Skip to content

The Way It Is Meant To Be Played (TM) -- an OCDers guide to making IWDEE a challenge


In the following, I explain some of my ground rules, which, in my opinion, make IWDEE an enjoyable and challenging experience. Without them the game is either too easy or just artificially burdened. You are welcome to chime in with your variations:


* Axiom 1: CORE DIFFICULTY only -- this is what D&D is 'balanced' for (more or less, anyway). Anything else is too easy or a drudge (artificially high HPs etc.; e.g., Heart Fury just renders irrelevant a lot of interesting spells & strategies).


* Axiom 2: NO-RELOAD only -- without this, why bother? Nothing is a challenge.
If something goes south, you learn to deal with it. If your party cannot make it back to town and you are wiped out in ambush, back to the drawing board you go.


* Axiom 3: IWDEE is a cakewalk for a player that knows the system, especially the spells. A solo-sorcerer can wipe the floor with the game, if played competently.
Unfortunately, they couldn't revamp the AI and there is no SCS-level challenge here:
http://forum.baldursgate.com/discussion/36183/ai-contingencies-sequencers-meta-magic-so-how-is-it

---

As corollaries to these axioms, I play with the following rules:

* Rule 1: No adjusting ability scores!
Reroll if you must, but no touching the +/- buttons!
D&D was not designed for minimaxers; no sane DM would let you do it.
If you have a team of agile, strong, tough, genius Supermen, what is the challenge.
This rule ensures that every character has flaws.


* Rule 2: No-reloads.
In addition to making the gameplay actually meaningful, this also specifically implies:
- spell learning failures! (there aren't many potions of genius; you WILL fail to learn some key spells, unless you are a specialist in that school (with the +15% bonus to memorization)!
- finicky HP pools. At end game your paladin with 15/17/13/12/10/17 (a very good roll actually; see Rule 1) will probably have about ~50-60 HP. Deal with it.


* Rule 3: Non-munchking party design.
... by this I mean, basically, being merciful in picking classes:
- dual-classed humans are game breakers; there is almost no point to having a single class mage, instead of something like: Berserker 7 -> Mage X. Resist the munchkin temptation!
- No sorcerers (unless thematically gimped, such as an Enchantment-heavy build). A well designed sorcerer can solo the game, even with 5 slackers doing hardly any work. Limited mage presence, in general, unless you wish no challenge.
- No abuse of contingencies, sequencers etc.: AI cannot deal with it (see link above). Basically, don't do anything that the AI cannot do.


With these rules, the game is a well balanced challenge.
In another message, I'll post my current party. Feel free to chime in with yours.
«1

Comments

  • YgramulYgramul Member Posts: 1,060
    Perhaps, another rule:

    * No RESALE of obscenely priced items (e.g., arrows)!

    In IWD2, especially, I remember a stack of 40 heavily enchanted arrows giving over 10,000 gold. Gold stops being meaningful later on, unless you limit yourself...

  • BelgarathMTHBelgarathMTH Member Posts: 5,653
    Okay, I couldn't resist the idea of this kind of old school challenge.

    I allowed myself to roll as many times as I wanted for each character, but absolutely no use of the + or - buttons.

    I will play a party of four. I just love the "back to basics" idea of warrior-priest-rogue-sorcerer.

    I fully expect to have some TPK's with this party, especially in scenarios like the Yxunomei scenario, so I will play a minimal reload as opposed to no-reload. We can assume some divine intervention from Lathander, or some such, if necessary.

    The roleplay idea is to have a party dedicated to eradicating undead hordes in the North in the name of Lathander.

    Here they are:

    [spoiler]imageimageimageimage[spoiler]
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    Core and no HoF? Hghnnnn.....
  • NnimrodNnimrod Member Posts: 15
    To each his own... I don't care what the game was designed to be. I'm here to see what I can do with it.

    Have you heard of Jukka Mikkonnen/Retchet? That's how I play.
  • TvrtkoSvrdlarTvrtkoSvrdlar Member Posts: 353
    @Nnimrod‌
    He's the guy that wrote the JUPP, isn't he?

    Man, I had so much fun reading that thing...

