#Old Dragon 2E
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tionitro · 1 month ago
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LEGIÃO FURIOSA 7 - O BANQUETE SANGRENTO | Legião RPG - Old Dragon 2E | NITROSESSIONS 76
No 7º episódio da nossa nova campanha “LEGIÃO FURIOSA” (Legião: A Era da Desolação RPG – Old Dragon Segunda Edição), os Pescoços Duros, o nosso querido e sofrido destacamento da Legião Furiosa, enfrentarão seu mais difícil desafio. A guerreira kadeshiana Zahira (Luisa Waski), o gladiador coroniano Vulkan Prime (Tierry Waski), o misterioso assassino Vespa do Mar (Willla Costa) e o erudito…
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oldschoolfrp · 10 months ago
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Glitchegumee Swamp is a good place to hide out, except for the bird-sized mosquitoes, and the hungry crocs, and the singing myconids that always scare away the fish. (Terry Dykstra cover art, Dungeon 41, May/June 1993, featuring the AD&D adventure "Old Man Katan and the Incredible, Edible, Dancing Mushroom Band" by Ted James Thomas Zuvich)
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3d34-2 · 5 months ago
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forgotten-realms-atlas · 2 years ago
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Forgotten Realms Campaign Setting Box Set - 1993
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Whilst I toil away at mapmaking, I did reward myself with a bit of treasure! In my deep plunges into the interwebs, I did in fact stumble across a wonderful artifact indeed. (But do forgive me for the photo quality, I was too excited for touch-ups!)
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From thirty years ago, the “New Edition” of the Forgotten Realms Campaign setting! What a find! Though the box itself has a few dings and dents (a sign of much love, I’m sure), the treasures inside this chest were in far better condition.
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Near mint, if I do say so myself! We see here our good friend Elminster here in some of my favorite art of him, but a Drizzt Do’Urden can also be spotted on the Grand Tour of the Realms, among other familiar faces.
I have not yet read through all of these, but soon I will be able to dispense what knowledge I find!
In addition to these fine books, the set came with a number of loose papers and maps, of which I had never seen before in digital or physical form. 
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Four in total! Two of eastern Faerun, and two of western. Once I am able to do so safely, I will be creating high resolution scans of these maps to share on this very blog, so do keep your eyes out!
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But even more ingenious, included in the box was not one, but two of these! The transparent overlay seen here is made to show scale, and to be moved across the maps. As they all are drawn to the same scale, the overlays can be used between any of them, and having two copies of the overlay means more than one can be placed at a time, or, in case one is lost, there is a backup. These will provide themselves invaluable in reconstructing maps of the realms.
It also makes me wonder why we do not see these more often in more modern reproductions of these maps. I have not seen such overlays in any other piece of media for the Realms or any other setting, but they seem so useful, as well as inexpensive to produce! Perhaps this can be traced to the phasing out of overhead projectors and other such common technology of the 80s and 90s that saw the use of transparencies such as these. Wet erase markers faded out of use, and purchasing transparency films has become more difficult over time. Still, I hope that tools such as this can make a return. If nothing else, it sure beats getting out strings to try to measure the distances!
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Following the maps, we find these sheets of symbols. My first thought was, are these sticker sheets? But thankfully, no! No aged glues or sticky pages greeted me (for surely stickers would not age well over three decades). These are actually cards, meant to be cut out and referenced. I am infinitely grateful that the previous owners of this box did not do so, since being in one piece has kept these from being lost or damaged, in the way small pieces often are. 
The first three pages include runes and symbols. Some are for factions, such as the recognizable harp of the Harpers on the first page. Some are magical, namely the runes in green, and others are simply to convey a message. 
The last two pages are the symbols of various gods and powers in the Realms, though some of the page is still dedicated to runes. Again, I will be creating scans, both front and back, to share.
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And yes, the backs of all of them contain some information about the image on the front. I cannot wait to make copies so that I feel confident in cutting out and using the cards, while still keeping the originals in good condition.
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The final portion of this treasure chest of information is a bestiary. The pages are unbound, but punched to fit into a ringed binder. I adore all the art. Like before, I will create scans, and perhaps write on more specific aspects of the creatures therein.
