Challenge Two: Bhaal25Dream1 [Good > 0, Evil < 1]
Challenge Three: Bhaal25Dream2 [Good > 0, Evil < 1]
Challenge Four: Bhaal25Dream3 [Good > 0, Evil < 1]
Challenge Five: Bhaal25Dream5 [Good > 0, Evil < 1]
Ending: PPEvilChoices [Good < 3, Evil > 2]
This means that you can have two Evil abilities and still get to be a good god at the end.
Poll....Bhaalpowers add-on
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oops. me bad, got the final determination at the end. actually, if you think tactically, all the good rewards are better for keeping your party alive than the evil choices. Most of my chars already have regen, and will get more in the game, but they're second rate compared to gaxx ring. so mass heal is better than regen, same for ressurect and bonus to resist slash and pierce weapons. the
only one that sux is the negative pkane and +5% magic resist.
the magic resist is nice, but I have the amulet of power cause I be bad ass sorc. so I already have negative plane resist/ sigh.
only one that sux is the negative pkane and +5% magic resist.
the magic resist is nice, but I have the amulet of power cause I be bad ass sorc. so I already have negative plane resist/ sigh.
They call me Darth...
Darth Gizka!
Muwahahahahhahahha!!!
Darth Gizka!
Muwahahahahhahahha!!!
I always wanted to look after my main char the most, and cared less for the others (sounds evil eh), so the evil choices sounds fine to me. If all the spells have a casting time of 0 the evil choices rules, otherwise... I think the evil ones are better on all but number four, negative plane protection is a great one.
Sigurd, Crazed Cleric of Talos, Servant of Evil.
@Metatron: Definitely, it would have been nice to have these powers in the game by default ... because really, the game may talk about you being "special" and growing stronger in your divine heritage, but it doesn't really give you anything to make you feel that way. The pocket plane is nice, yes, but you get it in the beginning and that's it.
Apparently, the reason why the powers were not included in the original release was because Bio thought they'd be too "confusing" and because "too much" would happen in the pocket plane. Those may not be the exact words, it's been a while since I read what they had to say about it.
Needless to say, I don't agree with them. Everyone who's played BG1 and BG2 (which is to say, everyone who owns ToB except maybe for a few scattered oddballs who start the series backwards) is familiar with the concept of Bhaalspawn powers - and since you don't get to choose them, I don't see why anyone would confuse them with the high-level class abilities.
As for the pocket plane argument ... well, it is the center and manifestation of your power, right? You're supposed to spend quite a bit of time there anyway, right? So giving the player a new ability after each challenge doesn't really change anything.
Apparently, the reason why the powers were not included in the original release was because Bio thought they'd be too "confusing" and because "too much" would happen in the pocket plane. Those may not be the exact words, it's been a while since I read what they had to say about it.
Needless to say, I don't agree with them. Everyone who's played BG1 and BG2 (which is to say, everyone who owns ToB except maybe for a few scattered oddballs who start the series backwards) is familiar with the concept of Bhaalspawn powers - and since you don't get to choose them, I don't see why anyone would confuse them with the high-level class abilities.
As for the pocket plane argument ... well, it is the center and manifestation of your power, right? You're supposed to spend quite a bit of time there anyway, right? So giving the player a new ability after each challenge doesn't really change anything.
"Beware of the blindness of those who would follow, and the damnable lure of those who would lead."
- Tamoko
"Mmm? What's this? You gots hammer? Bhaal once drop hammer on big godly toe. Jump around and swear for days, he did. Kicked poor me all the way to Baator. Very bad week, that."
- Cespenar the imp
- Tamoko
"Mmm? What's this? You gots hammer? Bhaal once drop hammer on big godly toe. Jump around and swear for days, he did. Kicked poor me all the way to Baator. Very bad week, that."
- Cespenar the imp
Because "too much would happen" in the Special Abilities menu, from what I understood. Bioware thought inexperienced players would be overwhelmed by the number of options... Nobody is inexperienced after making it into ToB!Originally posted by Nightfire:
<STRONG>Apparently, the reason why the powers were not included in the original release was because Bio thought they'd be too "confusing" and because "too much" would happen in the pocket plane.</STRONG>
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.