Skip to content

game mechanics differences IWD1 - BG:EE - IWD:EE

i would like to know the differences between game versions in mechanics
is IWD:EE the same engine as BG:EE?
if it is not than
what about dualwielding?
rangers are they still gaining aps while using 1handed weapon without anything in offhand?
druid shapeshifting what about elemental forms?
bards are they lacking spell levels like in old bg1/2?

Comments

  • BelanosBelanos Member Posts: 968
    zur312 said:


    is IWD:EE the same engine as BG:EE?

    Yes it is, which is the same engine that BG2:EE uses as well. So whatever works with those two games also applies to IWD:EE. All the spells and kits are the same as well, though IWD has additional spells from that game on top of the BG1/BG2 spells.

  • FrozenCellsFrozenCells Member Posts: 385
    edited November 2014
    BG2:EE engine updated to include IWDs engine differences.

    Dual wielding is as in BG2/BG:EE/BG2:EE. This replaces the Ranger Dual Wielding that IWD has.

    Druids have IWD forms (Winter Wolf, Beetle, Elemental Forms and I forget the other)

    Don't know about Bard progression but they have IWD songs at least.

    Where spells are shared by both games but differ in implementation then the IWDs version of the spells are used.
  • zur312zur312 Member Posts: 1,366
    edited November 2014
    i

    BG2:EE engine updated to include IWDs engine differences.

    Dual wielding is as in BG2/BG:EE/BG2:EE. This replaces the Ranger Dual Wielding that IWD has.

    Druids have IWD forms (Winter Wolf, Beetle, Elemental Forms and I forget the other)

    Don't know about Bard progression but they have IWD songs at least.

    Where spells are shared by both games but differ in implementation then the IWDs version of the spells are used.

    is he progressin above lvl 6th spells?
    Belanos said:

    zur312 said:


    is IWD:EE the same engine as BG:EE?

    Yes it is, which is the same engine that BG2:EE uses as well. So whatever works with those two games also applies to IWD:EE. All the spells and kits are the same as well, though IWD has additional spells from that game on top of the BG1/BG2 spells.

    isn't this a little weird? we have both games in D&D same edition but they have similar/not exact the same spells and options i would think that with EE they could be united into 1 big engine with all spells all forms all ZXC things
    image
  • jackjackjackjack Member Posts: 3,251
    Bards can get up to 8th level spells.
  • zur312zur312 Member Posts: 1,366
    thanks :)
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    Some more differences between IWD and BG:

    - Grandmastery gives a total of 3/2 APR (1/2 for Specialization + 1 for Grandmastery)
    - Ranger/Cleric class combinations get clerical spells, not druidic ones
    - Rangers and Paladins get spells up to lvl 6
    - Thieves gain Evasion at lvl7, a chance to avoid some spells and effects entirely (like fireballs)

    And obviously the many many spell differences. That's the ones I've personally noticed so far anyway.
  • GoturalGotural Member Posts: 1,229
    Ranger/Cleric do get access to druidic spells, but only when their Ranger level is high enough.
  • PibaroPibaro Member, Translator (NDA) Posts: 2,989
    Character's not able to use ranged weapons, won't be able to use ANY ranged weapons, no throwing daggers or throwing axes etc.
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    zur312 said:


    isn't this a little weird? we have both games in D&D same edition but they have similar/not exact the same spells and options i would think that with EE they could be united into 1 big engine with all spells all forms all ZXC things

    Black Isle (original creator of IWD) tried to make the spells as close to PnP as possible. Bioware implemented them differently. Since this is IWD:EE, we tried to preserve everything BIS made. Even if we added new spells, they were created with the same ideas in mind.
    The spell differences are not engine differences. You could easily port BG2EE spells to work exactly the same way in IWDEE. I would be surprised if there wouldn't be made some mod like this.
  • RAM021RAM021 Member Posts: 403
    @elminster Oh no, not this discussion/debate again!
  • zur312zur312 Member Posts: 1,366

    zur312 said:


    isn't this a little weird? we have both games in D&D same edition but they have similar/not exact the same spells and options i would think that with EE they could be united into 1 big engine with all spells all forms all ZXC things

    Black Isle (original creator of IWD) tried to make the spells as close to PnP as possible. Bioware implemented them differently. Since this is IWD:EE, we tried to preserve everything BIS made. Even if we added new spells, they were created with the same ideas in mind.
    The spell differences are not engine differences. You could easily port BG2EE spells to work exactly the same way in IWDEE. I would be surprised if there wouldn't be made some mod like this.
    well i would be in favor of that
    (making engine universal for all games with every spell/class/race/etc. combination there is to infinity engine games)
  • Ancalagon44Ancalagon44 Member Posts: 252
    zur312 said:


    well i would be in favor of that
    (making engine universal for all games with every spell/class/race/etc. combination there is to infinity engine games)

    Well the reason is that these video games are distinct from AD&D the role playing game. They have different rules out of necessity to accommodate video gamers.

