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Posted: Wed Aug 15, 2001 1:00 am
by Sabre
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.

Posted: Wed Aug 15, 2001 2:06 am
by UserUnfriendly
cool, actually by saving the game and taking a close look at the dialog, I can keep all my responses at 0 then get the evil power, then make the good final choice and become a nice god.

Thanks!!!

Posted: Wed Aug 15, 2001 2:15 am
by UserUnfriendly
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.

Posted: Wed Aug 15, 2001 12:22 pm
by sigurd
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.

Posted: Wed Aug 15, 2001 12:53 pm
by Nightfire
@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.

Posted: Thu Aug 16, 2001 7:44 am
by Xyx
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>
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! :mad: