Artimus Posted June 24, 2007 Share Posted June 24, 2007 Mods: Wasn't sure where to put this, please move as you see fit. While working on a total conversion project, I realized one of the things that bothers me the most about magic in Baldurs Gate II: It's an arms race. Mage battles seem to go like this: A: Contingencies Fired: Protection from Normal Weapons, Spell Turning, Spell Deflection B: Remove Protections A: Recast Protections B: Remove Protections A: Nuke B: Nuke A: Nuke B: Nuke A: *Dead* It reminds me of seeing my newphew playing cops and robbers: A: "I shot you!" B: "I blocked it" A: "Bang!" B: "I dodged it" Fun metaphors aside, I'll get to the real point: Does a game really need a huge chain of protection/counter protection spells? It seems like a good chunk of a Mage's spell book is just trying to one up the other by just a little bit. Would getting rid of, modifying, or toning down a chunk of these protection/counter spells reduce the fun? Assuming a fair balance could be struck, do you believe it would hinder the spirit of the game? This is not asking "would you install it?", but more of "what do you think?". Here's a reference list I've compiled of what I believe to be "problem spells": Absorbing spells (These spells absorb a total of X spell levels cast at them): -Minor Spell Deflection -Spell Deflection -Spell Trap Immunity to Spells (Immunity to spell levels X and below or immunity to a school): -Globe of Invulnerability -Minor Globe of Invulnerability -Spell Immunity Immunity to Removal Spells (Counters spells from the Removal category): -Spell Shield Immunity to Weapons (Immunity to some +X or less weapons): -Absolute Immunity -Fireshield Red/Blue -Improved Mantle -Mantle -Protection from Magical Weapons -Protection From Normal Missiles -Protection From Normal Weapons Resistances (Give resistance to elemental and/or magic damage): -Protection from Acid -Protection from Cold -Protection from Electricity -Protection from Energy -Protection from Fire -Protection from the Elements -Protection from Magic Energy Turning Spells (Reflect spells against their caster): -Minor Spell Turning -Spell Turning Removal Spells (Counters for some or all of the above mentioned spells): -Breach -Lower Resistance -Pierce Magic -Pierce Shield -Ruby Ray of Reversal -Secret Word -Spellstrike -Spell Thrust Link to comment
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