Borco
Habitué
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- 379
Astral, human enchanter: Introduction
Game version: BGEE 2.6.6.0
Mods: SCS v35.25, BG Tweaks (cosmetic changes)
Difficulty: Insane
SCS install: all tactical components and AI enhancements (BG1), limited spell revisions (see details below), modified overpowered items, mage and priest HLAs are treated as memorizable spells, sequencers and contingencies are innate abilities
Since I'll be playing a mage, I suppose it makes sense to first elaborate a bit on the specifics of my current spell set-up. The “Install all spell tweaks component” of SCSv35 currently introduces a major overhaul to the spell system without any opt-out options. Because of this, I skipped it in favor of selecting individual tweak categories as follows:
Starting spells: Find Familiar, Sleep, Charm Person
Weapon proficiency: Darts
It's been a long-standing habit of mine to name my protagonists after characters from Heroes of Might and Magic III and Astral is no exception (fittingly, the Astral of HOMAM also happens to be something of an enchanter himself). His inception as a character coincided with @Finarfin's Conan and they each left Candlekeep in their separate dimensions on the same day.
Compared with his mighty barbarian counterpart, Astral's progress has been painfully slow. I'd like to say measured, but that would've been too much of an optimistic description. Where Conan steamrolled fearlessly ahead with confidence and swagger, Astral has been hesitant and indecisive, constantly brooding over his book, often questioning his own potential. By the time Finarfin’s protégé was boasting of slaying dragons, we were just learning how to cast level 5 spells.
Overall, Astral was and continues to be a demanding character for me as a player in terms of concentration, planning, and execution. At the same time, it's certainly been a rewarding experience - similarly to the satisfaction achieved through exhausting physical exercise, when you know that you've managed to somehow push yourself further and challenge your own limits. If nothing else, then I’m hoping to come out of this run as a better arcane caster than before. Finally, to Astral's defence, I wouldn't necessarily describe it as being particularly difficult per se, because ultimately whenever Astral finally pushed himself into action or decided to execute a plan, he'd usually end up delivering a more solid and consistent performance than most of my previous characters.
The theme song was an obvious choice.
For the record, I have a backlog of posts relating to our multiplayer session with Ryland and Kalam which I will try to prioritize for now. Still, I just wanted to get Astral out there so that I feel sufficiently committed to come back with his story later.
Regards,
B.
Game version: BGEE 2.6.6.0
Mods: SCS v35.25, BG Tweaks (cosmetic changes)
Difficulty: Insane
SCS install: all tactical components and AI enhancements (BG1), limited spell revisions (see details below), modified overpowered items, mage and priest HLAs are treated as memorizable spells, sequencers and contingencies are innate abilities
Since I'll be playing a mage, I suppose it makes sense to first elaborate a bit on the specifics of my current spell set-up. The “Install all spell tweaks component” of SCSv35 currently introduces a major overhaul to the spell system without any opt-out options. Because of this, I skipped it in favor of selecting individual tweak categories as follows:
- IWD spells in BG: Skipped.
- Changes to Restoration: Installed.
- Changes to shapeshift spells: Skipped. I'm using the default BGEE versions of Polymorph: Self and Shapeshift.
- Core Stratagems spell-system changes: Installed. These are consistent with the previous SCS versions.
- Icewind Dale-inspired tweaks to Baldur's Gate/Baldur's Gate II spells: Skipped. This is mainly relevant in keeping the vanilla behavior for Chromatic Orb (which saves at +6 and has all the effects), Shocking Grasp (still requires a successful melee attack), Lower Resist (10% + 1% per level MR reduction), and Death Spell / Death Fog (automatically kills all non-gated summons).
- Rebalancing of slightly-too-powerful spells: Installed. This is a mixed bag comprising some traditional SCS changes (capping Skull Trap damage, Harm deals 150 dmg, PI/Simmys cannot use quick slots, MMMs are +2 weapons etc.) and other tweaks that I would deem more optional. Most importantly, ADHW no longer works against undead and other non-living creatures, which is going to pose a meaningful limitation on an enchanter with no access to Evocation damage spells. Also, Lightning Bolt can no longer strike single target multiple times, which is a shame, really.
- Spell school changes: Skipped. Symbols and power words are still classified as conjuration. Sequencers and triggers are already treated as innate abilities, so this wasn’t required either. I was assuming that Astral won't be able to use Wish without this component - this turned out to be untrue and enchanters can indeed use it. Unfortunately for Astral, we hadn’t rolled his starting WIS accordingly.
- Spells increased in power: Installed. Symbols and blade globes are party-friendly, Energy Drain steals 5 levels, and Larloch's Minor Drain scales up to 5d4 magic damage. The LMD change is certainly going to be relevant, since enchanters don’t have much IA material in their book at L1.
- New arcane and divine spells: Skipped.
- Revised elementals: Skipped.
Starting spells: Find Familiar, Sleep, Charm Person
Weapon proficiency: Darts
It's been a long-standing habit of mine to name my protagonists after characters from Heroes of Might and Magic III and Astral is no exception (fittingly, the Astral of HOMAM also happens to be something of an enchanter himself). His inception as a character coincided with @Finarfin's Conan and they each left Candlekeep in their separate dimensions on the same day.
Compared with his mighty barbarian counterpart, Astral's progress has been painfully slow. I'd like to say measured, but that would've been too much of an optimistic description. Where Conan steamrolled fearlessly ahead with confidence and swagger, Astral has been hesitant and indecisive, constantly brooding over his book, often questioning his own potential. By the time Finarfin’s protégé was boasting of slaying dragons, we were just learning how to cast level 5 spells.
Overall, Astral was and continues to be a demanding character for me as a player in terms of concentration, planning, and execution. At the same time, it's certainly been a rewarding experience - similarly to the satisfaction achieved through exhausting physical exercise, when you know that you've managed to somehow push yourself further and challenge your own limits. If nothing else, then I’m hoping to come out of this run as a better arcane caster than before. Finally, to Astral's defence, I wouldn't necessarily describe it as being particularly difficult per se, because ultimately whenever Astral finally pushed himself into action or decided to execute a plan, he'd usually end up delivering a more solid and consistent performance than most of my previous characters.
The theme song was an obvious choice.
For the record, I have a backlog of posts relating to our multiplayer session with Ryland and Kalam which I will try to prioritize for now. Still, I just wanted to get Astral out there so that I feel sufficiently committed to come back with his story later.
Regards,
B.