I had previously not mentioned, I turned up the difficulty on SCS for this run, to “Improved”. Tentatively, I may bump it up to Tactical for a later run, but probably no further. The higher levels often irk me, when enemy spellcasters too often have even short duration defenses up for every fight. It feels too “meta” to me. And certainly no new powers or abilities, then its not AD&D anymore…

Eh, that’s my bias. But anyway, this is the first point in the game where I’ve noticed some increased difficulty. The Shadow Druids are not a difficult fight on Core, not even a little. They were a little more challenging here, and didn’t feel like a cheat.

Shadow Druids in the Cloakwood Forest. This was a very personal fight for Jaheira.
Found a functioning mine deep in the Forest. A team of hunters greeted us at the entrance. They were no more trouble than other group of thugs.
The boss at the base of the mines, Dave somebody, was a more accomplished sort of spellcaster. Seriously, the melee team all worked a good sweat chasing after him and Dyna broke a nail. Louisa hit him with a Dispel Magic and he went down pretty quickly after that.
We were sent to a sort of ice prison on some frozen rock of an island. Imoen spent *A LOT* of time disarming traps.

The fights here were mostly mage fights, and most of them took a round or so longer than I’m used to. This seems about right to me. As a long time DM, it seems to me, one or two spellcasters of *about* the same level as a capable team of six adventurers, *should* die pretty quickly. The added difficulty I’m seeing in fights so far seems about right, the mages are fighting/casting smarter and better. But they don’t seem crazy powerful, or worse, omniscient with all of their defenses always up. So this has been a fun upgrade for me.

“Uh Gerold, Boo had a question…”

We all love the easily confused ogre Larze at the Blushing Mermaid, right? It makes me laugh how with NPC Project installed, Minsc will screw the little scam up completely.

As a child of Candlekeep, Gerold was horrified when the Priest of Oghma showed him their destroyed books.

The Loretakers mod adds a very well designed two-level dungeon to the City of Baldur’s Gate.

And it has Were-Rats. AD&D should always have Were-Rats.
…And an assortment of more dangerous opponents the party is just barely capable of facing.

I really like this part of the game. The City of Baldur’s Gate is fittingly my favorite part of this game. I like the urban busyness, and I love this power level of the game. A well equipped party in the middle levels is ready for some more serious challenges!

2 responses to “Gerold: Update 4”

  1. Zeno Avatar

    I have the same issues with SCS and what it does to caster fights. That’s why I loved that in IWD you could specifically turn off/down precasting separately from everything else. The whole in game difficulty gui for that was great. Not sure if the BG versions ever got the same upgrade.

    This is a good set of pics as well. I love the Shadow Druid. The mine entrance too. And Imoen disarming traps has a great look.

    The mage fight at the bottom of the mines is one of those that can quickly turn from “appropriately irritating” to “enraging” with mage precasting overturned. I have definitely cheesed that fight more than once when I overdid SCS. I believe Keira and Kord went with “hide out near the door while short term buffs wore out and then let Keira sneak in and ram a blade in his back”

    Liked by 1 person

    1. atcDave Avatar
      atcDave

      I’ve been pretty happy with the “Improved” setting on SCS. It is smarter, but not omniscient. And yeah, I’ve resorted to cheesy tactics a few times, especially against larger groups of spellcasters. But this time the Davaeorn went pretty easy, I was able to hurt him fast enough he didn’t get to do much casting.

      I’m still having a ton of fun with all of this. It is going much faster this time with the more simplified write ups.

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