What are the major differences between 2nd AD&D (BG) and 3rd D&D (IWD2)?
VikingR
Member Posts: 88
Hello folks,
let me state this beforehand, I haven't yet had the chance to play IWD2. However I'm quite familiar with the Baldur's Gate games and the first part of IWD.
Now, I've seen a lot of discussions about IWD2 being based on 3rd edition D&D rules for the first time. Just out of interest, could someone point out the main changes that came with this new introduction.
I've seen a lot of negative feedback on how the ruleset loses its depth and complexity.
I'm planning on playing the game soonish.
Thanks!
let me state this beforehand, I haven't yet had the chance to play IWD2. However I'm quite familiar with the Baldur's Gate games and the first part of IWD.
Now, I've seen a lot of discussions about IWD2 being based on 3rd edition D&D rules for the first time. Just out of interest, could someone point out the main changes that came with this new introduction.
I've seen a lot of negative feedback on how the ruleset loses its depth and complexity.
I'm planning on playing the game soonish.
Thanks!
0
Comments
Want a Dwarf Sorcerer? Go for it.
The other big change is in dual-classing/multi-classing. 3E (at least in IWD2) loses almost all of the 2E restrictions with this. The only restrictions it has is that Paladins and Monks can only gain levels in certain classes depending on their faith if they want to keep progressing with Paladin and Monk levels. That and you may get an experience penalty if your various classes are too far apart.
The 3E system isn't perfect, but concerning the BG and IWD2 games, I can't see how anyone can say that IWD2's system has less depth and complexity compared to BG. Its the other way around really since the 2E system used in the BG games is far more simplistic and restrictive.
There is no more rolling over and over to get higher stats. Every character starts with the same base score in every stat and then gets an exact number of extra points to assign. Thus, a wizard is going to put most of those points into intelligence, a cleric into wisdom, etc. Characters receive new stat points to assign at certain levels.
Third edition introduces an important feats system. All characters start with certain feats at first level, and get one or two elective feats to add. New feats are gained at higher levels. Some feats are very powerful, and some aren't very good. You can have a power-built or a gimped character depending on which feats you choose.
Third edition also introduces a skill points system. Things like rogue functions (traps, locks, stealth), lore identifications of items, and prices in shops are now determined by skills. Each class has a certain base number of skill points per level to assign, and can have extra bonus skill points based on intelligence score. This makes intelligence become an important secondary stat for rogues, or any character who wants to have a lot of useful skills.
I actually find the 3rd edition character-building system to be more complex than 2nd edition. There are things I like better and don't like as much about each of them. They are both fun to play with. In addition to the Icewind Dale 2 game, all of the games in the Neverwinter Nights series use 3rd edition rules.
Honestly casters still end up being the most powerful classes in 3e. One of the things I like about 3e, especially early going for mages, is that with enough Int you can actually increase the amount of mage spells you can cast per day (if I remember correctly).
Other than that, your primary stat increases the chance that your opponent will fail their save, plus they also have other feats to make saving throws more difficult.
When it comes to racial class restrictions, PnP AD&D was actually slightly less restrictive than BG, but while I do agree some combinations could be opened in certain circumstances, other really doesn't make much sense in most cases (Mazzy could have been a paladin indeed with the right setting, but making her a paldin has no sense in a world with no halfling paladin orders). Perhaps you can come up with a plausible unique background (and a DM might accept that), but PnP restrictions were there because of established backgrounds of entire races.
Complete freedom seems fun, but roleplaying wise it's not such a great thing imo, because then you end up with parties composed by a dwarf kensai-sorcerer, a halflings berserkers/cleric and the gnome barbarian/illusionist. Yeah, cool. I'd love to see Lord of the Ring with such a Fellowship, and please, make Aragorn a half-orc so we can have a great orc-elf love story!
Short story: as a roleplayer most racial class restrictions doesn't even seem a limitation for me (e.g. I really never felt the urge to create a dwarf sorcerer). And how many restrictions are there? It's not like every race has tons of forbidden combinations. Pratically they removed the multi-class system (which was kinda good imo), and they tweaked dual-class system to actually make sense.
Then they ruined everything adding an absurd amount of (prestige) classes and transforming the game into a power-player festival where the only thing players care about is how many PrC and feats they can combine to create the ultimate invincible god of stats.
When it comes to kits vs. PrC, I really really prefer kits. I love that Pathfinder opted for archetypes (same concept as kits), instead of tons of PrCs.
But honestly this is something requiring me to do yet another playthrough of IWD2 for. I also admit I never managed to beat the game (Forgot what caused me to delete my chapter 5 save) and thus have never done HoW mode.
I'm *so* glad the Enhanced Edition of Baldur's Gate didn't turn it into a 3rd Edition version...
But the worse offenders are Dwarves, Haflings and Half-Orcs that are excluded from more than half of the existing classes, with Gnomes being almost just as bad since the only additional class they have access to is the Illusionist specialist mage.
