How should intelligence affect arcane spellcasting in your opinion?
Ammar
Member Posts: 1,297
Let me preface a poll with a quotation from the Player Handbook:
Spell Level
lists the highest level of spells that can be cast by a wizard with this
Intelligence.
Note that it specifies cast instead of scribed. This means that the current implementation (intelligence required to scribe) is not more faithful to P&P than the old implementation (no intelligence requirement for specific spell levels).
I strongly feel that the current implementation is half-baked. As it stands, the requirement is only a minor annoyance; it sucks if you find a cool new level 9 spell scroll at level 18 and do not have a potion of genius with you.
Since they are easy to find and cheap to purchase, the requirement does not add anything meaningful to the game. It only serves as a "gotcha" for people not familiar with the rule and ways of how to temporarily increase your intelligence. The implementation is also inconsistent as it does not affect High Level Abilities (level 10 spells).
That is why I would like to the game either to revert this change or extend it to casting spells like in P&P. Personally I would prefer a revert, since otherwise the most powerful arcane caster (Edwin) become relatively even more powerful. I could still life with the P&P option, as this would make the restriction meaningful instead of an annoyance.
As a closing note, there was a broken implementation of the rule in the original BG 2. That is why for example @Dee sees this as a bugfix instead of a change. Personally, I wonder if it was left broken on purpose. Maybe the devs back then decided that implementing it would not improve the game? After all it did not even matter for BG 2 pre ToB, since you just need 16 int for level 8 spells (maximum at that time).
Spell Level
lists the highest level of spells that can be cast by a wizard with this
Intelligence.
Note that it specifies cast instead of scribed. This means that the current implementation (intelligence required to scribe) is not more faithful to P&P than the old implementation (no intelligence requirement for specific spell levels).
I strongly feel that the current implementation is half-baked. As it stands, the requirement is only a minor annoyance; it sucks if you find a cool new level 9 spell scroll at level 18 and do not have a potion of genius with you.
Since they are easy to find and cheap to purchase, the requirement does not add anything meaningful to the game. It only serves as a "gotcha" for people not familiar with the rule and ways of how to temporarily increase your intelligence. The implementation is also inconsistent as it does not affect High Level Abilities (level 10 spells).
That is why I would like to the game either to revert this change or extend it to casting spells like in P&P. Personally I would prefer a revert, since otherwise the most powerful arcane caster (Edwin) become relatively even more powerful. I could still life with the P&P option, as this would make the restriction meaningful instead of an annoyance.
As a closing note, there was a broken implementation of the rule in the original BG 2. That is why for example @Dee sees this as a bugfix instead of a change. Personally, I wonder if it was left broken on purpose. Maybe the devs back then decided that implementing it would not improve the game? After all it did not even matter for BG 2 pre ToB, since you just need 16 int for level 8 spells (maximum at that time).
- How should intelligence affect arcane spellcasting in your opinion?37 votes
- Original BG 2: Intelligence does not affect maximum spell level10.81%
- Current Enhanced Edition: Intelligence limits the level of spells you scribe into your spellbook18.92%
- Pen & Paper: Intelligence limits the level of spells you can cast70.27%
0
Comments
I disagree that the fixed behavior is a "gotcha" mechanic: The table was always in the documentation, and players have always had access to that documentation. It's no different from creating a Thief and then giving your character a Dexterity of 9; there are consequences to that, and as a player you have to accept or anticipate them.
Level 10 spells are unaffected because, like all HLAs, they're a product of class progression rather than research.
Personally I wouldn't be opposed to limiting spellcasting instead of spell learning (I'm generally a fan of bringing the game closer to PnP), but that would mean implementing an entirely different behavior from the one that is currently there, and would frustrate a lot of players whose games are already in progress.
There're several (or I can even say many) differencies between BG and PnP rules, for example, @ZanathKariashi is a known fan of implementing each and every PnP rule into BG.
But sometimes I feel that changing something that huge now, after 15+ years since the SoA release, will result in more people getting upset by it than other way around.
We've seen traces of such an upset with the cleric/ranger characters and their "nerfing" by the last BG2EE patch.
Which means that it might be worth doing, but it's not my call to make. Trust me, if I had free reign over what we do with the engine, there'd be a whole lot of weird stuff in there just because it seemed cool at the time.
I also think the comparison with a thief with low dex is apt. Dex has a gradual effect on the skill of a thief, and there are no thieves with a dex low enough to really hurt. I think a good comparison would be thieves not being able to pick up "Assassination" when having less than 18 Dex at level up.
Also it is more of a gotcha moment, because you have to keep it in mind the entire time. With the thief you have to remember it just when creating a character. Again, a better comparison would be for the thief to require special potions (easily obtainable in town) to disarm certain traps. Actually, I sort of like games where you have to take care of logistics (original Magic Candle!), but BG is not that kind of game otherwise.