But before I go to work on my maps again, I grant you the most wonderful gift that this box has to offer: 
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Thank you all, and safe journeys, travelers~
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tehjleck · 2 years ago
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Mage Construction article from Dragon Magazine #242 (Dec '97)
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caliblorn · 8 months ago
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I promised to make this post months ago and completely forgot about it until the last few days (a classic!), so here I am now. Making it. And with silly art included. Yay!
As many of you know, Mannimarco and Vanus Galerion in Elder Scrolls Online are portrayed as 2E contemporaries who mirror each other journeys to leaders, out of the Psijic Order and into their own groups. ESO makes it clear that they're meant to be similar in age as well, and it does so both by de-aging Mannimarco's model for the "Half-Forming Understandings" quest, and by making it say by Vanus himself in Artaeum Lost.
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BUT! If you have played Morrowind or Oblivion, you might already be familiar with Where were you when the Dragon Broke?, an account of different people's experiences during the Middle Dawn, the 1E Dragon Break. And oh! Look who it is.
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(notice also he says God, not King) The Middle Dawn happened between 1E 1200 and 1E 2208. Time fuckeries as much as you want, but nonetheless, 1E ends in 2920, and we know FOR SURE that Vanus was born the first years of 2E and that he joined the Psijics as a 11 yo. So, even if we took into consideration ONLY the latest period of the Middle Dawn, Mannimarco would have been a... 700+ years old novice when he met Vanus. Very funny to think about, but an old mer having an intellectual rivalry with a teenager doesn't really scream "brilliant" to me.
I'd say the retconning of his age is also supported by Worm Saga, were he doesn't mention at all his period in the Maruhkati and makes it sound like he was either born or taken to Artaeum at a very young age.
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Plus, both in Worm Saga and in the Vault's flashbacks and in every other source ever (WRITTEN FOR ESO. AHEM.) we see that his "discovery" of necromancy happened on Artaeum. Like, it's screamed into our ears a couple of times or more in the game itself.
The problem with all of this? The book that implies he lived through the Middle Dawn is still present in ESO.
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Which is to me one little example of a bigger issue with ESO writers rewriting/retconning things without taking away/trying to somewhat link the original sources. But I digress, there are different ways to make this work but since some are too complicated to be discussed now, I'll just share with you what I usually go with;
Mannimarco is a great liar. Not only a liar, a politician. A sales man. A guru. He knows how to give himself prestige. What "Where were you when the dragon broke?" is to me is either fake accounts fabricated by the Cult themselves, or stolen accounts (probably from Artaeum's archives!) where his false experience was added and then sent around Tamriel.
If I had to make a TIMELINE for all the pieces cited, I would say the publication order would be "Where were you when the dragon broke" (used as propaganda by the Cult to make Mannimarco's figure important)-> "Artaeum Lost" (disproves what was fabricated about Mannimarco)-> "Worm Saga" (new attempt to give himself prestige with that "aldmer, scion of et'Ada").
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on-the-clear-blue · 2 months ago
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Batfam playing dnd cus why not
Tim, the dm because fuck Bruce being it: I swear to God Damian, for the fifth time, no you can not be a half Demon half Angle assassin that is 20th level, we are starting at level two and just pick from the common races!
Damian, crossing his arms: than I shall play a 'teefling' and I demand to the Rouge, Drake.
Tim: Well tough shit brat, Steph already chose that, be a paladin so Bruce can't take it.
Damian: Tt I shall kill brown and take my rightful class...but for now I shall play a paladin.
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Tim: Cass, honey, darling. Sweet summer child...what?
Cass, grinning ear to ear :roll to seduce dragon?
Tim:
Cass:
Tim:
Cass, playing a bard: ;3
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Dick: okay so I hope up on the table, over this guy and then try and hit the big bandit dude?
Tim, questioning God as why he was born: Dick. Your playing a Barbarian. You have a dex bonus of 2.
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Jason: Alphandrill the wise will draw her oaken wand, it was taken from the same tree her grand father planted many centuries ago that was stuck by lighting, wielding it with determination, she points it at the bandit leader and shoots out a blast of molten flames! They glimmer with a sparkle of electricity as it strikes out against him!
Jason: does a 12 hit?
Tim, so done with this: no
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Bruce: okay so I just roll right? With the...short sword?
Tim: ur actually Batman how is dnd stumping you.