    IWD2 was a blast. Fond memories all around.
  • Grimo88Grimo88 Member Posts: 191
    I would add no cleric to this. Turn undead is absurdly effective in an undead heavy game
  • YgramulYgramul Member Posts: 1,060
    Grimo88 said:

    I would add no cleric to this. Turn undead is absurdly effective in an undead heavy game

    Or, alternatively, keep your cleric to multiclass only.
  • Grimo88Grimo88 Member Posts: 191
    Ygramul said:

    Grimo88 said:

    I would add no cleric to this. Turn undead is absurdly effective in an undead heavy game

    Or, alternatively, keep your cleric to multiclass only.
    Or make druid your only healer! That's fun and challenging
  • KloroxKlorox Member Posts: 927
    Man, that IWD2 JUPP was great, but he frustrated me.

    I sent him a bunch of tips, which he incorporated but never credited me with. Oh well.
  • OzzyBotkinsOzzyBotkins Member Posts: 396
    Great ideas
    I will add one
    Max of TWO races
    With party leader race getting majority in party
    Example. Group of humans and dwarfs total of six in group
    Human leader. Group is at least 4 humans and the rest dwarfs
  • DreadKhanDreadKhan Member Posts: 3,857
    What about an ACTUAL munchkin party? The lolipop guild! Halflings and gnomes only! ;)

    Halfling Barbarian, Halfling Assassin or Bounty Hunter, Gnome cleric thief, F/I, Berserker or Kensai and C/I. Not very powerful, but pretty interesting maybe. Limited arcane obviously, as only illusionists.
  • OzzyBotkinsOzzyBotkins Member Posts: 396
    DreadKhan said:

    What about an ACTUAL munchkin party? The lolipop guild! Halflings and gnomes only

    sounds like my kind of play through
    doing a shorty party
  • dvdbangsruddvdbangsrud Member Posts: 24
    Icewind Dale: Prepare to Die Edition?
  • bob_vengbob_veng Member Posts: 2,308
    Ygramul said:

    Perhaps, another rule:

    * No RESALE of obscenely priced items (e.g., arrows)!

    In IWD2, especially, I remember a stack of 40 heavily enchanted arrows giving over 10,000 gold. Gold stops being meaningful later on, unless you limit yourself...

    i don't like this rule it's too arbitrary.
    i also don't like other rules mentioned in the thread other than ones in the first post.

    how about no artifical self-limitations in the gameworld, it's cheesy in itself. milking the poor game for the challenge that simply isn't there.

    beholders are going to be nasty enough.
  • YgramulYgramul Member Posts: 1,060
    Speaking of no-reload + no minmaxing:

    ... my Cavalier just made to lvl 6 and has a hopping 25 HP.

    This is a Cavalier, mind you, so staying behind isn't exactly an option.
    He is actually holding the front line quite well, with every buff and item given to help him, but if he gets a paper cut, one my divine casters has to rush to heal him.

    The challenge is fantastic! The whole party is teaming together and when even one falls the effect is felt and we must retreat.
  • CedeosCedeos Member Posts: 47
    edited November 2014
    I like this idea. I am currently pregenerating the chars for my next play through, which will follow your rules (mostly).

    Deviating from your rule set I will do min reload (only if one char dies permanently or party is wiped out), otherwise I think I will get frustrated. I am still deciding on max hp on level up, but I am tending to leave it to core.

    I am going to use only Single Class chars (Kits allowed). No use of the +/- button but re-roll ad infinitum.
    Only Humans and Half-Elves will be in the Party.

    Classes will be:
    Human Barbarian
    Half-Elf vanilla Bard
    Human Dragon Disciple (will not use any sequencers or contingencies, nor necromancy spells)
    Half-Elf Totemic Druid
    Human Priest of Tempus
    Half-Elf Swashbuckler

    I will post my Charactersheets here, when I am done pregenerating.

    But first I will have to finish my super-munchkin powergamer multi-dual-classing minmax abusing insane play-through (IWD finished, HoW and ToL still to do), although it starts to be very boring as you just roll over everything. This is the reason, why your idea is so appealing to me. I want a real challenge with believable chars but without artifically pimping up the enemies (HoF).
  • YgramulYgramul Member Posts: 1,060
    Cedeos said:

    I like this idea. I am currently pregenerating the chars for my next play through, which will follow your rules (mostly).

