Croesus
Adventurer
For someone who's never played these games, could you explain in which ways they captured the feel of D&D?
A few of the elements I still remember:
-1E rules
-Rolling up characters, picking classes, the temptation to use non-humans because they can multiclass all captured the feel of creating charaters in a tabletop game.
-Party based game. Sure you could run with fewer characters, but the game assumed the player would have a full, six-person party, with all the bases covered.
-Fragile magic users. Pity the poor wizard who got caught in the front lines with his pathetic d4 hit die.
-Powerful spells. Sleep ruled in low level fights. Later, hold person and stinking cloud were devastating spells. Fireball could clear a room. (I still have memories of a battle against over a dozen cloud giants, including cloud giant clerics lobbing hold person with abandon - a fun, challenging fight.)
-While there were many quests, the games were essentially "kill things, take their stuff, rinse and repeat".
-Lots of ecounter areas that were basically dungeons, even if the fluff was that the party was clearing an area of the city, or sneaking into an enemy stronghold.
-All the classic enemies - kobolds, orcs, ogres, even dragons.
-Many of the classic magic items, including a long sword +5 (which I think acted as a holy sword in the hands of a paladin - can't remember for certain).
I'd love to play updated versions of these. NWN 1 had a conversion of Pool of Radiance that was very good, but not quite the same feel, given that NWN isn't 1E. A pity these seem lost to time, since we haven't seen them released in years.