ZyroMane: Which is why most would take at least two bishops. Having two portals makes portals far more useful, and reduces the time to beat the game. And turncoat can at least be worked around with some "fun" gameplay. Insanity is even easier to deal with. But, yeah, doesn't sound like my idea of a good time.
Or take a Psionic with you. If your Psionic is insane, it's because you didn't listen to what the game was telling you about a certain artifact.
(The only disabling status that neither an Alchemist nor a Psionic can cure with a spell is afflicted unconsciousness.)
ZyroMane: It's amazing that rotating quick saves is still not industry standard, but it is a lot more common. Even more fun is that NWN is one of those game with a quick save feature which lacks a quick load one.
Does the game at least allow you to load during combat?
In Might and Magic 3-5, if you try lo load a save, you get the message "No loading allowed during combat." This is annoying, as it means I have to use a workaround of using the Mr. Wizard feature to leave combat, and *then* load the save.
ZyroMane: I like what I once saw someone say, "unlike real life, duct tape in Wizardry 8 gets better with age."
Except that the Paralyze spell, which Duct Tape casts when used by a Gadgeteer, is only a level 1 spell, and therefore does not work well on higher level enemies.
ZyroMane: That's just being a fuddy-dud.
It feels le boring! Sure, it's fun to occasionally use rocket-propelled sledgehammers and chain-swords. (Maybe even a super-charged cattle prod.) But I was just fine running around an unrealistically clean California with a katana. That's fantasy enough, honestly. Especially when too many high-magic games have bog standard magic wherein technicolor fireballs are bread and butter. Traps are far much more fun, but that, like stealth, usually ends-up over-powered or worthless. Honestly, low-magic in general is often more fun, and it often makes better story. Counter-point: Wizardry OVA. Furthermore, many of the things that can make magic interesting work with engineering and physical prowess. I was going to say something about imsims, but then I remembered the gravity gun, and that's just telekinesis as technology. It's almost as if the real appeal of magic is to make quicker combat, or to appeal to casuals. (Easier to justify going nova and whatnot. Something, something creatively bankrupt.)
Taking Wizardry 1 for example:
* The most boring thing you can do in battle is to have the first three characters attack and the other three parry (because you can't attack from the back).
* However, with magic, you at least have the choice of what power level you want to use.
* Also, magic is much more versatile. If you exclude damage (which I consider the most boring effect), then with physical attacks you have no options. Meanwhile, with magic you can put enemies to sleep, boosts your stats, and even heal party members. (Modern technology can do some of these, but you don't see those with medieval-era weaponry.)
For the CRPG I'm making, I may intentionally de-emphasize what I;m calling "traditional weapon". They'll be an option, but I'll make it reasonable to just use magic or modern/futuristic weapons all the time. (Or just breathe fire like a dragon.)