Sure, the problem isn't that bad for Humans (no restrictions) and Half-elves and Elves, but the other races have pretty severe limitations. And in the end, it simply doesn't make sense for most of the limitations to exist. Paladins and Monks restricted to only Humans? Druids and Bards limited to Humans and Half-elves? Half-orcs, Halflings and Dwarves can never be an arcane caster (Dwarves create magical equipment for Pete's sake).
Fighter: any race.
Paladin: I can imagine quite a few more races having paladins in PnP, such as dwarves and elves, but within SoA you are forced to became a member of the Order of the Radiant Heart, which is a human-only order. So, in our setting the Paladin is better left as a human-only class imo.
Ranger: I do think half-orcs should be able to pick this class. I have mixed feelings for dwarves being rangers, they could be seen as a "cavern-type" ranger, but they already have their Racial Enemies anyway, they don't fit the stealthy DEX based role of the classic ranger, nor they strike me as "animal-lovers". I don't know what to think about halflings, maybe they could fit the role, maybe not, while gnomes surely don't.
Cleric: any race.
Druid: why the hell elves cannot be druids?!? o_O I'm not sure about half-orcs, and even less about halflings, but surely dwarves and gnomes don't fit this class.
Mage: dwarves craft magical armors and weapons with yes, but they do so with magical runes, and they have no tradition of practicing arcane spellcasting, nor they have schools of magic in their cities. Half-orcs living amongst orcs could become shamans, but surely not archmages. If they live in human societies they would probably not be accepted well in schools (we are in the 2012, and there's still racism out there, just imagine half orcs going to school along with human kids, in a supposedly medieval society).
Thief: any race.
Bard: bards need to be humans or half-elves because they need to be as charming and charismatic as possible when dealing with anyone, of any other race. I can imagine a halfling bard per se, but it would surely be disadvantaged compared to a human bard in a world where humans are clearly the dominant race (in terms of population) and occupy most of the position powers. Elves would never bow to enthral other species (they consider themselves superior), still I can imagine elven bards. Dwarves taking the bard career doesn't make much sense imo, and even less half-orcs.
Monk: I think it all comes down to something similar to what I said for mages. Monks train themselves in monasteries, and monasteries are pretty much human-only, because other races don't share such type of culture. Within the dwarven society you are not sent to monasteries, they train you to use and craft weapons and armors, half-orcs may like to fight with bare-hands but they would still grow as barbarian-like monks, not like your typical ascetic monk.
I agree certain limitations are too harh, but most of them do have a reason to exist imo. I probably cannot convince you, but the trick is to look at those "class restrictions" as something integral of those races, not as a limitation. The question is, why would you feel the necessity of playing a dwarf mage over a human mage?
Short story: @Tanthalas which are the race-class combinations currently blocked that you really think deserve to be allowed?
BG uses 2E, so I don't think any combination should be unblocked.
I just like the freedom that 3E offers. If I want to make a Dwarf that is interested in Arcane spellcasting I'm free to pursue it.
I'd just add some minor notes about your arguments. As pointed out in another discussion Dove Falconhand is a Ranger that runs around in plate armor, not all Rangers are the stealthy type, there are also those that are mainly trackers.
In one of the Sellswords novels by RA Salvatore there was a half-orc Bard and a half-orc Mage. His Cleric's Quintet novels also had a Druid Dwarf. It all just depends on the backstory of your characters.
I think I'm with @Tanthalas on this one. 3e has a lot of good going for it, but AD&D is still great for different reasons.
@Demivrgvs: I don't think any race needs to be locked out of any class. As Tanthalas pointed out, one of the main characters in Salvatore's "Cleric Quintet" novels was a dwarven druid with a green beard and affinity for nature. Just because it's atypical for the race doesn't mean it's not a fun character concept and impossible to imagine. That's one thing that's always bothered me about AD&D. There are social constructs around which races can be which classes, which is why only humans can be paladins (you must belong to a paladin order and they are all racist scumbags) and why there aren't any halfling wizards. It's also why druids can't go beyond level 14, because doing so would break druidic order in an area because the highest level druid is automatically arch-druid for a region. I find things like that counter-productive to a class-based RPG environment. What if my character is a druid because he reveres nature, but is a social recluse who loathes all humanoid contact and doesn't belong to a druidic order? There's no room for that with AD&D rules.
The way my brother always put it, D&D is "make-believe with rules." The less restrictive the rules, the more fun it is.
Like I was saying, I recall a description (and I'm pretty sure it was in the handbook) about a dwarf ranger. Rather than being a woodsman, he was an accomplished spelunker and explorer of caverns. It still strikes me as a ranger, even though no trees are involved.
1) Every caster has a primary ability score which affects the maximum spell grade which that character can use (e.g. 11 for 1st grade spells, 12 for 2nd grade spells, etc.). The bonus value from the ability score (e.g. a 12 will grant a +1 bonus, a 14 will grant a +2 bonus, etc.) affects how difficult it will be to withstand that character's spells. The spell's target will have a harder time to make a successful saving throw. The bonus from value the ability score increases the available spell slots.
2) A strength of 12 will grant a +1 bonus to the attack bonus and damage. A 14 strength will give a +2 bonus. Strength based skills will receive an equal bonus.
