Usually I like to play a game at its "default" difficulty, but in this case I have almost always played it at core rules. I actually didn't realize that "normal" was the default on my recent runthrough, although I admit the max HP became suspicious after a while. I have since reset it to "core" rules, since that is the most accurate to 2nd edition, and it is how I am used to playing Baldur's Gate.
Bad HP rolls really make you appreciate the high Constitution characters more...
I played BG2 before on high difficulties, so I started my first playthrough in BGEE on insane. And kensai being my favorite kit... all I can say it was not pretty. I really wanted to stick to Insane to counterbalance my high roll on character's abilities and starting weapons (and later max HP), but kobolds killing my tank in two-three shots or bandits one-shotting my mages at level 5 is just ridiculous. Basically, it makes AC much more valuable as HP and really skews the game mechanics toward damage avoidance above anything else, which also not fair and is fun reducing IMHO.
But I also try to impose some reasonable handicaps on my party: no pre-battle buffing, use of potions outside of combat, no resurrections. I guess, all these + Hard + SCS should be fine for my next playthrough.
Eh, I play on normal for convenience mostly so I don't have to reload a bunch when memorizing and leveling. Otherwise I would play core. Edit: Perhaps I should try to only use normal when leveling and memorizing and play on core at other times.
I played BG2 before on high difficulties, so I started my first playthrough in BGEE on insane. And kensai being my favorite kit... all I can say it was not pretty. I really wanted to stick to Insane to counterbalance my high roll on character's abilities and starting weapons (and later max HP), but kobolds killing my tank in two-three shots or bandits one-shotting my mages at level 5 is just ridiculous. Basically, it makes AC much more valuable as HP and really skews the game mechanics toward damage avoidance above anything else, which also not fair and is fun reducing IMHO.
But I also try to impose some reasonable handicaps on my party: no pre-battle buffing, use of potions outside of combat, no resurrections. I guess, all these + Hard + SCS should be fine for my next playthrough.
actually, BG1 can be made quite easy (okay, not *that* easy) with the usage of sleep and other CC spells - chances are, after casting it into a group of foes, at best only a few enemies will be standing. very nice damage avoidance-wise.
@loganultima I usually solo core, or normal if reading scrolls, leveling, or getting frustrated with respawns, or hard if over-leveled for the area.
Increasing mob damage makes it rough on low HP builds; Raising the slider works better for fighter or cleric solos. Better game to limit the amount you exploit the AI with some self control. Force yourself into new game-play by banning certain spells, pots, items, or techniques.
I am interested in trying out some balance mods, instead of higher difficulty slider.
Truth be told, I would probably play on core but since I'm a perfectionist I prefer to get the full bonus for my HP rolls, and changing to "normal" after every level-up just doesn't seem right.
Core and install a mod that gives Max hp for me and ALL chars / mobs in game so that i feel its pretty balanced for all:) typically uppin to hard, but tbh, playing full cleric / paladin / ranger team with only a bard as mage, has made the game A LOT harder than insane on my custom parties with Kensai-mage setups and such
Core Rules always, and I take whatever HP rolls are given to me on levelling, even ones. For memorising important scrolls I wait until I have a few to learn and then quaff a potion that raises my Int.
I play on core rules, I haven't played enough infinity engine era games through to be comfortable without max HP/level, so I rerolled that as necessary, but I like to keep it mostly kosher.
I play on core rules, I haven't played enough infinity engine era games through to be comfortable without max HP/level, so I rerolled that as necessary, but I like to keep it mostly kosher.
It's not too bad, you get the odd terrible roll, but it averages out and makes the game more of a challenge, it's not like the enemies you face get max rolls...
Tried Insane once. It was fun. Quick and fun, if you know what I mean...
Since then, never felt like improving my gameplay to handle Insane difficulty. My playing experience of BG has very little to do with an interest in added difficulty. I always felt that to play Insane I would have to let go on some of the things that I hold dear; roleplay, full exploration (map and quests) and the AD&D ruleset.
@Oxford_Guy If you have a Gnome Illusionist with the int. tome, does that raise the chance to learn to 100% or is there always a chance to fail to write a scroll to your spellbook?
