Posted August 18, 2015
xxxIndyxxx: I started Neverwinter Nights 2 or 3 times but always got stuck in the prison because I am playing it wrong. (thought I could just solo it like diablo).
So my Bioware experience started with Kotor. (I was back then also afraid of it being too hard but because I am a huge star wars fan I had to try it, found it rather easy: Is Baldur's Gate also a lot easier then one might think or is it genuinly hard for a RPG. I have them in my inventory so I can try them out)?.
I think it might be possible and maybe even easy to solo Neverwinter Nights, seeing that you can only have one companion at a time anyway and they're often more trouble to babysit than to just leave them behind. The key to success though (in almost every D&D game) is not to rush in on every encounter, but to calculate risks beforehand and use minor tactics, like luring individual enemies away from large groups before the rest of them spots you and using doorways as bottlenecks to decrease the number of your opponents to 1-3 at a time and prevent being attacked from behind. Personally I favor playing spellcasters who can summon at least one ally at will. So my Bioware experience started with Kotor. (I was back then also afraid of it being too hard but because I am a huge star wars fan I had to try it, found it rather easy: Is Baldur's Gate also a lot easier then one might think or is it genuinly hard for a RPG. I have them in my inventory so I can try them out)?.
Sorcerers are good when you want to concentrate on offensive magic. You'll get very powerful later on, but you have to avoid melee enemies, so many people say they are tougher to play than fighters. My experience is the other way around though; you just have to make use of your familiar (best choose a melee fighter like a panther) and then summon another animal by spell, and then you have a party of three during low levels, even without choosing one of the NPC companions, and on the higher levels you can blast several enemies at the same time with area-of-effect spells, while fighters are always on their own and have to battle foes one by one. A good compromise, and my favorite class, are clerics; they're overpowered but fun-to-play due to their versatility. They allow you to be a party of two (you and your summoned ally - at low levels an animal, at higher levels an elemental, celestial or demon), use weapons and armor and engage in melee combat, but also cast offensive spells, cast buffs, heal yourself and your allies, turn and destroy undeads by ability. Along with the powerful items you'll find in NWN, that makes them tough opponents for your foes. Just remember what I wrote above and don't think you can take on a whole army diablo-style. Below the superficial real-time hacking and slashing it's still a (semi turn-based) tactical D&D game.
That being said, in my personal opinion the official campaign isn't really worth playing through; too long, too much hack and slash, boring and at times ridiculous story. I haven't played it myself yet, but you could try starting at lvl 1 with Shadows of Undrentide to learn the ropes, just so that you won't be overwhelmed when you play its high-level sequel, Hordes of the Underdark, which is the best of the three official campaigns. Or look for good community modules instead.
Baldur's Gate isn't that hard if you're a little bit familiar with D&D, it just features a few tough encounters (dragons and liches mostly) that you can either avoid or cheat your way through if they get too tedious to be fun. And I agree, don't start with a mage. You might not even survive the tutorial with a mage, because it's so terribly balanced for low level mages (the tutorial has you fight a melee opponent in a small room without any space to run away and without any time to prepare; perfect recipe for failure, if you're playing a weak mage with max. 4 hitpoints who either dies or loses concentration on the first hit - well done, Bioware! :P).
Post edited August 18, 2015 by Leroux