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dtgreene: My understanding is that the game came out around the time D&D 3.0 came out, so there is no way that game could have used 3.5 rules.
You are correct. My bad. (Insert embarrassed face here.)

Still, the main points are the same. IIRC, halflings weren't noticeably modified between v3.0 and 3.5 (other than the unused racial variants) and I don't believe the size of any of the weapons found in the game were tweaked either. Some of the feats might've been modified between editions, but within the game feats were auto-selected based on class anyway, rather than being player's choice.
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TwoHandedSword: Still, the main points are the same. IIRC, halflings weren't noticeably modified between v3.0 and 3.5
Some changes were weird.

In 3.0, halfling had to use light weapons, while in 3.5 they used undersized versions of human weapons. Meaning that in 3.0, your halfling fought with a shortsword doing 1D6 damage, and in 3.5 he fought with a halfling longsword dealing 1D6 damage. Same with longsword/2 Handed halfling sword, or dagger/halfling shortsword... ^^
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Kardwill: DF is the game for self-imposed challenges. I mean, it's really, REALLY easy to seal yourself underground and have a perfecltly safe self-contained fortress, but it's also horrendously boring.
The game becomes fun when you put yourself in danger : have a surface outpost to defend your main gate (and not simply an iron portcullis or a solid slab of stone), help a merchant caravan attacked by goblins, tame horribly dangerous wild animals, build arches and hanging cities over lakes of magma, tunnel and defend an entryway to hell, or simply settling an evil area with acid rains, poisonous fog and necromantic energies creating horrendous abominations with melded skins, bones and fishheads from your refuse pile.
And then, hold out for as long as possible and wait for the small mistake that will bring you down. ^^
One of my favorite things is to settle on distant islands far from any civ and make due with resources that the land provides. Now with the 64 bit versions, this is made easier with a wider area of land one can declare their fortress to be.
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timppu: In many FPS games, like Serious Sam games, I might try to survive with the basic weapons as far as possible, Like the dual revolvers with unlimited ammunition.

It is not about whether I can do it, but thinking that I must preserve mega-ammunition to boss fights and such. Usually though that seems to be unnecessary, there usually are some places to get lots of extra ammunition just before the boss fights.
I'm not sure that even counts, all gamers suffer from this affliction XD

I must have finished full RPGs without ever using an item more powerful than the basic health potion because, you know, I might need it later. I know it's the last boss, but what if the game has a last last boss afterward?
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DaCostaBR: I must have finished full RPGs without ever using an item more powerful than the basic health potion because, you know, I might need it later. I know it's the last boss, but what if the game has a last last boss afterward?
To be honest, I have been trying to get away from this mindset.

For example, in TES: Arena, I am occasionally using spell-casting items. I note that weapons of Lifesteal are pretty good, as they do 40 damage, heal you 40 points, and have a lot of charges. Also, since they're weapons, they appear above everything except armor (only relevant for plate armor users) and shields.

In Final Fantasy 5, I like to use the !Mix ability learned by the Chemist job, and I have also been throwing scrolls for cheap elemental damage to all enemies. (I do have a few self-imposed restrictions for that game, as mentioned above, but I do allow myself the use of items.

Also, playing SaGa 1 or 2 with humans forces you to use limited-use items, as there is no other option (*every* obtainable item except Xcalibur and the Aegis/Masamune MAGI has limited uses in SaGa 2, and you don't get the infinite use items until very late in the game).

On the other hand, there are some games where, late game, I manage to avoid using any resources at all. In Phantasy Star 3, it is possible to heal solely with infinite use items (the fact that there's an item (the Force Vest) with unlimited casts of the revive spell helps, as does the Royal Vest to reliably kill the user to heal the rest of the party). In Lennus 2, you can use the Revive spell (at high skill, revives with 9999 HP) to heal, and use the Sexy Dress (kills caster to restore 75% of everyone else's HP) to force a character to be dead.