@Oxford_Guy If you have a Gnome Illusionist with the int. tome, does that raise the chance to learn to 100% or is there always a chance to fail to write a scroll to your spellbook?
Core. Always. It's just not D&D without it. And in games like Neverwinter Nights 2, normal turns off friendly fire. Where's the challenge in fireball spamming everything you meet to death?
Feels like cheating if I play on anything other than core rules...plus this game is ad&d 2nd ed, the thing that makes this game fun and sets it apart from others is that sometimes an enemy can get a lucky roll and you can die through no fault of your own...can you think of any modern game where you can die so easily so early in the game? Most games these days hold your hand the whole way through.
While I have dabbled on Insane, I find it's more suited to munchkins then actually attempting to play an accurate game, and especially since I've largely "nerfed" most of the classes and kits to their "proper" power levels for PnP (not completely finished my conversion though since there's several things I haven't figured out how to change, such as proper Specialist mage opposed schools and benefit/penalties, and I can't figure out how to bring two weapon style down to 2 ranks)
The Sword Coast Stratagems mods--i.e., SCS and SCSII--are so vastly superior to Hard and Insane there is no comparison. Those mods don't used forced measures like simply doubling enemies' damage. Instead they have the enemies behave intelligently, particularly their spellcasters. For me this makes the game not only appropriately more challenging but more immersive. SCS:EE is in development.
Since currently I can't install any of the tactics mods, I've opted to play on Insane. I have to say, its still way too easy.
I'm hoping that one of the difficulty mods will be ready by the time my second play through is up (as well as BG1 NPC project without which the game is only half the fun :< ).
I plan to step it up soon, though. Maybe after this playthrough?
To be fair, I don't ignore CHA/WIS/INT in order to max out my stats. I pick things that are reasonable for the character. I think that balances things out a bit, maybe.
Insane. just beat first time ever no-reload challenge on insane!!
I do hope with bg3, they do add things for difficulty beyond just monster damage. something like saving limited to certain areas would be good like the old goldbox games. would make dungeon/wilderness crawls more engaging.
I think the idea alone of jump from normal to core rules in bg series is a good starting point for thinking about how to be creative with a game's difficulty levels.
Core rules, switching to Normal when leveling or learning rare spells in no reload runs. Insane for ToB since it's a combat oriented expansion providing a ton of healing potions and the party is too OP to enjoy the game otherwise.
Comments
Bad HP rolls really make you appreciate the high Constitution characters more...
But I also try to impose some reasonable handicaps on my party: no pre-battle buffing, use of potions outside of combat, no resurrections. I guess, all these + Hard + SCS should be fine for my next playthrough.
Edit: Perhaps I should try to only use normal when leveling and memorizing and play on core at other times.
I usually solo core,
or normal if reading scrolls, leveling, or getting frustrated with respawns,
or hard if over-leveled for the area.
Increasing mob damage makes it rough on low HP builds; Raising the slider works better for fighter or cleric solos. Better game to limit the amount you exploit the AI with some self control. Force yourself into new game-play by banning certain spells, pots, items, or techniques.
I am interested in trying out some balance mods, instead of higher difficulty slider.
Since then, never felt like improving my gameplay to handle Insane difficulty. My playing experience of BG has very little to do with an interest in added difficulty. I always felt that to play Insane I would have to let go on some of the things that I hold dear; roleplay, full exploration (map and quests) and the AD&D ruleset.
I'm hoping that one of the difficulty mods will be ready by the time my second play through is up (as well as BG1 NPC project without which the game is only half the fun :< ).
I plan to step it up soon, though. Maybe after this playthrough?
To be fair, I don't ignore CHA/WIS/INT in order to max out my stats. I pick things that are reasonable for the character. I think that balances things out a bit, maybe.
I do hope with bg3, they do add things for difficulty beyond just monster damage. something like saving limited to certain areas would be good like the old goldbox games. would make dungeon/wilderness crawls more engaging.
I think the idea alone of jump from normal to core rules in bg series is a good starting point for thinking about how to be creative with a game's difficulty levels.
Insane for ToB since it's a combat oriented expansion providing a ton of healing potions and the party is too OP to enjoy the game otherwise.