Posted June 30, 2019
(This post applies to both games in the series; until further notice, it is safe to assume it doesn't apply to BG3.)
Now, these games doesn't perfectly replicate the AD&D rules; some rules are not implented for good reasons, like the demihuman level limits (widely considered to be a poor rule, and would make most non-humans useless come ToB), and the fact that Wish doesn't match its tabletop counterpart (accurately implementing that spell in a CRPG is not feasible; the closest you could come would require some fancy AI). However, there are two rules where the implementation differs from (what I remember of) the tabletop game, and the game suffers from it IMO.
1. Mages don't get to choose new spells at level up. As a result, mages are at the mercy of the scrolls that the game provides. This, in particular, doesn't feel right when the game also features the 3e sorcerer, whose biggest disadvantage being a limited spell selection (containing *only* spells learned at level up); it just doesn't feel right that sorcerers can get certain spells before mages can. (For comparison, the SSI Gold Box gave magic-users 1 spell per level up; 1 made sense because of the limited spell list, but 2 is what (IIRC) the rules say.)
2. Death and dying. In the tabletop game, there's the death's door rule, where characters don't die immediately at 0 HP, but instead remain alive until -10 HP. This makes being a little unlucky (especially at low levels) less punishing; if the rest of the party can kill the enemies, the fallen character can be restored to health, and (from a CRPG perspective) a reload is not necessary. Only if the character goes down to -10 HP and the party has no side-effect free resurrection is a player going to need to reload (though the "drop everything on death" rule subverts this, unfortunately). On the other hand, in the Baldur's Gate series, characters die *immediately* on reaching 0 HP, which is especially nasty at low levels where just one unlucky roll means a dead character. Even worse, on Core Rules or harder, if a character is reduced to -10 HP, the character is gone *permanently*, which makes it pretty much certain that the player will reload; this is extremely player unfriendly design, and I also consider game design that encourages frequent reloading to be (in most cases) bad game design. For comparison, the SSI Gold Box games implemented the Death's Door rules (though it *is* worth noting that Raise Dead isn't side-effect free, though Resurrection is).
So, any reason why the developers chose to mis-implement these rules in a player hostile manner?
Now, these games doesn't perfectly replicate the AD&D rules; some rules are not implented for good reasons, like the demihuman level limits (widely considered to be a poor rule, and would make most non-humans useless come ToB), and the fact that Wish doesn't match its tabletop counterpart (accurately implementing that spell in a CRPG is not feasible; the closest you could come would require some fancy AI). However, there are two rules where the implementation differs from (what I remember of) the tabletop game, and the game suffers from it IMO.
1. Mages don't get to choose new spells at level up. As a result, mages are at the mercy of the scrolls that the game provides. This, in particular, doesn't feel right when the game also features the 3e sorcerer, whose biggest disadvantage being a limited spell selection (containing *only* spells learned at level up); it just doesn't feel right that sorcerers can get certain spells before mages can. (For comparison, the SSI Gold Box gave magic-users 1 spell per level up; 1 made sense because of the limited spell list, but 2 is what (IIRC) the rules say.)
2. Death and dying. In the tabletop game, there's the death's door rule, where characters don't die immediately at 0 HP, but instead remain alive until -10 HP. This makes being a little unlucky (especially at low levels) less punishing; if the rest of the party can kill the enemies, the fallen character can be restored to health, and (from a CRPG perspective) a reload is not necessary. Only if the character goes down to -10 HP and the party has no side-effect free resurrection is a player going to need to reload (though the "drop everything on death" rule subverts this, unfortunately). On the other hand, in the Baldur's Gate series, characters die *immediately* on reaching 0 HP, which is especially nasty at low levels where just one unlucky roll means a dead character. Even worse, on Core Rules or harder, if a character is reduced to -10 HP, the character is gone *permanently*, which makes it pretty much certain that the player will reload; this is extremely player unfriendly design, and I also consider game design that encourages frequent reloading to be (in most cases) bad game design. For comparison, the SSI Gold Box games implemented the Death's Door rules (though it *is* worth noting that Raise Dead isn't side-effect free, though Resurrection is).
So, any reason why the developers chose to mis-implement these rules in a player hostile manner?