XP rate reduction for modded BGEE a good idea in this case?
cdx
Member Posts: 94
Hi, I'd like to ask for an opinion about the xp rate in BGEE. First time playing with the AI and challenges mods, plus Drizzt Saga, Dark Side of the Sword Coast, Dark Horizons, mini quests, etc. but no OP item mods.
Also, first time playing FMT, so I'm expecting slow leveling. In the Big World Setup reducing the XP to 75% was recommended, so I thought I'd go for it.
Would progression for FMT multiclass on only 75% XP be kind of annoyingly slow if I'm usually happy with the standard single class 100% progression? Do the challenges/mod content add considerable XP amount or would I be stuck into lower levels for most of the game?
I like the increased challenge and working hard for a level but wondering if progression would become so slow it's not fun anymore. So maybe bring back XP to 100%?
Also, first time playing FMT, so I'm expecting slow leveling. In the Big World Setup reducing the XP to 75% was recommended, so I thought I'd go for it.
Would progression for FMT multiclass on only 75% XP be kind of annoyingly slow if I'm usually happy with the standard single class 100% progression? Do the challenges/mod content add considerable XP amount or would I be stuck into lower levels for most of the game?
I like the increased challenge and working hard for a level but wondering if progression would become so slow it's not fun anymore. So maybe bring back XP to 100%?
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Comments
but at the same time I have beaten the game with 3 characters at 64 000 xp, ( from doing speed type runs) so I don't think you will be to under leveled, the thing that is nice about BG is that in theory you can almost do any area at any level if you have the right equipment ( potions, wands, spells and the such)
I've even gone to the cloakwood mines with characters that were only level 3 and 4 and I was still able to complete that whole area, so I think making all XP at 75% wont change you too much
@lunar I guess so. I'll check the entry points for the bigger mod queslines and make sure I don't do them until just before the ending of the game. Or maybe make sure the mod to continue playing after finishing the game content and then doing these. If I accidentally stumble on an OP item I can always donate it to a my usual museum chest in Friendly Arm
In my bgt modded game I have painstakely editted all of those extremely op items down to a peg. For example I editted that stunning shortsword to +1 enchantment and only %5 chance of stun for 3 sec. And returning throwing dagger to non magical and no attack bonus.
Then again EE also added a stupid stupifier mace to the game that is op in all levels. I omitted that from my ee game instantly as well.