Tuthrick: - The point about AD&D 2nd edition rules - I totally disagree, because those are just tables with stats. It's the designer who creates the scenarios and encounters. Somehow towards the end of IWD, or its' expansion there's no such issue with mages being so dominant. Is IWD not faithful enough towards AD&D rules?
The rules do matter. In particular, the rule system has its warts:
* At low levels, attacks miss *way* too often, and those that do damage are way too deadly. It's as if everyone, both friend and foe, were using only inaccurate instant-death attacks. It is not fun when your attacks keep missing and an enemy attack gets through and one-shots your character, all because of bad dice rolls.
* As you level up, your accuracy improves, and you do eventually get a second attack, but the damage you do on hit doesn't change. At high levels (as seen in Throne of Bhaal), attacks will hit 95% of the time. (If the game were tuned a bit differently, you'd have the reverse problem.) Hence, the main thing you get for leveling up becomes useless at this point. (At least they added HLAs with the Throne of Bhaal expansion, so at least you're getting *something*.)
* There's also the issue that armor doesn't reduce the damage you take; it only makes you harder to hit. In particular, at high levels, AC, and hence armor (except those with resistances or other special properties), becomes useless. This also leads to the strange situation where the best tanks are mages (especially Sorcerers), who can become outright immune to physical attacks until they take a certain number of hits (or for a certain amount of time, if you look at Protection from Magical Weapons). (By the way, I note that PfMW is an effect that is easy for a player who realizes what's going on to counter, but which the AI may have difficulties with.)
As for your IWD comment:
* The game (as well as the BG series) is not turn-based; as a result, it can't be faithful to the rules.
* Some rules, like racial level limits, are deliberately not implemented. A more faithful recreation would include rules like this, and only humans would be viable in Heart of Fury mode (and in BG2's Throne of Bhaal expansion). In any case, this rule (as well as 1e's limit on female strength) is widely considered to be a bad rule, so it makes sense for the game to break with the AD&D rules here.
* Bards get interesting songs in IWD (assuming Heart of Winter installed) that they don't get in the AD&D rules.
* The reason spellcasters aren't as powerful in IWD is that the spell list lacks the spells that make them so powerful in BG2. (I note that the Enhanced Edition adds most of those spells, so high level mages are considerably more powerful here; this is one reason some players might prefer the Classic Edition.) Take a look at the 9th level spells; IWD2 has only 2 of them, and neither are particularly exciting; furthermore, they're both in the same school, so specialists with Conjuration forbidden end up with no way to fill those spell slots.)
* I also note that scrolls are scarce in IWD, and there's also the fact that, for whatever reason, you *don't* get spell picks at level up.
Tuthrick: - I stated at the beginning that the game is very limited with party-composition and as an example pointed out that there's no normal Thief throughout the whole game. The counter argument was that multi/dual thief is enough, to which I said that this is an example that Thieves are useless compared to arcane spell casters. I didn't even mention combat in any of my posts. My points were and still are:
1) Party-composition limit in BG2
Time4Tea: As I've said before, I don't agree with you that the lack of a pure thief companion NPC translates to 'very limited party composition'. So, we will have to agree to disagree there. If you want a pure thief, you can easily start a MP game and make one - it's a problem that is easily solved (for those that even consider it a problem).
It still requires going through multi-player, which is something I haven't been able to get to work with WINE.
Also, the issue is this:
* I would like a pure thief in the party (or perhaps something like a Cleric/Thief) so that I can play with the abilities they get (like setting traps and their HLAs).
* I do not want my main character to be a thief, as that is not my preferred archetype; I prefer to play casters with healing magic. (I'd prefer them to not be divine casters, but that's another topic.)
I could also point out that there's no normal Paladin; the one who joins has a kit that takes away the abilities I normally associate with the class. (There's other issues with the D&D handling of that class; if I were DM'ing 3.x, for example, I would mandate that Paladins use the Prestige Paladin variant, which fixes many of those issues.)
Time4Tea: Ok, so you think Bioware should have designed the encounters differently to have fewer spellcasters, or tone down the spellcasters? A possible issue I can see with that is that, if you do that, then the player's spellcasters might then be too dominant and be relatively unopposed, which might make the game too easy. If you somehow nerf or restrict the players spellcasters to try to balance it, then you are either modifying the rules or restricting the player more. I guess my point is that I'm not convinced there is an easy way to compensate for balance issues that are inherent in the ruleset by tailoring encounters.
Simply reducing the spell list would make spellcasters less powerful without having to change the rules.
I note that many of the spells in the game are not in the core rulebooks, but rather were added by other books released later; not every group plays with those books. The sequencers and Chain Contingency are examples of this.
Also, the implementation of some spells isn't faithful; Project Image, for example, is more powerful that the AD&D spell. Limited Wish and Wish also don't really map to their AD&D equivalents, and are only approximations. (BG2's Wish spell feels more like the MAHAMAN spell from classic Wizardry, but without the level loss and with bad effects thrown into the mix, and with 5 choices instead of 3.) Raise Dead doesn't cause permanent Con loss (and I'm glad it doesn't, actually).
Also, note that Dimension Door isn't available in BG2, and Teleport spells aren't in either game.