Hiya, Endarire! I hope you're well. I've read your document and here is my reply:
First of all, I think that a number of your comments are due to the fact that you played the full version of KotC 1 without having played the
demo version of KotC 1. The KotC 1 demo is a stand-alone adventure. It also serves as a tutorial for KotC 1. For example, playing the demo, you immediately learn how to level up your characters. Also, it's a great adventure, so
please do try it!A small correction about what you said on Feats and Fighters:
there is Bull Rush (and the feat Improved Bull Rush) in KotC 1. It's great to combine Bull Rush with braziers or magical walls of fire. And even more so in KotC 2, where Bull Rush can be extraordinarily useful. The AI in KotC 2 makes full use of Push / Pull / Slide / Swap, even on a distance of several squares sometimes.
On KotC 1
Feat selection: it's greatly expanded in KotC 2, as you can see in the
KotC 2 webpages. Also, feats in KotC 2 are no longer restricted to a single weapon, as there are Weapon-Group proficiency feats, and simple Attack Focus and Damage Focus feats that cover all weapons.
Archery in KotC 1 can be very useful when your Fighter is using a Blinding longbow, see the
list of weapon enchantments in KotC 1.
Race selection is greatly expanded in KotC 2, see webpages:
Races and
Subraces.
Invisibility, both in KotC 1 and KotC 2, does not mean that enemies cannot target you. It would be too complicated to handle invisibility as a spell that makes it difficult for enemies to target the square you are standing on.
There are
storage containers in KotC 2. Also, enemies drop much less loot. They only drop those items that the map creator has marked as lootable and intended as such. This way, the map designer does not have to worry about the player getting his hands on too many magic items, just because he wanted the player to face many enemies that use magic weapons.
Point of no-return: Thank you for bringing this to my attention. Your party got locked out of the Orc Fort because I did not expect anyone to play through the Orc Fort the way you did. When I get KotC 1 on Steam, I will correct this by having the wall disappear if/when the party escapes through the tunnels. Spoilers follow (highlight the text to display it):
if I remember correctly, the wall disappears as soon as you kill Icarus, the Commander of the Fort's upper level. You fell into his trap by listening to him and trusting him. You could say that Icarus is the one that locked you out on purpose.
To be honest,
Teleport is a spell that is just too much hassle for any CRPG map designer. Often times, you want the player to go through a sequence of events / places / combat encounters. A true Teleport spell would be very likely to break that sequence, lock out the player and make it impossible to finish the game.
Multiclassing and simultaneous multiple metamagic use are NOT in KotC 2. Again, it's just too much hassle for very little gain, IMHO. However, in KotC 2, you can now cast spells using spell slots of a higher level than the minimum required level. I totally disagree with you when you say that multiclassing is a major strength of the d20 system.
Totally agree on
Weapon Sizes. In KotC 2, weapon sizes are treated the same as armour size: everyone can equip everything. The character's size affects the damage dealt with the equipped weapon.
In KotC 2, you can
cancel the level-up screen. No more problem there.
In KotC 2, as part of the character sheet, there is a '
Respec' tab. It allows you to
change your character's feat and spell selection. You can only change the selection made in the last level-up.
In KotC 2, Clerics can cast somatic spells while using a two-handed weapon, while dual-wielding, or while using a
one-handed weapon and a light shield. Only the heavy shield and tower shield require the use of Still Metamagic.
Just imagine that the
high-level characters in the Keep are busy fighting high-level forces of evil while you are out dealing with lower-level threats. These high-level characters return from time to time, allowing you to talk to them.
In KotC 2,
you can rename the characters that you have created at any time during the adventure.
The Delay action works the same in KotC 1 and KotC 2. Sure, you think it's too simple. But have you seen the AI ever using Delay in ToEE? No. Because it's too complicated for the AI to use. In KotC 1 and KotC 2, the AI can use Delay to its advantage. That's more important to me.
In KotC 2, spells like
Protection from Energy are no longer split into several versions. You just select the energy type upon casting of the spell.
In KotC 2, there is a limit of
one summon per character. This may change if we get the Summoner class in the game through a Kickstarter stretch goal. Please see
the post about the Summoner Class.
In KotC 2,
you can play in full-screen mode. The game then displays a bigger area. Please see KotC 2 screenshots.
Units are
not animated in KotC 2. I do really like the animations of KotC 1, but this is not an essential aspect of gameplay. Removing unit animations allows the game to have a far wider range of monsters, PCs and NPCs.
Intelligence and Charisma are more useful in KotC 2. Sometimes they are extremely useful. For example, Charisma determines the duration of the special Summon granted by the
Justice domain of Clerics and Bishops. Also see the
Summary of Abilities at the bottom of this page.
In KotC 2, each square can contain both a
ground effect, like Web, Entangle and Energy Wall, and an
air effect, like Stinking Cloud, Solid Fog and Acid Fog.
In KotC 2,
many spells are shared by several classes.
In KotC 2,
crafting is different. It's not as easy as in KotC 1. You can no longer mass produce spell scrolls. You can Forge weapons and armour, but you need an ingot of the appropriate type. You can Enchant weapons and armour, but you need a magic gem of the appropriate type (as well as gold, experience points and an NPC who does the enchanting for you).
In KotC 2, the
feat-selection exploit you mention is no longer possible. When you change any feat in your feat selection, all of your selected feats are reset, forcing you to meet the feat prerequisites.
There will be even
larger-scale battles in KotC 2. Please see the
October 2018 update.
There is no longer a level cap in KotC 2. Past level 20, simple levelling-up rules apply. Please
see this KotC 2 webpage for more information.
Sure, there will be a few
pre-generated PCs in the KotC 2 Character Roster. But it's more fun to create your own characters.
I don't like the idea of a long-term minion who would not be receiving Experience Points. If anyone joins your party, they are considered to be
like any other party member and they receive their share of Experience Points.
In KotC 2, there is
no pre-defined limit on the number of characters in the party. Each adventure module can have a different minimum and maximum number of characters at the start of the adventure. In the prologue adventure, I recommend creating four or five characters, and then having two companions join the party when you meet them.
In KotC 2, you can set certain characters as being Inactive at any time, using the Formation screen.
Inactive characters do not gain experience points and do not take part in the adventure until you make them Active.
Yes,
there are Reach weapons in KotC 2 and many monsters with natural Reach.
In KotC 2, there are combat manoeuvres like
Trip, Disarm, Feint, Sunder, Bull Rush, Pull, Slide, Grapple, Whirlwind Attack, Rapid Shot, Careful Shot and Critical Shot. If you have the feat Greater Trip, you can trip as part of an attack of opportunity. KotC 1 has Bull Rush, Grapple and Whirlwind Attack.
Several non-casters in KotC 2 have their own interesting abilities. See the
Gladiator,
Monk and
Death Knight classes for example.
Capturing and then
improving a stronghold or city is certainly an interesting idea for a module where the player characters are high level. I liked it in Neverwinter Nights 2 and that would be my model for city building in the future.
I hope I have addressed most of the issues that you raised in the document.
Feel free to post comments. Thank you, have a great time!