Posted January 21, 2011
Because we can never have too many of these.
I just need to check before buying The Temple of Elemental Evil. I'm tempted by it, but I don't want something that will make me ragequit every five seconds.
My experience with turn-based tactical RPGs have generally been older or indie games like the older Ultimas or Spiderweb Software's games, along with console SRPGs like Fire Emblem. What sets ToEE apart is the extra complexity of its ruleset, along with the quirks of D&D rules compared to other RPGs. My experience of D&D-based games is mainly Baldur's Gate and the indie game Knights of the Chalice. After experiencing those I anticipate my biggest difficulties, aside from the weakness of low level characters, will be spells and advanced combat moves.
Spells will likely be my biggest difficulty. Choosing what spells to memorize and when to cast them is challenging since a lot of them seem very situational. Aside from absolutely obvious spells like fireball or any kind of healing spell, many seem highly dependent on what vulnerabilities an enemy has (I see "saving throws" and "hit dice" a lot). I seem to be required to have a very clear understanding of what kind of enemies I am currently facing, enemies I know I will face, or enemies I might face. Many other spells seem to only do subtle manipulations of the dice rolls, making it hard for someone with limited experience in D&D to tell if casting such a spell was worth the effort.
As for spell memorization, since magic-users only start off with probably three spell slots at level one, how sparingly are magic-users expected to use their spells overall? How often does ToEE expect my party to rest? Because it's certainly a far cry from other RPGs where a wizard may be expected to at least throw a small fireball every turn.
Also, it's a bit counter-intuitive to have melee-range attack spells like chill touch when I normally don't want my magic users to get in melee-range. ;)
I've mostly seen the advanced combat moves in Knights of the Chalice. For some like grapple or bull-rush, I'm not sure how and when to use them because I don't think they've ever worked successfully for me in KotC. :P There are also the "ready vs. x" moves that I don't really understand, other than that they seem to make enemies get free attacks whenever my magic-users do anything (very annoying).
I just need to check before buying The Temple of Elemental Evil. I'm tempted by it, but I don't want something that will make me ragequit every five seconds.
My experience with turn-based tactical RPGs have generally been older or indie games like the older Ultimas or Spiderweb Software's games, along with console SRPGs like Fire Emblem. What sets ToEE apart is the extra complexity of its ruleset, along with the quirks of D&D rules compared to other RPGs. My experience of D&D-based games is mainly Baldur's Gate and the indie game Knights of the Chalice. After experiencing those I anticipate my biggest difficulties, aside from the weakness of low level characters, will be spells and advanced combat moves.
Spells will likely be my biggest difficulty. Choosing what spells to memorize and when to cast them is challenging since a lot of them seem very situational. Aside from absolutely obvious spells like fireball or any kind of healing spell, many seem highly dependent on what vulnerabilities an enemy has (I see "saving throws" and "hit dice" a lot). I seem to be required to have a very clear understanding of what kind of enemies I am currently facing, enemies I know I will face, or enemies I might face. Many other spells seem to only do subtle manipulations of the dice rolls, making it hard for someone with limited experience in D&D to tell if casting such a spell was worth the effort.
As for spell memorization, since magic-users only start off with probably three spell slots at level one, how sparingly are magic-users expected to use their spells overall? How often does ToEE expect my party to rest? Because it's certainly a far cry from other RPGs where a wizard may be expected to at least throw a small fireball every turn.
Also, it's a bit counter-intuitive to have melee-range attack spells like chill touch when I normally don't want my magic users to get in melee-range. ;)
I've mostly seen the advanced combat moves in Knights of the Chalice. For some like grapple or bull-rush, I'm not sure how and when to use them because I don't think they've ever worked successfully for me in KotC. :P There are also the "ready vs. x" moves that I don't really understand, other than that they seem to make enemies get free attacks whenever my magic-users do anything (very annoying).