Stick668 wrote...
The clever molestation of the setting is what I loved about it. Perhaps because I share the writer's outlook on the SW universe; "Doesn't the Force kind of suck?"
... I like to refer to K2 as "Farscape: Torment". 
I don't mind that theme; my problem is more with this issue of walking entity of destruction and devastation.
Vaeliorin wrote...
I like dark and tragic, and I've never been
a huge follower of Star Wars as a setting (the only one of the prequels
I've seen is Phantom Menace.) So taking a hammer to the setting
doesn't bother me (especially since George Lucas does it on a regular
basis and I think the setting is kind of juvenile to begin with.) And I
really didn't feel my character was any more derailed in KOTOR2 than it
was in KOTOR1 when they told me that I'd used to be this completely
different person whose personality was antithetical to my own (and then I
wasn't allowed to be particularly upset about who I'd been...kind of
like Shepard doesn't seem to care that he's been resurrected,
coincidentally...hmm...)
I don't find KoTOR II to be dark and tragic so much as... overtly concerned with hitting you over the head with this "reinvention" of the setting.
Regarding the derailment, in KoTOR I you can make the plausible argument you are an entirely new person with the mutilation of Revan. How your character reacts to this revelation, and if you character actually tends more toward the dark side or not or whatever, is up to you.
On the other hand, in KoTOR II, there were facts about your character's past that were central to the story but you did not know about and
could not know about. The worst of which is Kreia's whole argument that you turned away from Malachor V because of fear.
Vaeliorin wrote...
If Isabella should decide...shouldn't she
also complain if I use her as a tank even if she isn't properly equipped
for it? Or if I bring a non-balanced party such that she's put in more
jeopardy than she should be? Shouldn't she refuse to run into a party
of enemies all by herself?
It just seems that drawing the line at
what she wears seems kind of strange to me, when there are things that
are much more significant that she should potentially have an issue
with.
No, because there is a distinction between "story" Isabella and "gameplay" Isabella. Put another way, insofar as actual combat is concerned we are in some kind of special metaphysical reality where an entirely different sort of law of nature applies than when we are experiencing the story via dialogue and so on. Parf of this comes from the obvious logical inconsistency of how easily someone is hurt - to take the DA:O example, an Ogre can smush Cailan like a bug in two hands, but Alistair can get repeatedly punched, thrown, hit, kicked, stabbed etc. but not even
break a bone. HP introduces a special separate reality.
"Story" can constrain "gameplay" insofar as it may determine certain traits and abilities a character has. But once we cross into the metaphysical state of combat, all bets are off. Bodies no longer react to blows as they did; injuries are nothing; death is irrelevant; characters change from living beings to puppets; the player becomes an omnipotent controller who can physically move his companions instead of a separate person.
Wicked 702 wrote...
Disagree completely. They are exactly
the same kind. Especially since I don't see how "armor" and "equipment"
fall into any "non-player" category. That just makes no sense.
Do you believe characters have HP as a part of the real world reality that they live in? Do you think that when Cailan fought the ogre, he received 225 HP worth of damage with a special attack the ogre will never again repeat in combat with you?
It makes as much as sense the absolutely idiotic notion of armour rating, armour penetration, attack, HP, etc.