alhoon wrote:Some encounters are very difficult. Decrease the difficulty level.

And I would agree. Having to replay the same battle 10 times till you get the right plan AND be lucky enough to implement it, detracts from the SLine. But playing on easy feels kinda ... lame. Like you're a bad player.
Ya I'm thinking about dropping the difficlty a little. My ego have difficulties to manage playing at a difficulty inferior to the default one, nbut I guess I'll eventually no longer have a choice.
alhoon wrote:Scipion: Hordes of the Underdark had very captivating NPCs as did NWN2.
I agree they both have captivating stories. I prefer HoU more than the original campaign of NWN2. But then this is partially because of my wish to play a Planescape campaign that the only time it come to live, fall apart because of the crzziness of the PC and the fact that as a DM I didn't knew the setting well enough to say no (or yes but) to my players.
But I simply feel that the one of dragon age is better.
alhoon wrote:As for melee vs casters, in NWN2 as we played it, barbarian/frenzied berseker were actually quite easier than casters.
Well if you go for ease of play, melee are still a good choice (heck I do single players campaign with melee character since you usually don't need the extra firepower and it simply simpler to play), but if you go for firepower, casters beat melee everytimes (at the dubious exception of paladins).
And I see the keyword of "as we played it" in your statement.
Personnally, I played the game on 64 peoples at a time on story base servers. The main plot was more or less created by the organisation of players into guilds and then by the ensuing struggle between guilds to control their territory (be it literal territory or trade newtork, etc...), and sometime, even more. The DM were here to do special events and as referees of the diverses conflicts in the story. (At 100+ more people, you need referees).
And with this experience I did some observations:
- The "five-minute workday" problem is even worst than in the P&P game. In NWN you have the "multiple 5 min casters go nova a day". From what I saw on the servers, it was an acceptable train of thought to blow all yours spells in the next fight since you could rest between fight.
- The AC vs BAB ration was to much in favor of AC during lvl 16-20 for fighters characters. If I remember right, you had like 50 AC for +28-29 on attack. The main strategy of fighters was to go fully on power attack and let the number of attack give them 20s on the die roll. This factor was aggravate by the fact that they hadn't stickiness and were relatively poor at soaking damages. (Protectives spells do it better than a d10 hp). Their lack of will save was making it easy to neutralize them at the start of the fight with an hold person spell.
-Most servers had a plot revolving around a religious war between good and evil, For two main reasons:
1- Religious conflict are easy to justify, particularly when they are between Manichean ideologies which make that even the dumbest players could catch what was going on.
2- The most played class was cleric because they were non-squishy full casters. From My experience point 2 was more important than point 1.
On all the servers I have played but one. Around 10. The most popular class were:
1- Cleric
2- Paladin and sorcerers or mage
3- Rogue
4- Druids
Then you had an hodge podge of class, particularly played by players who like originality and didn't want to be the main actors in the religious wars (they were like the supporting cast that you had to protect and save), like monks, rangers and bards.
And then you had the fighters. Most players who were coming on the server with a fighter character were eventually rerolling a new character in the classes above. Particularly because when they did a fighter, they were expecting to be soldiers and not a liability that need to be protect at all time.