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Rolling Issues

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Lost One
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Rolling Issues

Post by Lost One »

Ok, I've been playing this game for quite some time now, and what I don't get the most is the way the game rolls for certain to hit factors, and other stuff.
How come, with the 'see to-hit numbers' option enabled, I only see one roll on the screen when visually my character has swung his sword 3 times? Also, it seems that 2 of the 3 visual swings never connect...what's going on?
Also, how come whenever I've got intelligence 22 or something which gives me almost 100% chance of learning spells, I always end up failing half the time? (it's not bad luck, I've observed this for over a large number of tries).
These are just a few examples, I've also noticed how monsters have an uncanny habit of hitting 20s when it's the only thing they can hit you by. And then there's weird things, like I've nicked (from the same person with 240 PP) about 1000 scrolls (one never ran out) and then I try to nick a flaming sword and boom, I get caught; ok, I re-load, try again, get caught...though nicking the scrolls was still no problem.

Has anyone else noticed such obvious biasness in the rolling system? (I've played PnP D&D more than I have SOA and I've never encountered weird rolling results such as I get for this game)
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Bruce Lee
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Post by Bruce Lee »

Well the first question is easy to answer. The character does swing more often than they try to hit, supposedly this is feinting and parrying but to me it seems like it was easier to implement this way. Sometimes you see a hit when you character didn't swing, especially if shapechanged. The graphics and the rolls are out of sync sometimes. But the graphics is just for show it is the to hit rolls that matter. If you are using ranged weapons however this doesn't happen.
The failed to learn spell problem is a known issue. Don't know if there is a fix.
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Littiz
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Post by Littiz »

Someone explained that the game engine is prepared to handle "maximal" situations:

Normal: 5 attacks/round
Hasted: 6 attacks/round
Imp. Hasted or Whirlwinding: 10 attacks round.

Of course, depending on class/items, you can have less than that, hence the "fake" swings.

About scrolls learning: 100% should be adjusted by a penalty
(for example, you're trying to learn a spell that you're not yet able
to CAST, being at a low level).

BUT, the "randomness" system of the game indeed seems a bit rusty.
:rolleyes:
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Lost One
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Post by Lost One »

Ok, thx for the clarification.
Littiz, I don't remember there being penalties to learn scrolls even if they're above your level in 2nd edition (however, I may be wrong).
I've also just remembered another example, too...it's disarming traps or picking locks. It seems that every lock or trap has a % requisite for it to be disarmed or picked...however, according to AD&D rules, it should work through rolling...that doesn't seem to happen in BG2. e.g.when you've got 90% OL you can just about pick any lock in the first chapters...although with 50% I don't think you can pick one.
btw, I'm not being picky, I just reckon there are some annoying little inconsistencies within the "rolling" system - however, the joys of the game far outweigh these. :)
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Chanak
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Post by Chanak »

@Lost One:

I played P&P AD&D for quite some time, albeit it's been a number of years since I was last involved with it (excepting PC D&D). There are a number of rules & rolls that, in the interests of gameplay (on the PC), were either changed or omitted entirely. You'll note important changes in many of the spells, and the omission of others (most of my favorites!) from the spellbooks. Again, in order to keep gameplay continuous and sound, certain spells were left out by necessity.

I've been playing PC RPGs for just about as long as they have been making them (ok, I didn't bother trying Zork), and the level of sophistication that they have arrived at in the Infinity Engine is astounding. It's a process that is continuing to evolve, as the Aurora Engine that's behind Neverwinter Nights will surely demonstrate. Despite the flaws inherent in some of the computer AI, for example, I assure you that the dragons you face in BG2 make the dragons I faced in games years ago look like little digital watch games. :)

Doubtlessly, some of the situations you have mentioned - while possibly being bugs - are more than likely things that the programmers had to do in order to make the game more playable. I know that I'm willing to overlook those things, because BG2 has to be the most engrossing and finely crafted game I've played to date. Most of it's contemporaries are sitting on bargain shelves now, but BG2 still commands a $30-$40 price tag. :cool:
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Post by Rattman »

the swinging more than hitting is so that when you watch a battle you don't see your wee manny swing his sword then stand about and get chopped then the oppont stands and get's chopped

in short it's to make battles seem faster and more action packed
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Lost One
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Post by Lost One »

Originally posted by Chanak
I know that I'm willing to overlook those things, because BG2 has to be the most engrossing and finely crafted game I've played to date.
Very true and I agree with that.
Originally posted by Chanak
..the dragons you face in BG2 make the dragons I faced in games years ago look like little digital watch games.
That's right, and you don't have to go very far back as well; the dragon at the end of Quest for Glory V pales enormously in comparison to the ones in BG2 - so easy to defeat as well.
Check it out! One of my earliest, and certainly, more creative threads! :)

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