Also disagree about level 10 spells. They are different from scribed spells that they are not learned but instead "invented" by the character, but this would actually be even more difficult. And while they are abilities they are also explicitly level 10 spells, even though they take up level 9 slots.
But I think I tend more toward the P&P option myself, now. @subtledoctor makes a good argument. An early available +1 int item or two, would make the P&P option much more feasible. If you have more than two spellcasters the P&P rule still penalizes you for low int, but it is less of an issue.
It prevents a low-Int mage from becoming useless, while still giving the player the "sense" that their Intelligence is low. It's almost (not quite, but almost) on the level of a roleplaying element, rather than a mechanical penalty.
That said my main concern regarding implementing it so that you needed to have 18 intelligence to cast level 9 spells would be the confusion it would cause for casual players. I've seen enough confusion around needing to have 18 intelligence to learn level 9 spells on places like the Steam forums to suspect that applying further restrictions would cause issues for casual players (especially if they received an update and found that suddenly their characters could no longer cast certain spells).
Since the existing system allows you to pretty easily roleplay not having access to these spells I'm ok with keeping the status quo (but I appear to be in the minority on that one ). Though none of what I've written here should be understood as being a reflection of Beamdog's stance surrounding this though (I don't have the power to make such decisions). Its just all my personal view.
So the scribing to spell book requires the learning then. You have a complicated scroll in your possession, which already has a completed spell. INT would be the ability to reverse engineer the spell to make it castable from the beginning.
After it's in your book, however, you don't need to remember why it works, necessarily, since you basically have all the instructions now.
For reference, I just did a double-check:
INT 18+
Edwin
INT 17
Imoen
Nalia
Sarevok
Neera
INT 16
Aerie
Jan
INT 15
Haer'dalis
So with exactly one perm +1 INT boost in the game, the good side could have one lvl 9 caster other than the PC, and Aerie and Jan should struggle to cast even lvl 8s. Evil could rock both Sarevok and Edwin with a PC raining death and destructions all round...
Actually, I think am just one +1 INT boost away from being happy with the change (PC gets their own in hell), and maybe the deck of many things could luck that out too?
Could really do with that +1 occurring just a little sooner though - the machine is almost end-game material, which is a nice time for a bonus 2nd caster getting 9th level spells, but a bit too deep into the game (which was not balanced to lack them) for the first.
Second, I disagree that it makes Intelligence meaningless. It makes Intelligence meaningful in a way that can fundamentally alter how you use your character. An Intelligence of 17 means you're never going to cast 9th-level spells, unless you find a potion of genius and then use it before scribing your spells into your spellbook. Potions of Genius may be plentiful, but they're not arrows: if you use a potion every time you find a new scroll, you're going to run out of potions before you have a chance to learn all the spells you want to learn. So it's a consideration, and a meaningful one, just like potions of strength on a low-Strength character who wants to wield a Composite Longbow.
I agree that it's not as meaningful as restricting your actual spellcasting, but (as @GreenWarlock pointed out above) the game wasn't balanced with that restriction in mind, so coding the restriction in after release would be problematic, and definitely shouldn't be done lightly.
There's also the fact that a sorcerer wouldn't be bound by these restrictions (unless we made them bound by them, which again is a significant alteration to the game's balance and design), so more than anything such a change would encourage players to be sorcerers instead of mages.
That being said... I totally agree with all of this. In theory, your stats should feel meaningful. If the game were being built from the ground up today, I would be a strong advocate for implementing the rules as-written from PnP. But this game wasn't designed that way; which again, doesn't mean changes like this couldn't or shouldn't be done, but it does mean that making those changes shouldn't be automatic. Like the pathfinding improvements in the 1.3 update, it requires research and testing to make sure that the game still plays as designed.
Now, all that being said, there's an easy way to mod the game so that Intelligence is more meaningful in the way you're proposing: Reduce the number of Potions of Genius from the game--or get rid of them entirely. You can't cast a spell if you can't learn it.
Add one or two equippable "+1 Intelligence" items to the game to give the player some leeway (you don't need an Intelligence higher than 18 to cast 9th-level spells), and that should do the trick--though it won't make Intelligence-draining effects stop you from casting spells, unless you add a "Disable Spellcasting" effect to them.
It is a weird mechanic. No other class has this sort of restriction. Fighters with a 16 or 17 Str can still get 5 pips in their weapon of choice. Thieves with 16 or 17 Dex aren't restricted to 80% or 90% in find traps.
Fighters have other issues, for example they basically need a girdle of giant strength to excel at high levels.