Bruce: I played second edition growing up with Harvey and Ollie, I hardly ever got past the first fight
(Que Bruce having Vietnam flashbacks to his carefully crafted characters dying in the grind stone that was Dnd 2e)
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Tim: Thanks for joining Alfred, I know that you probably don't even know how to play but it's making Bruce really happy to have everyone together
Alfred, who was an actor for so many years: worry not master Tim, I think this old dog can show you pups a few tricks~
(Alfred pulls out a pre-made mini, it's made out of bat grade materials, he knows the rules front to back)
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Duke: this...is a lot? Tim I have Dm'ed a bit if you want me to...why are you looking at me like that.
Tim, frothing at the mouth: you...you wanna take over? Does this mean...I can play?
Duke, seriously reconditioning becoming apart of the wanye family: y-yes?
Forever Dm Tim: sweet baby Batman your going to get fucked Duke, but thank you so much for this...
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lunastrophe · 1 month ago
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Drow Lore 🕷️ General Body Type and Build
🕷️Drow vary in shape and features, but most of them are noticeably shorter than other elves. They also tend to be slight of build – some appear lean and muscular, while some others look more slender, sometimes even to the point of gauntness in case of some individuals.
🕷️Despite their smaller stature and slight body frame, dark elves rarely look frail, fragile or harmless. They are naturally dexterous and usually also adequately strong for their size, although just like other elves, they typically have lower constitution than the average human. They move silently and gracefully, and their sense of balance, reflexes and coordination are also exceptional.
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Quotes:
Description of Iljrene Ahbruyn: The temple’s battle-mistress was a tiny woman, slender as a wand, with narrow features and highly arched eyebrows. Her voice was high-pitched, almost squeaky – like a child’s. Her muscles, however, were whipcord strong, and her skill at arms was renowned. (…) With her elegant gowns and silvery ringlets, the delicate drow seemed the most unlikely of battlemasters. Yet with her first word she commanded the attention of every person in the room. (L. Smedman, Sacrifice of the Widow; E. Cunningham, Daughter of the Drow)
Description of Nimor Imphraezl, zekyl (half-shadow dragon drow): Nimor wore the shape of a slim, almost boyish dark elf, which was to say that he was short of stature and slender as a reed. The top of his head would barely reach the nose of a typical female, and any female with a little height to her would tower over him head and shoulders. Despite his graceful build, Nimor virtually radiated power. His small frame seemed to burst with a precise strength and lethal quickness far out of proportion to his body. (R. Baker, Condemnation)
Description of Matron Ghenni Tlabbar: Matron Ghenni is exceptionally tall for a drow. She is also extremely slender, and this has occasionally caused others to suspect that she is frail. In truth, her slender limbs are well-muscled. (E. Greenwood et al., Menzoberranzan, 2e AD&D)
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🕷️Drow who have significantly more ample figures seem to be uncommon, and they are usually wealthy, powerful individuals who live a comfortable and relatively untroubled life.
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Quotes:
Description of Matron Byrtyn Fey: Matron Byrtyn is an extremely attractive drow female with an unusually well-rounded figure. She wears garments that highlight her sensual appeal and favors robes and shawls of filmy gauze that do little to preserve her modesty. (…) Matron Byrtyn is famed throughout Menzoberranzan for her passionate affairs and ribald exploits. (…) This drow is motivated by hedonism as much as by the desire to better her family. (E. Greenwood et al., Menzoberranzan, 2e AD&D)
Description of Nauzhror Baenre: the door to the chapel creaked open, and a plump male dressed in elegant black robes entered. He resembled nothing so much as a housecat that had been fed too much, satisfied with his own superiority. (…) His familiar, a hairy spider as well fed as the wizard himself, perched on Nauzhror’s shoulder. He was accounted a Master of Sorcere, the only Baenre so recognized other than old Gromph himself, and was reputed to be an abjurer of some skill. (R. Baker, Condemnation)
Priestesses of House Srune'Lett: the priestesses of Srune'Lett tend to be short and stocky and they are often referred to as the „fat sisters” – though if the priestesses hear someone use the term, the phrase often becomes the last words of the incautious speaker. (E. Greenwood et al., Menzoberranzan, 2e AD&D)
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For more of my drow lore ramblings, feel free to check my pinned post 🕷️
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tabletopgayventures · 28 days ago
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My current list of Tabletop Roleplaying Games.
