I'm not really familiar with the old crpg games like Icewind, Planescape and Baldur's Gate etc, so there's alot of things I don't understand. Mainly the thing about spells. Why is it that you are only able to use a spell (like magic missile etc) once or twice (depending on the number written on each spell) before it disappears? And when exactly will the spell recharge for you to actually cast it again?
I also wonder how you are supposed to play as a mage/sorcerer when you are so extremely limited in your spellcasting? At least in the beginning with a mage (as a team member or main character) they only have like 1 magic missile, and then they're useless cause they have no spells and their melee sucks.
I'm not criticizing the game, just wondering how it works, and the reason for it? And also some tips on how to actually play as a mage, whether it's as your main character, or your team member.
Thanks.
A question about spells in Baldur's Gate
Débuté par
saammii
, oct. 10 2010 01:20
#1
Posté 10 octobre 2010 - 01:20
#2
Posté 10 octobre 2010 - 06:44
The Infinity Engine games are based on the Dungeons and Dragons P&P RPGs, which have (or rather, had, because it changed with 4th edition) a spell system based on memorizing spells before resting.
You have a spellbook (which you can find on your interface, usually it has the form of a scroll), where all the spells your Mage/Sorcerer/Cleric/Druid knows are written down. You can learn new spells from scrolls if you play a mage, will get new spells for each level as a sorcerer and gain automatic access to all your spells for any divine spellcaster. Basically, all you have to do is decide which spells you want to cast the next day and scribe those into your spellbook (if you want to cast a spell more than once, you have to scribe it multiple times). This means, you have a rather limited amount of spells per day (and resting recharges them), especially in the early game.
However, this is not really unbalanced: Spells in D&D can be extremely powerful, and while mages are rather weak in the early game (which is not entirely true - in BG1, for example, the Sleep spell will take out whole groups of bandits in a second, making most battles really easy), they become very powerful later on as you will get more and more spells of higher ranks (depending on which game you play, there are spell levels from 1 to 9).
Also, for tips how to play a mage, we have to know which of the IE-games you are playing. If it is Baldurs Gate 1, there are quite a lot of threads about it in the BG1-forums, basically telling you which spells are really effective early on - and those are usually Crowd Control spells.
Sleep for big groups, Blind for single enemies, later Hold Person and Emotion: Hopelessness. Magic Missle is not strong right away, but gets more powerful as you progress in level, eventually becoming a really good nuke, especially for disrupting enemy spellcasters.
You should only use spells if necessary, not for every regular easily beatable encounter. In the meantime, your mage can use Darts (in BG1 the best weapon for them, because you get 3 attacks per round) or Slings, for example, to stay safe in the background.
You have a spellbook (which you can find on your interface, usually it has the form of a scroll), where all the spells your Mage/Sorcerer/Cleric/Druid knows are written down. You can learn new spells from scrolls if you play a mage, will get new spells for each level as a sorcerer and gain automatic access to all your spells for any divine spellcaster. Basically, all you have to do is decide which spells you want to cast the next day and scribe those into your spellbook (if you want to cast a spell more than once, you have to scribe it multiple times). This means, you have a rather limited amount of spells per day (and resting recharges them), especially in the early game.
However, this is not really unbalanced: Spells in D&D can be extremely powerful, and while mages are rather weak in the early game (which is not entirely true - in BG1, for example, the Sleep spell will take out whole groups of bandits in a second, making most battles really easy), they become very powerful later on as you will get more and more spells of higher ranks (depending on which game you play, there are spell levels from 1 to 9).
Also, for tips how to play a mage, we have to know which of the IE-games you are playing. If it is Baldurs Gate 1, there are quite a lot of threads about it in the BG1-forums, basically telling you which spells are really effective early on - and those are usually Crowd Control spells.
Sleep for big groups, Blind for single enemies, later Hold Person and Emotion: Hopelessness. Magic Missle is not strong right away, but gets more powerful as you progress in level, eventually becoming a really good nuke, especially for disrupting enemy spellcasters.
You should only use spells if necessary, not for every regular easily beatable encounter. In the meantime, your mage can use Darts (in BG1 the best weapon for them, because you get 3 attacks per round) or Slings, for example, to stay safe in the background.
Modifié par Enuhal, 10 octobre 2010 - 06:46 .
