Posted April 09, 2023
Just wanted to start taking a critical look at the trilogy of SSI First-Person games (Strahd's Possession, Menzoberranzan, Stone Prophet).
The first thing I'm realizing is that they probably intended that there would be a LOT more of these games than the three that were released.
Part of the problem with different spells is that since you can't SEE anything their effects are so deep under the hood that unless you had someone who could crack the game open and watch the math that was done as attacks were made & etc. it doesn't look like they're doing anything at all.
Thief: So the most obvious Thief ability - Open Locks - is all but useless in Strahd's possession (I think there are two pickable locks in the whole game) and entirely useless in Menzo. This immediately led people to dismiss Piotra (the Vistani Thief NPC) in Stone Prophet as worthless -
And surprise: Every single locked door in the game is pickable. Having Piotra in your party means you can essentially ignore the 'hunting for keys' aspect of exploring dungeons. If you put him in the back row and give him one of the staves of lightning, he's a decent enough combatant.
Thieves can also use any magical item wizards can use, which means that if you have any surplus scrolls in your party, your Thief can use them. This makes Piotra essential if you decide to do Stone Prophet on hard mode and not bring a wizard with you.
Other thief abilities, I'm less certain on. I THINK Detect Noise is supposed to be an enemy-spotter but I've never tested it to see if it works, and identifying the location of enemies in the SSI games isn't super important, since most of them have the advanced AI of 'Wade into melee range and start attacking'. Hide in Shadows makes the Thief invisible, at least until they attack, which can keep some aggro off of them. I thought it was supposed to set up a backstab too, but trying it I never noticed any bump to their damage from it. Maybe backstab was contingent on putting the Thief in the front, which only a lunatic would do instead of a Cleric, Paladin, Fighter or Ranger.
I THINK Find/Remove traps was supposed to remove a trap on items like boxes that would go off if you tried to access the contents. I read in the Menzo walkthrough that a chest was trapped at the end of the game, so I tried it and nothing happened when I opened it in my inventory. It does nothing to floor traps that I've been able to figure out.
So essentially, Thieves are an OK 'Back Row' combatant and backup magic item user in the first two games which got them pooh-pooed in SP... when having one makes the game significantly less irritating. Seriously, try bringing the Thief along in Stone Prophet.
The first thing I'm realizing is that they probably intended that there would be a LOT more of these games than the three that were released.
Part of the problem with different spells is that since you can't SEE anything their effects are so deep under the hood that unless you had someone who could crack the game open and watch the math that was done as attacks were made & etc. it doesn't look like they're doing anything at all.
Thief: So the most obvious Thief ability - Open Locks - is all but useless in Strahd's possession (I think there are two pickable locks in the whole game) and entirely useless in Menzo. This immediately led people to dismiss Piotra (the Vistani Thief NPC) in Stone Prophet as worthless -
And surprise: Every single locked door in the game is pickable. Having Piotra in your party means you can essentially ignore the 'hunting for keys' aspect of exploring dungeons. If you put him in the back row and give him one of the staves of lightning, he's a decent enough combatant.
Thieves can also use any magical item wizards can use, which means that if you have any surplus scrolls in your party, your Thief can use them. This makes Piotra essential if you decide to do Stone Prophet on hard mode and not bring a wizard with you.
Other thief abilities, I'm less certain on. I THINK Detect Noise is supposed to be an enemy-spotter but I've never tested it to see if it works, and identifying the location of enemies in the SSI games isn't super important, since most of them have the advanced AI of 'Wade into melee range and start attacking'. Hide in Shadows makes the Thief invisible, at least until they attack, which can keep some aggro off of them. I thought it was supposed to set up a backstab too, but trying it I never noticed any bump to their damage from it. Maybe backstab was contingent on putting the Thief in the front, which only a lunatic would do instead of a Cleric, Paladin, Fighter or Ranger.
I THINK Find/Remove traps was supposed to remove a trap on items like boxes that would go off if you tried to access the contents. I read in the Menzo walkthrough that a chest was trapped at the end of the game, so I tried it and nothing happened when I opened it in my inventory. It does nothing to floor traps that I've been able to figure out.
So essentially, Thieves are an OK 'Back Row' combatant and backup magic item user in the first two games which got them pooh-pooed in SP... when having one makes the game significantly less irritating. Seriously, try bringing the Thief along in Stone Prophet.