13th Age
1879
A Grim Hack
Aberrant 
Absolute Power
Abyss
Accursed 
After The War
Anima Beyond Fantasy
Animal Adventures:  The Faraway Sea
Apocalypse World
Arkham Horror The Roleplaying Game Starter Set
Ars Magica 4th Edition
Arzium
Avatar Legends Starter Set
Babes in the Wood
Badger + Coyote and their Daring Adventures 2E
BattleTech:  A Time of War
Beacon Tabletop RPG
Beam Saber
Blades in the Dark
Bulldogs
Bunkers & Badasses
Cairn
Call of Cthulhu
Candela Obscura
Cantrip
Cats of Cathulhu
Chaos 6010
Champions Now
Collateral Damage
Contagion 2e
Cortex Prime Game Handbook
Cosmic Patrol
Cowboy Bebop Roleplaying Game
Coyote and Crow
Cthulhu Awakens
Cthulhutech
Cypher System 
Daisy Chainsaw
Deathmatch Island
Defiant Role Playing Game
Denial & Yearning
Dialect
Dinocar
Dinosaur Princesses
Discworld RPG
Dragon Age Roleplaying Game
Dragonbane
Dread
Dream Machines
Dresden Files Accelerated RPG
Dungeon Crawl Classics
Dungeons and Dragons 3.5
Dungeons and Dragons 5e
Durance
Dwelling
Epitaph
Epoch
Essence 20
Fabula Ultima
Fantasy Age
Fate Core System
Fever Nights Role-Playing Game
Flabbergasted
Fragged Empire
Fratboys Vs
Girl By Moonlight
Glitter Hearts
Goblin Quest
Goblin Slayer TRPG
Gods of Metal:  Ragnarock
Hannukkah Goblins
Have Axe, Will Travel
Hellfrost
Here, There, Be Monsters!
Hero Kids Fantasy RPG
Heroes Against the Darkness
Hopes and Dreams
Hounds 
I’m the Badguy?!?
In Nomine
In the Ashes
Inevitable A Doomed Arthurian Western
Ink
Interns In The Dark
Into the Dungeon
Jiangshi:  Blood in the Banquet Hall
Jordenheim
Katana-Ra
Kids on Bikes 2nd Edition
Killshot an Assassin’s Journal
Konosuba TRPG
Leverage The Quickstart Job
Lilliputian Adventure on the Open Seas
Little Fears Nightmare Edition
Lost Roads
Marvel Multiverse RPG
Mermaid Adventures
Micro rpg book
Modern Age
Monster of the Week
Moonlight On Roseville Beach
Mork Borg
Motel Spooky Nine
Musketeers vs. Cthulhu
Mutant Year Zero
My Mother’s Kitchen
Necrobiotic
Never Going Home
Night Shift:  Veterans of the Supernatural Wars
Night Wolves
Numenera
Odyssey Black Tales
OneDice Pirates & Dragons
One More Quest
Ork! The RPG
Our Woodland Gods
Outcast Silver Raiders 
Outgunned
Over the Edge
Overlight
Pasion De Las Pasiones
Pathfinder 1st Edition
Pathfinder 2nd Edition
Pathfinder Savage Worlds
Perils & Princesses
Pirate Borg
Power Rangers RPG
Prism
Psychic Trash Detectives
Punk’s Been Dead Since ‘79
Queerz!
Raccoon Sky Pirates
Raven
Rebels of the Outlaw Wastes
Reign
Rhapsody of Blood
Rivers of London
Ryuu Tama natural fantasy role play
Samurai Goths of the Apocalypse
Scum and Villainy
Shadowrun 5e
Shadows Of The Past
Shield Maidens
Shiver
Someone in this Tavern is a fucking mimic!
Spell The RPG
Squeeze
Star Trek Adventures Captain’s Log 
Star Trek Adventures The Roleplaying Game
Star Trek Adventures Second Edition
Star Wars 
Starfinder 1st Edition
Starfinder 2nd Edition
Stoneburner
Syma
Tangled
Temples and Tombs
The Bleackness
The Dark West
The Dread of Night
The Play’s the Thing
The Quiet Year
The Revenant Society
The Void
The Watch
Thirsty Sword Lesbians
This Discord has Ghosts in It
This house is Fucking Haunted
Thousand Year Old Vampire
Tomorrow City
Troika!