    Put it this way - when Bioware and Black Isle designed these video games, the most important thing for them was whether the player would enjoy themselves - not whether or not they conformed exactly to PnP standards. PnP standards are all well and good, but if your game is no fun, then what is the point? So they made sure that the spells that they have in the game work in a way that suits the game.

  • zur312zur312 Member Posts: 1,366
    edited November 2014
    no no no you got me wrong
    i didnt say make it more like PnP

    i said make it so we have more "things" like druidic shapeshifting only available in IWD1? spells only for clerics in IWD1? port them to BG2! ; ) i would say the only thing we don't need is more weapons because there are overpowered weapons already so making more loot would be more of diablo choice not D&D
  • RedrakeRedrake Member Posts: 426
    What I really do not like is the baldurization of dual-classing. Now one can no longer dual-class to a specialist mage (even if the character has no kit in the first class). Kits a all fine, but that IWD feature should've been kept.
  • GawainBSGawainBS Member Posts: 523
    Ranger/Clerics CAN use Druid spells right of the bat, if you edit de Baldur.ini.
  • ShikaoShikao Member Posts: 376
    Redrake said:

    What I really do not like is the baldurization of dual-classing. Now one can no longer dual-class to a specialist mage (even if the character has no kit in the first class). Kits a all fine, but that IWD feature should've been kept.

    Nothing that cannot be fixed with EEKeeper =] Yeah, I know it requires extra effort, but not much of it.
  • RedrakeRedrake Member Posts: 426
    Shikao said:

    Redrake said:

    What I really do not like is the baldurization of dual-classing. Now one can no longer dual-class to a specialist mage (even if the character has no kit in the first class). Kits a all fine, but that IWD feature should've been kept.

    Nothing that cannot be fixed with EEKeeper =] Yeah, I know it requires extra effort, but not much of it.
    I know that too. One of the nice things in IWD1 was however to build a character like thief with the plan of dual-classing her later to an abjurer. In other words you needed not only to put 18 in Int, but 15 to Wis to be able to become an abjurer. Same if you wanted an enchanter 15 Cha in that case. Now those kind of builds are flushed because of the stupid implement from BG2 that considered all specialized mages as kits.
  • FardragonFardragon Member Posts: 4,511
    If you where following the rules properly you should have needed 17 wisdom to duel class to abjurer.
  • ShikaoShikao Member Posts: 376
    Do Totemic Druid summons have the same immunities in BGs? (which are nicely listed by @bengoshi‌ here)
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,754
    @Shikao‌

    Yes, the immunities of spirit animals are the same for BG(1,2)EE and IWDEE.
  • RedrakeRedrake Member Posts: 426
    Fardragon said:

    If you where following the rules properly you should have needed 17 wisdom to duel class to abjurer.

    Might have been. It's been a few years since I tried one of those builds.

  • GawainBSGawainBS Member Posts: 523
    Fardragon said:

    If you where following the rules properly you should have needed 17 wisdom to duel class to abjurer.

    DuAl, dammit, duAl! :-p
  • RedrakeRedrake Member Posts: 426
    GawainBS said:

    Fardragon said:

    If you where following the rules properly you should have needed 17 wisdom to duel class to abjurer.

    DuAl, dammit, duAl! :-p
    Yeah, 17 Wisdom sounds like not enough, if you want to duel with an abjurer.
  • NimranNimran Member Posts: 4,875
    Redrake said:

    GawainBS said:

    Fardragon said:

    If you where following the rules properly you should have needed 17 wisdom to duel class to abjurer.

    DuAl, dammit, duAl! :-p
    Yeah, 17 Wisdom sounds like not enough, if you want to duel with an abjurer.
    And here I thought I had a chance.
Sign In or Register to comment.