    Deviating from your rule set I will do min reload (only if one char dies permanently or party is wiped out), otherwise I think I will get frustrated. I am still deciding on max hp on level up, but I am tending to leave it to core.

    I am going to use only Single Class chars (Kits allowed). No use of the +/- button but re-roll ad infinitum.
    Only Humans and Half-Elves will be in the Party.

    Classes will be:
    Human Barbarian
    Half-Elf vanilla Bard
    Human Dragon Disciple (will not use any sequencers or contingencies, nor necromancy spells)
    Half-Elf Totemic Druid
    Human Priest of Tempus
    Half-Elf Swashbuckler

    Looks great. My one advice for myself, if I would restart my current run, would be that the intended front liner has some CON, even if at the cost of DEX. (You can buff DEX & STR with your Mage, but not constitution!)

    It also helps to have various off-tanks:

    My Blade, now past lvl 6, can cast Mirror Image, and last a few rounds with defensive spin on the front line. But once the Mirror Image is depleted he's dead (your AC doesn't matter with 5 tough lizardmen wailing at you; they will crit often enough that you will die, especially without a helmet.)
  • ifupaulineifupauline Member Posts: 405
    well if it's a no reload party I might want to get 6 characters -_-
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,754
    Maybe I will go this route, but only for my second run. For the first playthrough of IWDEE these restrictions can be too hard ;P
  • ComplyOrDieComplyOrDie Member Posts: 41
    Alright you win, HoF from level one was just boring and I do whine about the difficulty a lot, good AI would be better though! I'll give this a go and see if it is a challenge. I created a party of 6, one reroll on my Enchanter as I did actually want to cast spells and first roll was very very low int. I've picked classes I enjoy so some are a bit powerful but overall the party looks trash :). They are quite charismatic at least...

    Good thing is I've played so much more BG I literally don't remember the game other than the Valley vaguely and then there's some Yuan Ti shortly after so should be a nice challenge from that perspective, I might even bother to scout!

    Siorfin - Cavalier 12-10-17-13-15-17
    Alanna - Avenger 8 - 16 - 8 - 14 -13 -17
    Leila - Fighter Mage -13 - 9 - 13 - 15 -12 -14
    Fragrog - Priest of Tempus - 14 - 11 - 12 -18 - 11 - 11 (ONE spell at lvl one what a waste of space)
    San-Raal Enchanter 11-18-8-17-9-17
    Freya Fighter Thief 11-18-12-14-13-10
  • ifupaulineifupauline Member Posts: 405
    I am in, I started a new run, and i was impressed by all the decent roll I had

    Fighter/Druid 16 - 17 - 17 - 10 - 17 - 16
    Fighter/Cleric 15 - 13 - 18 - 11 - 15 - 11
    Stalker 14 - 18 - 17 - 13 - 14 - 11
    Swashbuckler 15 - 17 - 14 - 10 - 10 - 14
    Fighter/Mage 15 - 19 - 15 - 16 - 13 - 15 pretty awesome roll
    Archer 17 - 19 - 14 - 11 - 15 - 10

    I can't risk the swashbuckler and F/M in a fight as long as they don't lvl up, with respectively 6 and 8 hp -_-

    3 multiclass with 6 players party it will be slow to lvl up but at least they can all tank somehow and if one or two die I can still go on until I resurrect them. one thing I can say, archer is saving the day so far.
  • YgramulYgramul Member Posts: 1,060

    Alright you win, HoF from level one was just boring and I do whine about the difficulty a lot, good AI would be better though! I'll give this a go and see if it is a challenge. I created a party of 6, one reroll on my Enchanter as I did actually want to cast spells and first roll was very very low int. I've picked classes I enjoy so some are a bit powerful but overall the party looks trash :). They are quite charismatic at least...

    Good thing is I've played so much more BG I literally don't remember the game other than the Valley vaguely and then there's some Yuan Ti shortly after so should be a nice challenge from that perspective, I might even bother to scout!