Unisystem
Urban Decay
Utopia
Vaesen
Vagabond
Valiant Universe
Variations On Your Body
Venture and Dungeon
Waffles For Esther
Wanderhome
Warcraft The Roleplaying Game
Werewolf the Apocalypse
What Lurks Above
What Lurks Beneath
What Lurks Beyond
World Ending Game
Yazeba’s Bed & Breakfast
Xianta Cyber Wuxia
Xoe Microplayer
Zweihander
I'll update this list as I get more. Feel free to send me ideas and also reblog this!
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artemis-entreri · 2 years ago
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Dungeons & Dragons: Honor Among Thieves Easter Eggs (Part 2)
[[ Part 1 can be found by clicking this link.
Deep in the Crevices
You've really got to search for these:
Mordenkainen: Yes, him again! Those are the three circles of his two-bladed sword on the Mordenkainen's arcane seal on the Castle Never vault. What's more, those same three circles appear on the front of the helmet of disjunction—which casts Mordenkainen's disjunction.
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The spear of Aoth Fezim: Who? The Thayan warmage involved in the War of the Zulkirs during Szass Tam's takeover of Thay in the The Haunted Lands and Brotherhood of the Griffon series of novels by Richard Lee Byers from 2007 to 2013.
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Trip and Shuffle: Introduced in A Reader's Guide to R. A. Salvatore's the Legend of Drizzt, marked only on maps since then. Only named on the Monopoly board.
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Driftwood Tavern: From Neverwinter Campaign Setting and Drizzly novels. Only named on the Monopoly board and cast list. I don't even recall this in the movie.
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The Citadel: Too dark to be sure, but the tower in Thay may be Szass Tam's base of operations.
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Holga's darksteel greataxe: Made from darksteel and functioning roughly as last detailed in Magic of Faerûn and Volo's Guide to All Things Magical. This was forged by Ghelryn Foehammer of Targos, who appeared in 2e and 5e.
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Loudwater: The thieves robbed Jolym of Jolym's Barrels & Packing in Loudwater, which was only mentioned in Volo's Guide to the North, 1993.
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Zulkir Dmitra Flass: a 1300s Red Wizard of Thay, a non-speaking role and named only in the cast list.
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Din Caldwell, of the Caldwell family of Baldur's Gate, named only in the cast list.
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Porb Piiradost, of the Piiradost family of Waterdeep (not seen since 2nd edition), named only in the cast list.
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Lord Nasher Alagondar: That's his giant statue outside the Neverwinter arena.
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Lord Halueth Never: So possibly that's his giant statue next to Nasher's
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The Gray Hands, just mentioned in the Neverwinter arena.
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A portrait of Volothamp Geddarm in instrument to the heist.
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How in the Hells Did You Find This?
The most obscure, the deepest cuts:
Pendant of invisibility: Kira's magic item. Most likely a coincidence as it wasn't on the wiki before, but it matches perfectly with a magic item of the same name in the back of Dungeon #112 in 2004.
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The flashback of Szass Tam's spell and takeover of Thay appears to be a quick fictionalized summation of the events of The Crimson Gold and Unclean as well as the next century of Thayan history and descent into a necromancer's realm. Presumably this is set circa 1375 before Szass's coup and the Thayan civil war in the latter book.
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Szass Tam's beckoning death spell for creating mass numbers of undead follows exactly the supposedly false story of "the spell of Undeath" that the would-be Harper King Rundorl Moonsklan and duped ally of Szass Tam spread in the early 1200s DR, as detailed in The Code of the Harpers by Ed Greenwood in 1993.
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Whether or not it can be seen in the final cut of the film, thanks to an old photo from the set of the Triboar playhouse, we know there are images depicting the three boars for which the town was named as well as a shirtless man we assume to be Gwaeron Windstrom (given that god's relevance to the town).
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Scenes of Lord Halueth Never and the early history of Neverwinter appear on the walls of Forge's office.
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Wild Realmslore Theorizing
Insert meme of madman in front of conspiracy board here.
In Thay, it's "the eve of the solstice" and a few people are carrying red-and-yellow sun symbols. Amaunator the sun god has the summer solstice as his holy day and a sun holy symbol, particularly this one. While newly revived in 1374 DR and his association with Thay is unknown, it is plausible.
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Daurgothoth moved into Dolblunde in the Year of Beckoning Death, 1253 DR, which has the same name as the Szass Tam's spell. Daurgothoth, the Creeping Doom, a dracolich, is also conspicuously absent from Dolblunde, while that necromantic spell for creating undead pours forth from something that looks like it just might be part of a dragon's horn.
