Main game
3.06 average rating based on 72 ratings
So in the game you have essentially a module that in D&Dspeak means a direction for a game story, some rules, and charaters and various other bits limited to the setting, (could be NPCs or bosses, or maybe some special item and rules) whats interesting about this game is that EVERY single thing going on in the game is rooted in some DND ruleset or math. …
So in the game you have essentially a module that in D&Dspeak means a direction for a game story, some rules, and charaters and various other bits limited to the setting, (could be NPCs or bosses, or maybe some special item and rules) whats interesting about this game is that EVERY single thing going on in the game is rooted in some DND ruleset or math. You have a dice roller that you can dig intowith more verbosity to see how saving throws work, and i love how you can make things more or less detailed like the dice roller as you wish.. It's a bit slow paced but its a TBT (turn based tactics) game in which you recurit a party, then add some more, spec them out gear them out, etc (this is also DND rule based and you are bound to race rules, class rules, etc... be warned!) the combat is what this game is all about, but some of the most involved dialgoue trees are present in it as well. for locations in the game
the combat in the game is really quite decent and very satisfying. when you score a critical hit its such a good feeling and as you get stronger your crits can become devasating. I've never seen a game have critical hits that work like this as you level up and build a character properly. the combat feels a bit like a pace yourself kind of tour de france as you dance with enemies. You know how many enemies (roughly) there will be and have a good idea of what to expect of them if you've come across them before. So it's a tactics aspect of how do you want to go about proceeding, how to pace yourself. How to spend your actions, etc. It's definitely a slow and thinking style of combat that unravels itself as you go through it. Crits act as the element of surpise and chaotic factor that make things interesting. Fumbling a weapon. Killing blows. Things like that. Certain mechanics play out nicely like the health you lose before going down and the threshold after being downed that results in death, as well as 'coupe de grace' I've yet to see a game that has a system of killing blows with these Coupe de grace moves. eseentially you must spend and action to finish an enemy for good, lest they possibly recover (its also a great way to net/harvest XP for the character of your choice)
Really rough and tumble fighters are easy to figure out how to play, spec and gear. Don't be afraid to try two handed weapons, dual wield or sword and shield spec for each one of your party members.
rogue class is tricky but very deadly. especially with crossbows. a halfling can hide easy and armed with bow like weapons can do an ungodly amount of damage to end things quick.
magic doesnt feel gimmicky. there are a lot of spells that have different effects in the game and the more you learn the more you have acess to. It pays to have some mages.
I wasn't a big fan of the shaman class, sling weapons or rangers my little halfling rogue was the beast, as my half orc claymore wielding fighter.
The music and visuals are very well done. Check out this epic piece:
It's untapped potential was huge and combat management was the nicest part of the game. Luckily Pillars of Eternity is out - so no need to cry over long lost things.