Core rules
Cvijeta
Member Posts: 417
Does Aerie permanently die on core rules? Could you please explain how to raise her in that case.
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Note of course that this only applies to deaths in COMBAT, not to deaths that happen as a result of story events. Those are usually permanent (or at least supposed to be, not sure if there's still that bug where they're not).
People can't die permanently on normal setting.
Or maybe he means that elves are supposed to be immune to Raise Dead in AD&D? It's a story balance thing. The gist of it is that elves can already defeat you by simply outliving you, so there had to be other restrictions on the race.
They can still be resurrected though, which costs more.
I don't think the elf thing was ever implemented in BG, not that I can remember (maybe BG1 only?). It was (is?) in IWD, though.
Or maybe the bar for what counts as "normal" difficulty has just decreased thanks to the relatively recent massive influx of casual gamers.
The problem with naming difficulties is that there's a stigma attached to "easy". Many players won't play anything other than "normal". I've seen several different developer forums swamped with complaints that a game was too hard, but when they asked if the person had tried lowering the difficulty the reaction was that that simply wasn't done.
If Bioware had named "Core" as "normal", then first-time players would have played that instead, and the game would have been harder and more frustrating and many of them would have blamed the game. I think it was perfectly sensible for Bioware to guide new players to the easier mode to start, and I think naming the other difficulty "core" instead of "hard" was a smart signal to people who were used to 2E D&D that "this is the ruleset you are familiar with, so go ahead and play this level without worrying it will be too difficult".
Especially considering how rare it is for higher difficulty levels to actually have a meaningful effect. Usually they just increase enemy stats and call it a day.
That's pretty much the history of a large chunk of like WoW, for example.
In a perfect world higher difficulties would mean not only tougher but smarter enemies, but creating a good AI system is hard work. If Dragon Age: Inquisition was any indication, crafting a game with good RP elements + decent gameplay + non-trash level AI is extremely difficult these days. BG2 is just one those game that (given its age and the relative current state of many games) almost miraculously got pretty close to getting it right.
The vanilla AI is not particularly great, and the game is more full of cheese than a cheese is full of holes.
It also makes it possible for people to come up with SCS in the first place, or even more ambitious projects like Tactics where the AI uses cheese as well.
Compare to something like DA:I, where the AI system makes it so your companions have a VERY big chance of doing something extremely stupid, assuming it doesn't bug out completely and your companions end up just standing there stuck or something - and there's really nothing you can do about it short of going all-out micro.
Its ridiculous how the AI system is so ambitious and yet you can't even decide who gets to stick to party formation and who gets to do whatever they want as long as they use the skills you've enabled.