of choices of enemies that finding challenges for players would not really be all that difficult. I don't think eliminating the cap means we automatically have to fall back on tit-for-tat scaling; but I agree w/ you that it would definitely require additional content, which is something I don't think anyone would oppose. I'm not saying this is something I'd like Trent and his guys to do retroactively, just something that I would have changed about BG.
@kamuizin Please reread my post, I never suggested scaling as a game mechanic. I stated that the developers could explore ever-increasing scales of difficulty, meaning increasingly difficult monster types and encounters; like the original games does, but it stops as a certain point.
Okay, I did think of something that would be a change to the original, versus an addition to it.
For specialist mages, I would like to see some sort of advantage to them casting their own school's spells.
From the class description:
"When saving against spells within his chosen school, the specialist receives a +1 to saving throws. Similarly, the specialist's enemies suffer a -1 penalty when saving against spells cast by the specialist within his field."
To my knowledge this was never implemented. If there are any other reasonable tweaks that might actually confer an advantage to using the school's spells I would enjoy seeing that too.
I would want the ability to get Tiax earlier, because Tiax rules. For BG2 I would want the party members I used in BG1 to be the members that were captured.
edit: been thinking about it more...
- Make a fully 3d world with an isometric camera view. - Include an editor so that people can make their own adventures and areas within the 3d world. - Make armor sets and weapons that have unique art. - Give magical equipment unique effects for a more magical feel. - Consolidate all areas. -Make ridable horses - Make many more longer side quests that send you to multiple dungeons apart from the main quest. - Make a majority of the party members joinable toward the beginning of the game. -Make a more evil path within all game aspects (story and otherwise).
I would like to change people...to make them quit whining and trying to force devs to mix and match editions.
If you want to play AD&D 2e (bg/bg2/iwd) Enjoy it! I also wish these games had rules closer to the actual P&P counterparts (Which CAN be done, there are SO many mods (divine remix/ rogue rebalancing) that proves it can.)
If you want to play D&D 3e (iwd2/nwn/nwn2/toee) Play those games instead, if you want to have every race be every class, have feats, or some other non-2e THING that has been added through the years, then enjoy the games that allow such things.
Comments
I really prefer to keep the game non scaled, than risk a fail on level ups that happen in elder scrolls series, where some times is better to do somethings in low level cos at high levels they turn to be impossible.
The XP cap i don't want it to be removed also, but raised to level 13 at least would be pretty good for me (or raised to lvl 13 xp equivalent of a fighter in this level).
@kamuizin Please reread my post, I never suggested scaling as a game mechanic. I stated that the developers could explore ever-increasing scales of difficulty, meaning increasingly difficult monster types and encounters; like the original games does, but it stops as a certain point.
For specialist mages, I would like to see some sort of advantage to them casting their own school's spells.
From the class description:
"When saving against spells within his chosen school, the specialist receives a +1 to saving throws. Similarly, the specialist's enemies suffer a -1 penalty when saving against spells cast by the specialist within his field."
To my knowledge this was never implemented. If there are any other reasonable tweaks that might actually confer an advantage to using the school's spells I would enjoy seeing that too.
edit: been thinking about it more...
- Make a fully 3d world with an isometric camera view.
- Include an editor so that people can make their own adventures and areas within the 3d world.
- Make armor sets and weapons that have unique art.
- Give magical equipment unique effects for a more magical feel.
- Consolidate all areas.
-Make ridable horses
- Make many more longer side quests that send you to multiple dungeons apart from the main quest.
- Make a majority of the party members joinable toward the beginning of the game.
-Make a more evil path within all game aspects (story and otherwise).
If you want to play AD&D 2e (bg/bg2/iwd) Enjoy it! I also wish these games had rules closer to the actual P&P counterparts (Which CAN be done, there are SO many mods (divine remix/ rogue rebalancing) that proves it can.)
If you want to play D&D 3e (iwd2/nwn/nwn2/toee) Play those games instead, if you want to have every race be every class, have feats, or some other non-2e THING that has been added through the years, then enjoy the games that allow such things.
But leave my AD&D2e Baldur's Gate alone! D<