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Curunauth: Somewhat like PCGameGuy, I like to play as hard as reasonably possible on the first pass (if there are lots of levels, I tend to do top-1) to maximize my enjoyment of the game the first time through, and give myself a better sense of achievement when I reach story goals.

In this case, do experienced players think that the XP boost will spoil any interesting endgame challenges [or that Hard / Insane will otherwise mess with the story]? I tend toward slow-developing but endgame-optimized character builds even when I'm not trying to, so that (coupled with the practice earned playing an initially weak character) can already make endgames a bit too easy at times . . .
Play at normal difficulty, the game is balanced for it. The XP gain from the harder levels will make the game even easier on the long run and it's strange when standard enemies using a standard weapon which does 1-6 damage according to description do 2-12 damage instead.

If you want to increase the challenge you should build characters with mediocre dex and con and disable max HP at level up. The +4 bonus to AC for 18 instead of 7-14 dex does make a big difference, so do the extra hitpoints you get for having more than 14 con.
You can also avoid dualclassing and keep your thief pure class to increase the challenge.

There's also the option to try an unspoiled ironman (or 5 reloads at most) game. It can be great fun.
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Curunauth: Somewhat like PCGameGuy, I like to play as hard as reasonably possible on the first pass (if there are lots of levels, I tend to do top-1) to maximize my enjoyment of the game the first time through, and give myself a better sense of achievement when I reach story goals.

In this case, do experienced players think that the XP boost will spoil any interesting endgame challenges [or that Hard / Insane will otherwise mess with the story]? I tend toward slow-developing but endgame-optimized character builds even when I'm not trying to, so that (coupled with the practice earned playing an initially weak character) can already make endgames a bit too easy at times . . .
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kmonster: Play at normal difficulty, the game is balanced for it. The XP gain from the harder levels will make the game even easier on the long run and it's strange when standard enemies using a standard weapon which does 1-6 damage according to description do 2-12 damage instead.

If you want to increase the challenge you should build characters with mediocre dex and con and disable max HP at level up. The +4 bonus to AC for 18 instead of 7-14 dex does make a big difference, so do the extra hitpoints you get for having more than 14 con.
You can also avoid dualclassing and keep your thief pure class to increase the challenge.

There's also the option to try an unspoiled ironman (or 5 reloads at most) game. It can be great fun.
Hrm, I like this low-stats concept. Endgame easification is the worst, since it can rob what should be the game's best moments of their drama, and as I said, really sap the sense of achievement.

Perhaps I'll just do "real way" stat rolls externally if need be (dunno how creation works, don't have it yet) - 3d6 in order, take what you get. Adds a nice element of chance and "play the hand you're dealt"-ness.

I've managed to avoid spoilers thus far, but I doubt I'll do limited reloads, since I usually like exploring different paths . . . I guess I could choose one, execute it, then go retrospective but never use the reloaded one . . . hrm

Thanks for the ideas!
Very interesting remarks ideed, GOG community rulez:-) "Normal" is the choice, then.

The "difficulty level" question arises when we look at many great recent CRPG (as Mass Effect and The Witcher ) too easy at normal level. Nowadays this aspect of gameplay is often forgotten by developers.