    Siorfin - Cavalier 12-10-17-13-15-17
    Alanna - Avenger 8 - 16 - 8 - 14 -13 -17
    Leila - Fighter Mage -13 - 9 - 13 - 15 -12 -14
    Fragrog - Priest of Tempus - 14 - 11 - 12 -18 - 11 - 11 (ONE spell at lvl one what a waste of space)
    San-Raal Enchanter 11-18-8-17-9-17
    Freya Fighter Thief 11-18-12-14-13-10

    Awesome!
    You are braver than me: I rerolled my Cavalier till I got STR=15 at least, so I can put some armor on him. STR=12 will be a challenge, indeed. He is still too wimpy to stand on the front line for too long unaided...


    I fear that the greatest issue is actually the AI:
    I just beat up Yxunomei! Covering my retreating line with Spike Growth, Web, Fireball, etc.
    Even with all the limitations, the challenge only clocks at...
    "consistently beatable, if played well & with autopause options"

    ... which is fine.

    But it ain't no BG2 with SCS. Where your chances of making to end game are uneven.
  • CedeosCedeos Member Posts: 47


    Siorfin - Cavalier 12-10-17-13-15-17
    Alanna - Avenger 8 - 16 - 8 - 14 -13 -17
    Leila - Fighter Mage -13 - 9 - 13 - 15 -12 -14
    Fragrog - Priest of Tempus - 14 - 11 - 12 -18 - 11 - 11 (ONE spell at lvl one what a waste of space)
    San-Raal Enchanter 11-18-8-17-9-17
    Freya Fighter Thief 11-18-12-14-13-10

    This is really brave and challenging!

    I myself started on a slightly different ruleset.
    You can see my character sheets and pogress on this thread.

    Thanks again at @Ygramul‌ for inspiring me.
  • ComplyOrDieComplyOrDie Member Posts: 41
    Have to say this is adding a lot of fun to the game, every fight has a bit of tension. I have barely had any time to play but am now at the second level of the final tomb in Vale of Shadows. Everyone is lvl 3/4. I had to sell my ring of non detection to pay for some raise deads but overall things have gone ok.

    Hit point rolls have been crucial. My cavalier at lvl 4 has 47 HP which is so lucky but really coming in handy as he gets hit constantly with his awful Dex.

    My F/M and F/T have 18 hp at lvl 3/3 AND I used find familiar on the FM, the most HP she has had on a level up has been 2 so I don't see her hitting the front lines any time soon. She's using a shortbow even though has no proficiency in it.

    Cleric has 23 hp at 4 which is ok, he's the backup tank. The Chaos of Battle spell is very useful if you get the extra HP.

    Enchanter has 13 HP at 4 which is pretty good I think, sadly I didn't realise quite how restricted his specialism is so all he does is cast a few Melf AA on the normal weapon immune undead and identify stuff.

    Avenger is pretty useful, finding Sunray and Alicorn lance good spells so far.
  • YgramulYgramul Member Posts: 1,060
    ... another suggested rule I'm thinking is limiting summons.

    Animate Dead alone can carry the party very far.

    Currently, I play with:

    ** NO Animate Dead [evil act for a LG party]

    ** Only mage Invoker :: i.e. no Conjuration spells

    ** Bard as only summoner, who uses a single Summon Monster per rest.
    (They are used for panicky stop gaps to buy a round or two when surrounded.)
  • bob_vengbob_veng Member Posts: 2,308
    edited November 2014
    too many rules. you're making it look absurd. from something that had a semblance of universality, a nice experiment to add challenge via an improvised framework of rules that any player could subscribe to you're slipping into something that looks super-complicated and wholly provisional and arbitrary.

    edit: so it's obviously not "The Way It Is Meant To Be Played" any more, too bad.
  • YgramulYgramul Member Posts: 1,060
    edited November 2014
    Well, to each his own...

    The game "AS IS" is unplayable for me: it's too easy and useless as a game, unless restrained a bit.

    Though you are right that ground rules should be kept simple:
    The original three above can be summarized as simply:

    "NO MUNCHKINING".
Sign In or Register to comment.