3) Similar with dexterity. A 12 dexterity will improve the AC by 1. A 14 dexterity will increase it by +2. Dexterity based skills will receive an equal bonus.
4) A constitution of 12 will grant a +1 bonus to hit points. A constitution of 14 will increase the hit points by +2. Constitution based skills will receive an equal bonus. There is no cap to the constitution bonus. Unlike 2nd edition non-fighters can as well aim for a high constitution score and profit from it.
5) Hitpoints will not cap at 9th or 10th level. Hitpoints are rolled even beyond that point. In 2nd edition you only got a flat hitpoint increase beyond that point. Characters and opponents/monsters will thus have higher hitpoint pools.
6) Every four levels a character will be able to increase one ability score by one point.
7) Every three levels a character will be able to train a new feat (e.g. a weapon proficiency, armor proficiency, meta magic proficiency, skill training, etc.). Some classes get additional points to allocate on feats (e.g. fighter can train an additional feat at every even level).
8) XP advancement is different. The required XP to reach the next level is determined by character level.
9) Multiclassing works differently. When leveling up you can decide whether or not the character will improve in his former class or if he starts to advance in another class. As example: you start at level 1 fighter. You earn enough experience to become level 2. You can either train to become a level 2 fighter or start training in another class, e.g. fighter/wizard 1/1. In the first case the character has a so called "character level" of 2 and happens to be a 2nd level fighter. In the second case the character will as well have a "character level" of two but is a level 1 fighter and a level 1 wizard. When training in several classes the level difference between the different classes should not be greater than 1, else the character incurs an xp penalty (e.g. +20% xp required to level up I guess). Additionally every race has a favourite class and this favourite class is ignored when it comes to determine if a multi-class build has incurred an xp penalty.
10) Multiclassing casters is in general a bad idea. If you liked playing a Fighter/Cleric/Mage, Cleric/Mage, Fighter/Cleric, etc. in 2nd edition then all xp was evenly divided among all classes. Evenly leveling a multi-class caster in 3rd edition will literally gimp the toon (as harsh as it sounds). To be clear, such a character won't be totally useless but not as effective as it could be. What one should keep in mind is that to overcome the spell resistance of a target the caster level is important.
11) Multiclassing as is in 3rd edition is more of a powergamer's tool. Splashing in other classes (like 1 or 2 levels) lends itself for taking free feats/skill points. But you have to carefully choose your race to do so. A dwarven Fighter/Rogue/Ranger with a level split of 10/2/2 would be viable and not incur any xp penalties.
12) There are no weapon restrictions for clerics as in 2nd edition.
If you're unfamiliar with 3rd edition then it's a good idea to keep the majority of the party single class characters. Experimenting with 1 or 2 party members won't hurt, though.
I don't need to jump into a well to know that I wouldn't like it.
None of those apply to FR, even if we're talking AD&D. A lot of stuff got thrown out the window, which is perhaps one of the reasons the FR world is as popular as it is.
R.A. Salvatore is one of the more famous authors that helped build the setting and all sorts of his characters broke AD&D rules. Him giving Drizzt a secondary weapon broke AD&D rules and started the entire D&D stereotype of rangers dual-wielding. Cadderly, a priest, used a crossbow frequently. Pikel Bouldershoulder is a druid dwarf and he originated in 1991. 3rd Edition rules didn't come about til 2000.
If we're going to talk about stuff that breaks RP, CHARNAME shouldn't be able to be a cleric or druid, and should always be human (your mother is human no matter what race you are in ToB, I believe).
If I wanna roll a elven druid, I should have that option. If I want to be a halfling illusionist, why not? If I want to be a half-orc sorcerer, hey welcome to the weirdo club. Still kosher in my mind. I hope there are tools included in BG:EE that allow free reign on character creation and if not, I hope some modders change that right quick.
If an elf wants to be a dentist, let him.
The link has all of the little details.
Secondly, the numbers work a little differently. A higher number is always better. There are no negative AC's, no saving throws that reduce, no lowering THAC0's, etc. Everything bumps up, and the higher it goes the better it is.
That's really it. The link will go into the details, of which there are many including the introduction of feats, the new skills system, and how the new multiclassing works, but what's really most important imo is the change in the numbers mechanics.
The bladesinger, for all intents and purposes, is a fighter/mage that plays similar to a bard but without the song. That said, its rumored that those who fought using the Bladesong fighting style, could make music from the air rippling around their blades as they fought.
And considering the constant threats to dwarven strongholds from above (Goblins, Orcs, Giants, etc) and below (Herm, almost every dwarven stronghold is connected to the Underdark where all sorts of dangers await). Having dwarves at the fringes, acting as lookouts, etc would make sense. Perhaps this dwarf is part of a special detachment in the Stronghold or clan, sent in light(er) armor, while the rest of the dwarven army mobilizes. Also in 3E is where the nickname for a Dwarven Ranger (Aka a "Caver") came up for the first time that I remember.
I doubt there would be as many dwarven rangers, as Elves, half-elves or humans, but I definitely think the case can be made.