My Initial Experience I love D&D (with 3.5 being my favorite edition), CRPGS, and the other games Troika worked on, so I was excited to play a CRPG set in the famed Temple of Elemental Evil module that I only ever heard about. I had a physical copy back in the day, but the farthest I ever got into the game was completing the first major dungeon (the Moathouse). Baldur's Gate II was my standard for what I expected out of a D&D CRPG. I enjoyed the story and narrative structure, having a singular "main character" that I then recruited unique NPC party members that were all fully fleshed out characters with personality and their own personal questlines and goals. So I was let down when the game started with me having to create my own party of up to 5 characters that felt more like a strategic set of stats instead of "real characters" with personalities or stories of their own. Between that, the clunky UI, and the rather thin story/quests/NPCs, I found myself never getting around to finish it back then. Despite its flaws, the game always stuck with me with how much attention to detail to the 3.5e ruleset - being the most accurate simulation of that edition in video games (as many of the other D&D games were real-time with pause [RTWP] instead of turn-based). However, I lost my copy of the game over the years so I was never able to give it another shot until now. It took me about 55 hours to complete a entire playthrough with a full, good-aligned party. What I Appreciate Revisiting it Now Here is a short list of what I love about ToEE: -Only officially licensed turn-based 3.5e D&D game. -This version is more complete, restoring cut content from the original release (there was a lesbian in a brothel in the 2nd town, and WOTC didn't want a lesbian in the game because they thought it would force them to get a mature rating instead of teen - so the entire brothel and all the quests connected with it got cut). -Allows all the tactical options of D&D 3.5 - including charging, readying actions, delaying initiative, casting defensively, 5-foot steps, flanking, touch & flat-footed ACs, attacks of opportunities, run action, trip attacks, disarm, withdrawal, fighting defensively, etc. -Attacks of opportunities and all rules related to them are pretty accurately implemented (including having the tumble skill work to be able to avoid them). -Full range of feats with lots of tactical options including: combat expertise/power attack allowing rules consistent adjustment (instead of a simple on/off switch) - including power attack doing more damage if using a 2-handed weapon. -Metamagic feats & spontaneous spellcasting for clerics/druids. -Clear UI on using AoE spells to see exactly (and how many) targets will be hit by a spell before casting. -Wide range of spells that feel pretty accurate to the rules and work how you would expect them to (e.g. casting dispel magic or break enchantment on an NPC that appears mind controlled will break the charm). -Access to item creation feats allowing you to make/enchant whatever magic items you want to fit your builds. -Only D&D game to include the spiked chain weapon (the only reach weapon capable of hitting adjacent enemies), allowing for some truly fun fighter builds when combined with combat reflexes for more attacks of opportunities, great cleave, and having a spellcaster casting enlarge to further extend the reach. With power attack on, any enemy that entered my large-sized fighter's reach entered a meat grinder. Between the attacks of opportunities and the great cleave feat, sometimes my fighter would kill 6 enemies before even taking his first turn. -Many different paths to explore the titular Temple dungeon to the point where I reached the ending by finding a path skipping several levels of the dungeon, unlocking the path to the hidden level where the final boss was, and made a deal with a Demon Lord instead of fighting due to being way under-leveled/under geared to actually win the fight, "beating" the game at about the 20-30 hour mark. I of course reloaded my last save and went back to finish all of the rest of the content I skipped. Criticisms The game is very punishing and challenging as it is rules accurate to D&D 3.5 to a fault. If you are not familiar with D&D 3.5 rules, you will have a frustrating time progressing through the game and overcoming the obstacles presented as the game does not do an effective enough job to onboard people that are unfamiliar with the rules. D&D 3.5 is my favorite and most played edition, but it had been about a decade or so since I last ran a game with these rules and realized I forgot more 3.5 rules than there are total rules to remember in 5e. As I kept playing, the rules came back to me and I was able to find my stride. I'm just thankful I didn't have to worry about relearning the rules for grappling. -Be prepared to be looking at the combat log to find out the reason you aren't doing any damage because the enemy has damage resistance that can only be overcome by silvered or good-aligned weapons. Hope you happened to find a holy weapon, or made sure one of your party members took an item creation feat to apply the holy property to your weapons. -Many of the spaces where combat takes place in the dungeon are cramped. This can make it unclear where you characters can move in combat, sometimes making it impossible to get your frontliners into melee - especially if there are large/enlarged combatants in the fight. Because of this, I'd recommend not having too many melee-focused characters in your party. -However, ranged combat gets numerous penalties which makes it almost a waste of a turn to take a shot unless you stack numerous feats to avoid this. -For example, if your party fighter is engaged in melee (as he should be), and you try to use your ranged character to shoot that enemy, you will get a -4 penalty for firing into melee (without precise shot feat), while the enemy gets a +4 cover bonus to AC because your fighter is likely providing "cover" to the enemy - which is often unavoidable due to the cramped combat spaces (if you take another feat you reduce this cover bonus to only a +2). And there is also a chance you may be getting a -2 (or higher) range increment penalty if you are too far. So with this effective -8 to -10 penalty, you are only going to be hitting these AC 20+ enemies on a natural 20. -Range weapon attacks are further frustrated by the inability to tell when an enemy is benefiting from cover or you have ranged penalties for distance before making the attack (I only know after I miss by reading the calculation in the combat log). The in game help says holding a certain key is supposed to show when a target is benefiting from cover. But no amount of hitting the button appeared to do anything. -The game has a ton of tactical, item, skill, and spell options in combat that they use a radial menu to support. This gets very cumbersome and time consuming to do when every turn I would have to right click and navigate several tiers of a radial menu to just cast a simple spell. This led me to sometimes just skipping my spellcaster's turns in combat if the fight was not that deadly just so I can get combat done quicker by having my martial classes do the dirty work. -The game says there is a way to hotkey certain actions, but whenever I tried to hotkey something I used frequently (such as the charge action, a spell or a wand), the game said that it that action/item cannot be assigned to a hotkey. I could not find a single thing I could hotkey, so I just gave up trying. I'm not sure if this is a bug. -I had a few crashes, but fortunately I save often so I did not lose much time. -Nearly every text document was bugged and displayed a note with no text. I had to Google what the text was supposed to say, but it was hard as many of them had a generic/reused name such as "tattered note." -Inventory, encumbrance, and selling loot is a chore.
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