Another thing I try to do is use abilities that many players tend to ignore. For example, in my current TES: Arena playthrough, I am playing a bit with Transfer Health spells. They're sub-optimal due to their lack of scaling with your level, but they still seem to be effective enough to be useful. (If I were a Healer, they would be a bit more viable, but I'm a Nightblade at the moment.)
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timppu: In many FPS games, like Serious Sam games, I might try to survive with the basic weapons as far as possible, Like the dual revolvers with unlimited ammunition.

It is not about whether I can do it, but thinking that I must preserve mega-ammunition to boss fights and such. Usually though that seems to be unnecessary, there usually are some places to get lots of extra ammunition just before the boss fights.
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DaCostaBR: I'm not sure that even counts, all gamers suffer from this affliction XD

I must have finished full RPGs without ever using an item more powerful than the basic health potion because, you know, I might need it later. I know it's the last boss, but what if the game has a last last boss afterward?
Quite frankly, at the end of a long RPG, I don't even remember that I have those items and potions I've been hoarding since the first dungeon. And then I rant because the game is too hard ^^
Post edited February 06, 2017 by Kardwill
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DaCostaBR: For me the most common is the "ghost" challenge in a lot of stealth games, although I do confess to reloading save files to accomplish it rather than replaying the whole level. It just doesn't feel right, or fun, fighting my way out after getting caught, I prefer to try again and properly stealth my way through.
This, exactly. I played this way in Deus Ex and I'm trying it in Thief. In the latter, however, you're basically supposed to do it that way, since combat isn't a very effective choice. At least, this is how I see it.
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triock: Yeah, I do something like this, i.e. - not to kill anyone unless the game requires it in Desperados or Chicago 1930.
I did this too in Deus Ex.
Post edited February 06, 2017 by cose_vecchie
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dtgreene: Sometimes, I like to impose minor restrictions on myself to avoid the more serious balance issues present in a game. For example:

Final Fantasy 5:
No using the Freelancer/Mime jobs. (Excluding the beginning before you get the first jobs, of course.)
No throwing money at enemies.
No using the Blessed Kiss mix (which can inflict Berserk on targets that are supposed to be immune) on enemies. Using it on party members is OK (and actually quite useful).
No treating the Ninja's Dual Wield as innate for Freelancer/Mime (if I decide to allow those jobs); if dual wielding in those jobs, Dual Wield must be equipped. (I consider that ability to be too powerful to use without spending a slot.)

TES: Arena:
I am currently playing with one restriction: No changing the decay rate of Fortify effects. (You can reduce the cost by a factor of 10 by making the stat return to normal 10 times as fast once the duration wears off; this rule disallows that.)
Have you ever done the FFV Fiesta?
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dtgreene: Sometimes, I like to impose minor restrictions on myself to avoid the more serious balance issues present in a game. For example:

Final Fantasy 5:
No using the Freelancer/Mime jobs. (Excluding the beginning before you get the first jobs, of course.)
No throwing money at enemies.
No using the Blessed Kiss mix (which can inflict Berserk on targets that are supposed to be immune) on enemies. Using it on party members is OK (and actually quite useful).
No treating the Ninja's Dual Wield as innate for Freelancer/Mime (if I decide to allow those jobs); if dual wielding in those jobs, Dual Wield must be equipped. (I consider that ability to be too powerful to use without spending a slot.)

TES: Arena:
I am currently playing with one restriction: No changing the decay rate of Fortify effects. (You can reduce the cost by a factor of 10 by making the stat return to normal 10 times as fast once the duration wears off; this rule disallows that.)
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Darvond: Have you ever done the FFV Fiesta?
No, because I prefer to use a variety of jobs on any given playthrough rather than confine myself to a limited selection.

If I ever do a major challenge for FF5, it will probably be something like a low level game (in which I beat the game at extremely low levels; I think I would probably go 2/2/2/3 (as opposed to 2/1/1/4) if I do that particular challenge); I prefer to have to use a diverse array of abilities rather than limit myself to a subset of them.