gog2002x: I haven't played the earlier Ultima games prior to U7, though I didn't know U6 was a turn-based game. Any game that allows automatic consumption of food and ingredients is certainly a plus from my perspective. There's a lot to be said for convenience when it comes to mundane chores. Combat is where the manual focus should always be (at least for turn-based), except maybe reactive skills (or passive skills) such as counter attack or parry.
You should play the earlier games, particularly 4-6 (though I sometimes enjoy 3, which was before reagents were added into the series).
Food consumption isn't as tedious in the earlier games as it is in 7. In summary:
* Ultima 1-2: Food is rapidly consumed automatically as you walk around. Reaching 0 food is an immediate game over. (Game over is particularly bad in Ultima 2, as IIRC you can't reload, and you can't easily start over either.)
* Ultima 3: Each character has a separate food supply, which decreases automatically. A character with 0 food will gradually lose HP. The loss of HP is slow enough that healing spells can keep up with it. Note that buying food and distributing it between your party members can be annoying here.
* Ultima 4: Food is shared between the party, and isn't too much of a concern here. Food consumption increases the more living party members you have.
* Ultima 5: I believe this is similar to 4, except with smaller numbers.
* Ultima 6: Food is automatically consumed when you rest. If you never rest, you do not have to worry about food.
Another note: In Ultima 5, your MP only recovers when you rest; this is not true of any other game in the series, where it regenerates automatically (except possibly 8 or 9, as I haven't played those).
gog2002x: Reagents, to be or not to be lol. I much prefer a simple system myself, with just a consumption of mana (or something equivalent) rather than limiting a spellcaster to a resource that may be limited or has to be constantly harvested just to be an effective party member. I shudder to think what this would mean if it was a solo type game. Mages / Wizards should be fun to play, not tedious. So, I guess in short, I agree that these games didn't really need reagents or at least not the way it was implemented.
An intermediate system could be implemented. Eliminate all reagents except for mandrake root, and any spells that don't require mandrake root no longer require any reagents. This is similar to how the Might & Magic series does things; spells require MP and sometimes gems.
Maybe it's OK to have spells like Tremor (Ultima 4 version), Resurrect, and Enchant require reagents while not requiring them for more basic spells.
gog2002x: BG series - THACO and AC system has its pros and cons to be sure. On the one hand, it was simple. On the other hand, it can be boring and limiting at some point. But these games were released at a time when it made sense and there weren't a lot to compare it to. Now we do. :)
Actually, there's a lot of games that were released before BG1 to comapre this to.
A couple examples (both JRPGs):
* Dragon Quest 1. The player's hit chance depends on the enemy being attacked (and ranges from 75% to 63/64 (or 100% for the final boss as a special case), while enemy attacks never miss (but can't critical). Damage is ATK / 2 - DEF / 4 with some random variance. Both ATK and DEF increase as the game progresses.
* FInal Fantasy 5: When attacking, the attacker rolls to hit, the chance only determined by the weapon or skill used. Then, the target rolls to evade. Note that some weapon types have 100% accuracy, and some targets have no evasion; in particular, party members can't evade without a shield or an ability/item that has evasion as a special property. Damage is attack - defense, but then multiplied by a number based on the attacker's level and strength.
There's also WRPGs where armor mitigates damage rather than boosting evasion, including Wasteland, Dragon Wars, and Demon's Winter.