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We don't know officially what type of undead to classify Dralas and the other victims of Tam's beckoning death, however we note that they seem like perhaps a cross between the living Thayan knights and the unliving dread warriors (a favorite and original creation of Tam's).
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----------------------------------------------------
Once again, credit for these finds goes to BadCatMan and the Forgotten Realms Wiki.
Once the movie hits streaming services, I’ll do an updated version of this post with movie screencaps to make it a more thorough visual guide. ]]
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tionitro · 1 month ago
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ECOS DA FANTASIA (Livro-Jogo RPG) - Org. Athos Beuren (part. Newton Nitro entre outros ) - Financiamento Coletivo no Catarse até dia 16/10/24! PARTICIPE!
ECOS DA FANTASIA (Livro-Jogo RPG) – Org. Athos Beuren (part. Newton Nitro entre outros ) – Financiamento Coletivo no Catarse até dia 16/10/24! PARTICIPE! LINK: https://www.catarse.me/antologia_literaria_ecos_da_fantasia Você curte livro-jogo? Pois eu quero recomendar pra vocês o ECOS DA FANTASIA um projeto incrível do Athos Beuren, o mestre do livro-jogo brasileiro! E olha que doidimais, eu…
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oldschoolfrp · 10 months ago
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Campestris are 2' tall relatives of myconids. The campestris of Glitchigumee Swamp love Old Man Katan and rely on him for their survival in ways he doesn't realize. He only knows the dang varmints keep him up all night with their infernal singing and occasionally steal his clothes. (Terry Dykstra, Dungeon 41, May/June 1993, from the AD&D adventure "Old Man Katan and the Incredible, Edible, Dancing Mushroom Band" by Ted James Thomas Zuvich)
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3d34-2 · 7 months ago
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forgotten-realms-atlas · 2 years ago
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Today, from the margins of the adventure book in the AD&D 2e box set, Ruins of Zhentil Keep, page 47, I bring you, him.
That is all.
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the-elder-polls · 2 months ago
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Since there is OC discussion here I figured I’d talk about one of my OCs that I do consider a prisoner like the main game protags, except his story is entirely fanon. He stops an invasion from Namira about 25ish years after the Planemeld, still during the Interregnum but after the Alliances dissipated.
He’s also the son of my vestige and likewise has inherited some strange traits that come from having one parent being for all intents and purposes, biologically a daedra. Not sure what you’d call that lol.
I haven’t thought much about what else he’s going to do… but I figured it’d be interesting to have some OCs that are related to a story outside of the actual games. The 2E Interregnum has so much unrecorded history that there’s a lot of room to come up with your own stuff.
oooohhh that sounds interesting!! also honestly tes is such a good setting to come up with your own stories within bc there's just so much you can do
fact for fact: kona knows next to nothing about the daedra up until they meet hermaeus mora. all they know is the dragon cult and bits of the old nord religion
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leomonae · 1 year ago
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Tips for BG3 fans considering giving BG2 a try!
Disclaimers: I never played the enhanced or extended or whatever it's called - the Beamdog edition, that one - so I can't say what, if any, of this it might have changed. Also, while it continues to be my favourite game of all time, it's been like 5 years since my last BG2 playthrough, and I always ran it with a whole bunch of mods; I might get a few things mixed up, but I'll edit in corrections if I find that I have!
Much of this will apply to BG1 as well, of course, but not all. I am not really addressing BG1 because I've played through the whole thing maybe twice to my couple dozen BG2 games, and also because people who started a series at #3 don't get to be too picky about doing the first two out of order either :P
Right, so! I'm going to try not to spoil much here; these are just things to make your life easier and less annoying before you are blindsided by them and have to back up three hours to avoid the issue.
1) You might find yourself having to back up three hours to avoid some issue. BG3 has hopefully already thoroughly taught you this practice, but save early, save often, and keep your old saves until you're entirely done. This is a twenty year old game, I promise you have enough storage space.
2) We are playing under something like 2e (second edition) D&D rules here, not 5e. Armour class is good when it's low, not high. You don't get a set number of ability points at character creation, you roll dice and then you keep rolling for the next ten minutes until you get a nice, high points total to distribute as you prefer. Thac0 means "to hit armour class 0". Multi classing and dual classing are not at all the same thing, and will result in very different builds (also which one a character can do is determined by their race).
