Deities in-game BG 1&2 EE and their purpose
comebackhome
Member Posts: 254
Does anyone wish that these had more of an impact in game? For example Neverwinter online you can pick a deity and it gives you some sort of bonus (I think?) An example of these could be picking Tymora and be under the 'luck' spell permanently.
Even more interactions and significance in game I know the priest of Cyric in the docks but more quests and indepth around the religions. The churches content could be even expanded upon. Picking alignment in character creation is something but it would be cool if for example you made a rogue and picked evil then could select The mask or maybe even Lloth of you were an elf. As a result gaining some allegiance with the drow in the undercity.
Some of these could be modded into the game but it would be nice if more depth was added into an update. Depending on what you picked to follow there could be encounters of you being hunted by other religions. Whenever I come across a temple or something else to do with the deities it feels empty, unfinished and almost just that they're there for the sake of being there.
The shadow thieves feud was a good start but there are so many more factions and religions battle ing it out according to the forgotten realms handbooks.
Even more interactions and significance in game I know the priest of Cyric in the docks but more quests and indepth around the religions. The churches content could be even expanded upon. Picking alignment in character creation is something but it would be cool if for example you made a rogue and picked evil then could select The mask or maybe even Lloth of you were an elf. As a result gaining some allegiance with the drow in the undercity.
Some of these could be modded into the game but it would be nice if more depth was added into an update. Depending on what you picked to follow there could be encounters of you being hunted by other religions. Whenever I come across a temple or something else to do with the deities it feels empty, unfinished and almost just that they're there for the sake of being there.
The shadow thieves feud was a good start but there are so many more factions and religions battle ing it out according to the forgotten realms handbooks.
3
Comments
In BG2, cleric sub-classes can decide which Priest temple you can join after doing one of most notable side-quests. Aside from that, kitless Cleric can choose a temple based on his alingment. I'm not sure how Priest of Tyr is handled.
And yes, the more official kits for the game, the merrier. For me personally it provides more possibilites of role-playing characters.
2. There is a large number of joinable NPCs added to the game by mods who serve a specific deity. Their stories, actions and sidequests often are related to their god or goddess.
3. As for the protagonist being a priest, the game keeps this generic and that is a good thing. Making a specific quest or quest solution available for just one specific cleric kit is not a very good idea.
I do not think so much of special abilities for non cleric's as cleric's should probably have that reserved for their special devotion but quests and interaction's for non clerics that feel a deep connection to a deity would really be nice. This would be some major modding I suspect but would be most welcome. I try to tie in various magic items that often seem a good fit for a background and that helps a little as well. But for the most part it is just down to the imagination to go with.
So yep, I like the idea.
- Sirene for Illmater
- Isra for Sune
- Sandrah for Mystra
- BG2 Ajantis for Helm
- Modded Keldorn for Torm (Keldorn romance mod)
- one for Cyric in BG2 (was it Kido?)
- Nethaniel for Lathander
Just to be clear - are these individual mods or do they come in a compilation such as BG EE NPC mod.
@JuliusBorisov Any plans for the final patches for the BG EE series to flesh out certain aspects of the game such as religions/deities/guilds/cults/factions etc?
The thing about D&D gods is that they're basically just superpowered people, and like any normal person they have their issues, their baggage, their unique quirks and idiosyncrasies, and they are completely fallible.
While their are a few gods who take their portfolios seriously and try very hard to embody the ideals they're supposed to represent, these are more the exception rather than the rule (eg. Helm, Waukeen). These particular deities also have a habit of dying or getting kidnapped or whatever.
Just because you refuse to act like a shark doesn't change the fact that you live in a sea full of sharks.
In essence - since there are already mods that give you these options, there is no need to change the game in this respect. Mods are free and available to anyone, if you want such contents you can simply add it to your game at choice already now.