![]() ![]() The bard should have a useful role, like, you know, singing, which strips away all other actions, but it only prevents fear (or maybe not even that), which is not an issue in BG1. Twillight: For Garrick, well, I'm sad that he remained entirely useless. (Of course, such examples end up involving level numbers high enough that you wouldn't see them outside of something like Disgaea, where balance doesn't break down as badly at those levels as something like D&D does.) As I've pointed out elsewhere, at sufficiently high levels, this means that a small level difference (say, 1%), can mean the difference between 5% and 95% accuracy. In the 3rd edition epic rules, characters gain +1 to hit for every 2 levels past 20, regardless of class. (The exact level at which this happens vary in most Dragon Quest games, this happens past level 45 or so, where no AD&D-based (or D&D-based) CRPG, to my knowledge, goes.) It's a characteristic of AD&D that's present in many other CRPGs, including Wizardry (except 4 and 8), Might & Magic (at least through 5, don't know about later), Dragon Quest (through at least 9), Final Fantasy (1 only), and of course all AD&D-based CRPG that allows levels high enough for this to apply. The thing is, past level 10 or so (exact level depends on class), earning twice as much XP gives you twice as many levels. I will grant that some classes see a sharp drop off in improvement as they reach epic levels, so getting less than a straight doubling of level is less of a loss than in games where the character level is used as a linear term in important rules (such as damage output = character level * 2). :) Doubling a level 15 character ought to take it to level 30, not level 20. (Of course, this is ignoring the level and XP caps.)Īdvowson: That is an odd definition of level doubling. At sufficiently high levels, doubling a character's XP does (approximately) double their level.ĭoubling the XP of a 15 level character will take them to around level 20 a level 20 character would become 30 a level 30 character would become 45 and a level 2010 character would become level 4010. ![]() I like having a party that does not need to savescum, nor regularly return to temples for resurrections, so I want my party to be effective enough in combat that I rarely have anyone die. to get 3 extra levels (at best) seems like a really bad trade to me. Giving up 5 party members, their carrying capacity, damage output, etc. If that same party is a solo Thief, the Thief would have all 420000 experience and would reach level 11 (but be somewhat close to level 12). If a 6 character party had collected 420000 experience, the Thief would have 70000 and reach level 8. Even a Thief, with the fastest level progression, doesn't benefit much from a smaller party. I'd rather have a group of 6 characters with an average level of N than a group of 3 with an average level of N+2. Just think about it.Ī large party (5-6) might be necessary for Legacy of Bhaal, or something, but otherwise aa timesink.Īdvowson: Since doubling a character's experience does not double their level, I find spreading experience across a large group to be more useful. Positioning units, the inevitable spellcaster-babysitting. One-click battles like solo game with the added benefit of more chance to disrupt spells, and a thief to do thief-stuff.Ī party of 6 is time-consuming. Convenient.Ī party of 3 can consist a short-bow specialist, a long bow specialist, and a tank. You don't need a party to win the game.Ī solo character gains exp way faster, thus realises its potential faster, so can do whatever sooner. Advowson: Since doubling a character's experience does not double their level, I find spreading experience across a large group to be more useful.
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