3) Games came with giant manuals back then; you are gonna need to either be doing some research, or just accepting that everything is going to be very confusing for awhile.
4) Go right ahead and crank that difficulty setting down a notch or two before you get started; after the first hour or two getting to grips with it, BG3 combat was basically just a nice, gentle romp through the park for me. I'm not saying this to brag (I don't ever play above core difficulty in BG2, myself), I'm saying this because you are going to find yourself getting very, very frustrated very fast if you don't understand that games back then had much different expectations when it came to how they handled some of the things that contributed to difficulty. Don't be meaner to yourself than you have to be! Challenge is fun; beating your head against a brick wall over and over is not.
5) The game is not going to do anything to stop you from going places you are not equipped or leveled to handle yet. If you are not making progress with some new area after a few tries and different approaches, consider going away and coming back later. It is also perfectly happy to spring surprise dragons on you. Or surprise "oh hey I just opened this door in the middle of the city with a certain common item in my inventory and now I appear to be in the second hardest fight of the entire game" encounters.
6) XP is distributed to all your party if it is main quest xp, and split among your party otherwise. If a character is not in your party at the time this happens, they don't get the xp, as a general rule. One or two specific exceptions aside, the game does not play catch-up for the characters you had leave your party temporarily; I would advise deciding who you want to have in your party fairly early on, then sticking to that so you're not wasting good xp on characters you're not keeping around.
7) Unfortunately, the previous is somewhat complicated by the fact that some companions have their own personal quests they want you to do for them. Quests with hidden timers that start running when you pick them up. Quests over which they will leave your party permanently, if you don't get around to them soon enough/don't listen when they give you a "do this basically now, or else" ultimatum. Quests you are going to be in no way capable of doing at the start of the game.**
8) Not all companions get along with one another; some of them cannot be in a party together without eventually fighting to the death as you're walking down the street one day. Pay attention to their alignment and don't go mixing good and evil characters in the same run. Neutral ones are significantly more chill.
9) There's a reputation mechanic which is kind of a morality tracker; good companions can also leave you if you get too low rep, and evil if you get too high.
10) When you first get out into the city proper, go check out the shops in this starting area; you can get a gem bag and a scroll case which will make inventory management much more pleasant. There are also bags of holding in the game - you know, those things our BG3 player characters kept taunting us about not having?
11) Companions can permanently die in a way that leaves them unable to be resurrected again due to the condition of the body. Be careful! Or just reload one of your twelve billion saves you've been carefully making, that works too.
12) Sometimes certain spells can have effects that might not occur to you in advance. Like, oh, say, disintegrating a dragon and only realising thirty hours later that you also disintegrated the crafting component required for making a really powerful weapon which it had in its inventory at the time.
13) You've noticed by now in BG3 that there are enemies who are resistant or vulnerable to certain types of damage, yeah? Bludgeoning, specific elements, etc. That is also going to be a thing here, but it's not always as immediately obvious what the problem is when you're failing to damage something. But in general, magical vs non-magical damage is a much bigger concern in BG2. There are many enemies that only take damage if your weapon is an enchanted one, and they might also require a certain minimum level of enchantment; +3 weapons or better, that sort of thing. Spells can affect this, too. Certain types of damage can cut through certain spell protections. Etc.
14) Hint: Melf's Minute Meteors count as +5 weapons, if you should ever find yourself unexpectedly in need of such a thing for some unknown reason I'm sure will never come up!
15) You can turn on a great many auto-pause options in the menu to get something significantly closer to the turn based combat you're used to. I use most of them; pausing whenever one of your characters finishes casting a spell (different spells take different amounts of time to finish casting and you can be interrupted before you manage doing so) is very useful so that you can immediately start them on their next spell without wasting time in combat.
16) If there's anything you really don't like, such as constantly being told to gather your party before venturing forth, there's almost certainly a mod for that.
That should do for now, have fun, enjoy the absolutely terrifying versions of vampires and illithid which will stalk your nightmares afterwards!
**It's Keldorn, I'm talking about Keldorn. I know he's amazing, but just leave his ass right the fuck where you found it unless you are feeling about ready to fight some of the toughest enemies in the game. Or you've bought that one specific item and don't mind a little cheese, because god knows I always use it if I'm planning on recruiting him.
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