![]() ![]() But how does your idea work in practice? Luckily we have some actual games to test that out with. Yeah, the idea certainly sounds boring when you describe it that way. Blowing my entire repertoire on any remotely challenging fight and then resting to get it all back again for the next part of the dungeon doesn't sound fun to me at all. ![]() This also increased the value of scrolls and potions quite a bit. And if shit got serious, you could always make the decision to spend your mages' limited resources on 'trash mobs'.Īnd of course in an important fight the mages would bring in the big guns and fighters would be a bit less useful (especially in early games, when all a fighter could do was ttack).Įdit to be a bit more on-topic: for me in BG1/2 most of the fun related to casters was to squeeze out as much usefulness from their spells as possible and resting as little as possible (usually no resting at all in a hostile area until I cleared it out). In both cases this meant doing low damage that was only really useful to finish off weak critters that already took some damage from the fighters (and in later games such 'caster weapons' would have a decent chance of inflicting some status effects to make them more useful against typical mook encounters), but I don't remember non-casting mages being useless party-fillers at all. In a blobber mages could hit enemies with staves while being safely in the back line, and in other games you'd use darts or slings. I don't think I've seen the "mages are heavy artillery that win fights for you 25% of the time and are idle 75% of the time" concept in any CRPG made since the early 80s (japanese Wizardry clones may be an exception). Why does all gameplay have to be homogeneous and symmetrical? He's not effective 100% of the time so lets not train snipers and get another grunt with an assault rifle.Ī talented kicker in football (murican) might not do much for 90% of the time, but they can certainly win (or lose) the game for a team. I like the idea of having specialists.Ī highly trained sniper might not be super useful clearing an indoor complex, but can destroy high priority targets and have great demoralizing effect in the right conditions. You don't want to have a character that's not effective in every fight. It's when the big fights come that he saves the day, paralyzing giants, confusing enemies and disintegrating wizards left and right, and it's fun as hell when he does ![]() I mean he's got a nice xbow and can drop a mook or two, but the knights do the heavy lifting in the bog-standard fights. Using KotC as an example since I've played it recently, my wizard practically sits out 75% of battles. I prefer the high impact occasional game changers than the spamalot crap. ![]()
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