I ended up ordering NWN Diamond in a fit of nostalgia two weeks or so ago. I had bought the game shortly after it was first released, but decided that buying the compilation would be a good idea since I had never owned the expansions or played the premium modules before. I didn’t like the OC or SoU when I first played them (and don’t really like them all that much now either) due to the fact they were thinly disguised MP modules with just a token plot and characters… though I did like HotU quite a bit. Even so, I felt like replaying it after the various references in NWN2 eventually got to me.
I’m roughly 3/5ths of the way through Chapter Three right now and have noticed something about the gameplay. While in NWN2 the focus is on extremely high AC to avoid attacks, in NWN the focus is on extremely high DR to negate attacks. This goes for both PCs and NPCs. The difficulty of NWN’s OC is drastically reduced once you save up 30k gold to buy your first Greater Belt. The game seems to be balanced for this event though, as you’ll run into enemies in Chapter Two and Three that don’t seem tough at first, but will utterly destroy you if you don’t have the appropriate belt (and you aren’t an epic tank). The Bears and Dire Bears come to mind.
I’ve also recently realized that this focus on DR has a notable side effect; magic appears to be far more deadly than it otherwise would be. Even the lowly Magic Missile becomes dangerous since it cuts right through your 20/X DR. This is noticeably different from NWN2′s gameplay, where Magic is often seen as weaker than melee (since DR is extremely rare) and lower-level spells are often cast once or twice and then never used again. What’s somewhat baffling though is the way my level 14 Ranger/Arcane Archer in NWN, wearing a 20/DR belt, can still easily die to various single or paired enemies’ physical damage while a similar character in NWN2 (who lacks a 20 DR belt) will only be at risk of dieing if completely surrounded by foes. I suspect that NWN’s enemies have artificially beefed up attack bonuses, but have not gotten around to looking at the back-end.
Another noticeable difference between the two is how viable a Dex-based melee class is as a damage-dealer. Take the above Ranger for example; planning on being an Arcane Archer I focused on Dexterity (18) while still not slouching on Strength (14), yet the character’s melee damage output using a Rapier and Short Sword is atrocious. Doing ten points of damage is a good roll, so all five attacks might come out to about fifty… but it usually ends up more around thirty. Meanwhile, Grimgnaw is doing a solid twenty damage a hit, ranging up to around forty-five on a critical. The damage is certainly better when using a longbow (thanks to the AA bonuses), but still doesn’t match Grim’s except on criticals (or when using extremely expensive elemental arrows). The problem, of course, is in the weaponry. NWN2 has an extensive crafting system that allows you to make the average weapons you find far better suited to your character. Low base damage? Add some elemental damage effects. NWN’s OC has nothing similar. That Ranger is basically stuck with the Namara +2 and Courtesan Blade for melee combat, and while the status effects are nice, they really aren’t a substitute for decent damage output.
This weaponry issue not only contributes toward making Magic appear deadlier than it otherwise would, but seriously limits your henchmen options. If you are not a Strength-based melee character, you don’t really have any choice other than to take Grimgnaw or Daelen since you need a consistent damage dealer to hack through the tons of cannon fodder thrown at you before they overwhelm you. I tried taking the Cleric for a while, but she doesn’t do much damage and is easily overwhelmed on the front-lines, especially if you end up getting wounded (she’ll try to heal you and get hit with tons of free attacks that will almost certainly always hit since AC is so worthless). Tomi is good as melee support, where his Sneak Attack will increase his damage output, but terrible as a primary where he’ll do less than ten damage a hit. I haven’t tried the Bard, but I strongly suspect she’d have the same troubles as the Cleric… probably more so since she lacks a shield. And the Sorcerer is out of the question for obvious reasons. Being limited to only one henchmen really sucks when the game essentially forces all non-Strength based characters into a support role.
Completely changing gears now, let me ramble on a bit about Storm of Zehir. I meant to write something regarding this expansion shortly after finishing my first playthrough some time ago, but obviously never got around to it. I both like and dislike SoZ. It reminds me of the first Baldur’s Gate in the way you can stumble into battles that you just simply cannot win. The game doesn’t level itself to you, you have to level yourself to it. This is the source of my divided opinion. I like this behavior because it’s logical and makes the world seem more real and self-sufficient, but I don’t like it because running into a situation you cannot handle under any circumstances is incredibly inconvenient. I keep having all these semi-interesting party ideas, but end up continually scrapping them on the drawing board after remembering what happened in my first playthrough. The first party I took through was a ‘fun’ party. It was just a collection of builds that seemed like they might be interesting to try out all at the same time, and were quite clearly not ‘power-builds’.
Well, things went more or less smoothly (a bit of trouble getting the Serpent Temple artifact for Volo) through the game right up until the end… when the Herald completely destroyed the party. Utter devastation. The only possible way for that party to have beaten the Herald was to head out into the jungle, grind out two to four levels, and then abuse the unlimited gold and crafting system to death. So, after sitting around in shock for several days, I pulled myself together and browsed for forum topics on the final battle and made a much more power-gaming focused party to try a second playthrough. That party had not a single problem… as you would expect from a team of four power-builds. But that method leaves a lot to be desired since SoZ’s main strength is the way you it allows you to create any type of party, and using only optimal builds seriously stifles the system’s otherwise inherent creativity.
I’m still trying to come up with a workable solution to the ‘ winning the game with a non-powergaming party that doesn’t abuse the unlimited gold’ problem, but the expansion is definitely fun to run through a couple of times with a powergaming party.