vox said:I have to agree with the original poster. ...
For example, you can walk into a boss monster room, fight some, walk out, camp in the hallway next to his door for 8 hours...
Another example, plots that you can see a mile away but can't really effect because ...
Creative play is limited...
--vox
vox said:
Creative play is limited. Your thieves can't climb walls to get info so they can start a rumor-smear campaign against their enemies. You can't knock people out and interrogate them or disguise yourself as someone else. You get a quest and you do X to get to Y to get to Z, here are some experience and treasure. You can't create magic items or swing from chandeliers.
Pielorinho said:-The game is easy. I'm playing a bard, I don't summon creatures anymore (because I want all the XP for myself)
[snip]
The graphics are great, of course
[snip]
Daniel
Lazybones said:Just a quick note to Uller: While it's true that you cannot change terrain on the fly, it's relatively easy to spawn in new NPCs. I even put a few extra custom NPCs (with simple "stock" scripts/conversations) in the module database so that I can spawn them onto the map if need be. Players heading off into the wilderness where you haven't placed anything? Spawn in a stock ranger who warns of a rogue monster in the region... and then run on a little bit ahead and plop one of the baddies down in their path. Or if you don't want to do that much anticipation, you can just spawn a regular NPC from the existing database and possess it--voila! instant NPC that can respond to the PCs.
That said, I also agree that NWN is just the first step. I think once we get to full voice communication (though some people are already doing it with Roger Wilco or other such programs) and with the lessons learned from NWN, we'll have some pretty impressive stuff coming out of the pipeline 4-5 years from now.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.