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Thieves with the BG2 stealth, detect illusion, and set trap skills in IWD

Hi, friends, I haven't seen this issue brought up here before.

The conventional IWD wisdom is that one should never play a straight thief, and should always be a multi-class fighter-thief or thief-mage, because a straight thief in IWD will max all thief skills relatively early in the game, and then have no way to grow more powerful in the late game.

But, a thing that I just realized that I have not seen discussed here, is the fact that in IWD:EE, there will now be BG2 rules for thieves.

That means, first of all, that the stealth action is going to be split into a combined hide-in-shadows and move-silently skill for its effectiveness. While a thief in the original IWD would have only needed to spend skill points to bring the stealth action to 100 in order to guarantee stealth-at-will, an IWD:EE thief will have to spend double that amount of skill points to achieve the same stealth ability.

Also, there will now be the possibility to build detect-illusions skill. I've never paid that much attention in IWD to illusion-busting, because it was never that important before. But, will it be important now? Could late game enemy mages have BG2 illusion magic devastation to bear in IWD:EE?

And now, IWD:EE thieves will also have the option to build set traps skill, as well.

If Beamdog uses the new BG2 rules to bring IWD mages to a BG2 level of danger, then, it might now be the case that a good IWD party would want a dedicated thief - one, for the new double points necessary for reliable stealth, and two, for both detect illusion and set traps.

I'm kind of surprised that no one else has brought this issue up before.

Comments

  • JarrakulJarrakul Member Posts: 2,029
    I think we'll see a lot more single-classed (but probably kitted) thieves in IWDEE than in vanilla IWD, for the reasons Belgareth mentioned. I don't know that we'll see a *lot* of them, especially the unkitted variety, for the reasons Sion mentioned.

    Personally, I'm planning on running a bounty hunter. I think it'll be really good under the new rules. I'm not sure I'd be as excited to run an unkitted thief, but I am looking forward to that bounty hunter.
  • kcwisekcwise Member Posts: 2,287
    I guess it will depend on what the player is looking for in a thief. Judging by some of the comments in other threads the multi-class players seem to be focused on trap detection and removal, which won't change with the addition of BG2 thieves.

    Mage/thieves and cleric/thieves, with their various invisibility options, won't be impacted much by the new stealth changes. Fighter/thieves might face some more difficult choices in point allocation, but they would presumably have access to the invisibility spells of allied mages and the handy invisibility potions.

    Detect Illusion is one of those skills that rarely seems to figure in to thief creation. Many players never use it at all even in BG2 despite the fact it's actually quite useful against a variety of mage protection spells.

    And trap setting, as Sion mentioned above, is a skill which is either central to a character concept or largely ignored.

    One thing the changes will probably mean is that any items which boost thief skills will be in even more demand. Hopefully Beamdog will drop in a few new goodies to find along the way!
  • SionIVSionIV Member Posts: 2,689
    edited October 2014
    I really hope HLA won't be included.

    Or if they do include HLA then they should make new ones for IWD and not use the old ones from BG2.
  • FardragonFardragon Member Posts: 4,511
    edited October 2014
    I don't think it matters much since it only affects HoF.

    I certainly don't think it's worth putting effort into redoing them.
  • SionIVSionIV Member Posts: 2,689
    The HLA's were made for fights in ToB and Watcher's keep. A deva or Planetar would rip apart pretty much anything in IWD, even on HoF.
  • FardragonFardragon Member Posts: 4,511
    edited October 2014
    Pretty much any summons will rip apart pretty much anything in HoF. It's always been unbalanced and pointless. Boosting hp and damage is not a proper hard mode. If you want IWD to be more difficult solo it as a Wizard Slayer.
  • SionIVSionIV Member Posts: 2,689
    Fardragon said:

    Pretty much any summons will rip apart pretty much anything in HoF. It's always been unbalanced and pointless. Boosting hp and damage is not a proper hard mode. If you want IWD to be more difficult solo it as a Wizard Slayer.

    We are talking about the spell list and the vorpal effect on the planetar, throw in the amazing damage and he will sweep the floor with anything in IWD including every other summon.

    SoA has harder enemies than IWD
    ToB has harder enemies than SoA
    HLA were balanced with ToB in mind

    They should not be included in IWD unless they give us some new HLA that are toned down.

    HoF increases the damage and health of monsters, this doesn't make it harder.
  • FardragonFardragon Member Posts: 4,511
    IWD is designed for level 1 to 15. It just happens to not have a level cap at that point. But nothing is balanced for characters higher level than that, HLAs or no HLAs.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,754
    Although I have to admit @BelgarathMTH‌ has touched upon something overlooked before, I still think a multiclass thief will be enough.

    Even a small amount of points in HiS/MS will eventually work - you just have to try hiding again and again. In the party you'll have mages with Invisibility spells to cover it as well.

    Again, in the party you'll have mages so the Detect Illusion skill is not a necessity: you can use divine and arcane "Detect Illusions" and "True Seeing" spells.

    Locks can be opened with the Knock spell and/or high STR of your fighter or a cleric with DUHM. Or you can even live without not opening some containers at all.

    This leaves "Disarm Traps" and "Set Traps" as the only 2 skills you can really develop to the fullest in the party. And as a multiclass thief you'll have enough points fot it.
  • FardragonFardragon Member Posts: 4,511
    As I said earlier, why bother with hide/sneak at all? All you need is some tank to be a distraction whilst the fighter/thief runs around behind everyone.

    Yeah, I know some people like to scout, but there are lots of other options for that, and a thief under invisibility (or a cleric or monk) can detect traps whilst scouting, when a hidden thief can't.
  • SionIVSionIV Member Posts: 2,689
    Just out of curiosity, if they are using the system form Baldur's Gate 2, how are we even sure they will keep that part from IWD?
  • FardragonFardragon Member Posts: 4,511
    SionIV said:

    Just out of curiosity, if they are using the system form Baldur's Gate 2, how are we even sure they will keep that part from IWD?

    There was a quote. It is in the "what is known" thread.
  • elminsterelminster Member, Developer Posts: 16,317
    edited October 2014
    SionIV said:

    Just out of curiosity, if they are using the system form Baldur's Gate 2, how are we even sure they will keep that part from IWD?

    Anytime I see new info in a twitter post (typically from Trent Oster), an interview, a blue developer post on the forums, or if its mentioned on the Icewind Dale website I'll post an update here

    http://forum.baldursgate.com/discussion/comment/542662/#Comment_542662

    so that it has the most accurate information about the game as possible. Anyways, the thief skill thing is publicly revealed information about the game, that I know. I'll just have to check to see who posted about it :)
    Post edited by elminster on
  • elminsterelminster Member, Developer Posts: 16,317
  • SionIVSionIV Member Posts: 2,689
    Thank you, i'll have to go through the information there :)
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