#3
Posté 10 octobre 2010 - 11:33
You will feel overwhelmed; you're new to this and the rules were created for people that already played D&D and understood the rules. Mages are far from limited, however they might want to know their place in the back row for a while until they increase in levels.
Anyway, this system is far superior to mana systems and such. Just make sure you know how many spells you've memorized, be clever with your spell picks and rest frequently. Or you could just be a sorcerer, but I've always been one for versatility.
Anyway, this system is far superior to mana systems and such. Just make sure you know how many spells you've memorized, be clever with your spell picks and rest frequently. Or you could just be a sorcerer, but I've always been one for versatility.
#4
Posté 10 octobre 2010 - 12:35
Deciding which spells I want to cast the next day, do I decide that on the spellbook menu? Or somewhere else?
And about the >>rest<< function, can I just rest infinitely without no consequenses whatsoever? I.e if you learn spells for a day only, will too much resting make that day pass and you will have to learn new spells for the next day? Or will something else occur like reaching a rest limit etc?
And what is up with the "star" icon? It contains spells like heal and such, spells I didn't even choose on character creation, what is that?
Also, how do I hotkey certain spells or abilities? That is, if it's even possible.
Thanks alot! =) And sorry for the many small questions...
And about the >>rest<< function, can I just rest infinitely without no consequenses whatsoever? I.e if you learn spells for a day only, will too much resting make that day pass and you will have to learn new spells for the next day? Or will something else occur like reaching a rest limit etc?
And what is up with the "star" icon? It contains spells like heal and such, spells I didn't even choose on character creation, what is that?
Also, how do I hotkey certain spells or abilities? That is, if it's even possible.
Thanks alot! =) And sorry for the many small questions...
#5
Posté 10 octobre 2010 - 01:24
The star icon allows you to use the indivitual abilities of both the PC and NPC's. For instance, Rangers get the ability to charm animals and do a little healing. It's a way of giving a small amount of both arcane and healing spell casting to non mages and clerics.
In general, if you don't use a spell before resting it will still be "on the books" 8 hours later. If you want change your spell list, open your spellbook, left-click the stored spell, confirm you want to dump it, pick a replacement (on the right hand page), and then Rest.
In general, if you don't use a spell before resting it will still be "on the books" 8 hours later. If you want change your spell list, open your spellbook, left-click the stored spell, confirm you want to dump it, pick a replacement (on the right hand page), and then Rest.
#6
Posté 10 octobre 2010 - 06:28
Morbidest wrote...
The star icon allows you to use the indivitual abilities of both the PC and NPC's. For instance, Rangers get the ability to charm animals and do a little healing. It's a way of giving a small amount of both arcane and healing spell casting to non mages and clerics.
In general, if you don't use a spell before resting it will still be "on the books" 8 hours later. If you want change your spell list, open your spellbook, left-click the stored spell, confirm you want to dump it, pick a replacement (on the right hand page), and then Rest.
Alright thanks =) I think I pretty much know it all now.
#7
Posté 11 octobre 2010 - 08:03
Remember that the main character gets special abilities regardless of class because s/he is very special: s/he played with building blocks a LOT as a child.
#8
Posté 11 octobre 2010 - 08:42
One thing to remember about resting is that if you are not in an inn, you may well be ambushed with disastrous results. Inns are the best place to rest. There are some other places that are safe to rest in, but I won't tell you where they are unless you ask. It's fun learning by experience.
If resting in the open, do it near the edge of an area, so you can flee easily if necessary.
If resting in the open, do it near the edge of an area, so you can flee easily if necessary.
#9
Posté 11 octobre 2010 - 01:20
As for the reason why DnD features this type of spellcasting, in case of Forgotten Realms it was due to Mystra (goddess of magic) putting a limit on the use of magic after a certain Archmage had developed a spell that allowed one to temporarily become the avatar of a god of one's choosing.
It's typical for DnD that arcane casters are weak as a kitten in the beginning (and can literally be killed by a cat in P&P) and are easily trumped by fighter characters, but at the high levels, it's completely the reverse. Arcane casters are gods and fighters puny weaklings that are merely sent into the fray as cannon fodder.
It's typical for DnD that arcane casters are weak as a kitten in the beginning (and can literally be killed by a cat in P&P) and are easily trumped by fighter characters, but at the high levels, it's completely the reverse. Arcane casters are gods and fighters puny weaklings that are merely sent into the fray as cannon fodder.





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