That's your choice.
It can be played either way, so neither one is the objectively right answer.
Game design in general has no objectively right answer, so criticisms about games are virtually always subjective by nature.
Just as you like certain things I've criticized, I'll like certain things about games that you criticize. I mean, I think that removing stat based accuracy in Mass Effect was one of the best things they did in ME2 because that's a terrible mechanic for a shooter to use.
My perception here might be shaded by my wizard-heavy parties. 4 mages with no spells, a thief who has run out of arrows, and a low HP Cleric don't handle surprises well.
Maybe, but my Paladin and Fighter with most of their health bar didn't care much about even half a dozen surprises in a row.
If you can bypass a limitation that easily, then it's not much of a limitation in the first place.
It probably didn't. But in implementing an existing ruleset, I'm not going to blame them for not making up new features.
I'm still annoyed they got Command wrong (it's supposed to be no-save).
A game must always stand on its own merits, so I will always judge it on its own merits as a game.
I'll not excuse things I see as poor design simply because it was in the original ruleset. The AD&D2 rules were designed for pen and paper and Baldur's Gate is a video game. When switching over to another medium, you have to make changes to accommodate that switch.
But not every aspect of every game.
This is an aspect that decides if you can continue to play your character or not so yes, it needs to have an element of skill in my mind.
Skill affects the odds. It's like playing Craps. It's still a game of chance, but if you're making sucker bets that's your own fault.
Skill does not affect natural 20s, which is what I have been talking about specifically because skill does not affect them and a single one can result in the death of a level 1 D&D character.
You keep going on about how dice introduce randomness or how skill affects the odds like those are supposed to be actual counter-arguments to me point, but they completely miss the point.
I do think symmetrical mechanics are really important, so if at level 1 you can OHK a level 1 bandit, then a level 1 bandit should be able to OHK you.
Also, since it's a party-based game, losing one character doesn't matter so much. I also think BioWare's modern games should allow death from gameplay.
I'm not keen on symmetrical mechanics 100% of the time but in this case this is where I prefer what the Shadowrun Returns games have done. Characters can still go down easy if you're not careful about it, but nobody is being killed in 1 hit. You wont OHK enemies at level 1 either.
Baldur's Gate also forces an instant game over if your main character ever dies, barring any bugs that can happen.
Baldur's Gate did totally invent the getting chunked at -10 HP. That isn't anywhere in the tabletop rules. I can see why they did it (it allowed them to implement the limitations of the Raise Dead spell from the rules), but I'm not a fan.
This isn't the same thing, though. They really should have simply used the "Not dead until -10 HP", or whatever the negative HP limit was for AD&D2.




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