@Zentu
Agreed. Self imposed rules always help in making games harder. I was actually doing it in my current playthrough.
• I have a rule of no saving mid-fight, so if I die, I have to do the whole fight again.
Heavy RP: I am doing this with my Paladin and it has really upped the game difficulty. I cannot lie or work with evil and this makes getting through encounters, the easy way vanish. The same goes with any type of character, by doing a real roleplay you will find certain "short cuts" will not longer work.
I do roleplay, the problem is, being my character a rogue, and also having a perma Shovel summoning with me, it's pretty easy to me to distract enemies & deal really HEAVY damage.
Limit Rests: Rest scumming is a similar tactic to save scumming. By limiting rest you have to find a way to just make it work. My Cleric and Mage do not go straight to big spells, those are saved for major events. Instead they rely on Cantrips and my Paladin or another warrior to protect them, they work in more of a support role. My Rogue is actually a major part of my party, not for stealing but as a scout. Using stealth and position to make sure we are ready when the fight starts. Then once, the fight is engaged, the rogue starts hammers at the enemy backs to force them to split attention. If he gains to much attention he wonders off, hides and lets them come back to start over.
I also do this by default, most of the time I only rest when my SH runs out of spell.
Avoid Game Mechanic Hacks: These are fun to watch but just destroy the spirit of the game. If your invisible and barrel suddenly appears next to ANYONE, you do not think it would be noticed and an alarm raised. I mean maybe a small pouch or a bottle discretely put behind a group, I can see that but a barrel right next to people? As I game master I would laugh in your face for even trying. Just because the game allows a certain mechanic does not mean it should be usable in the spirit of the game,
Agreed. The only exploit (and I don't really know if it counts as an exploit) that I do is explode barrels.
Avoid Min/Max Play: So this one makes a lot of game play difference. There are few areas of this. First did your mage choose a new spell based on who he is and how he is as a mage or did he pick it because you wanted the most firepower? If the later is the answer then your min/maxing. I am actually playing a Abjuration mage in a multiplayer game that is focused no on being weapon, but rather a shield. His spell choices are always fill up with defensive magic first and then add some offensive if available. I find myself using Arcane lock a lot to limit enemy aggro. The next area is respec, stop it. If your rogue suddenly things they should be a cleric then there is a way to do that, multiclass. Why would your rogue forget all they have achieved up till now and suddenly acquire so much knowledge out of the blue. Finally about gear, pick gear that fits the character. Sure there is some gear that could make my priest more powerful but would his God approve? Would a mace that deals necrotic damage be something a God of Life would want their representatives on earth to us? (Part of the RP mentioned above)
I have sinned with this one. There's no reason for my rogue Tav to have a perma Shovel, and honestly, with the little guy next to me, is WAY easier to position my character. But I just love that summon:
SHOVEL IS BORED! SHOVEL WANTS TO MURDERIZE!
lol.
Accept Rolls: Finally accept the outcome and find a way to still move forward. For lock picking I allow my rogue a second chance if he has picks, never uses inspiration. Limit Inspiration to major events and then only one reroll. Otherwise what is rolled is rolled.
I also have failed with this one. I agree that there where more than one trap my character was able to deactivate because I loaded a previous saved file. I have to try to resist the urge & accept the rolls.
I have a solo game playing with all of these. The game play is challenging and advancing VERY slowly as I know any wrong move could have major consequences. However for me, as an old school DnD player, this kind of play is just FUN. Even have a lot of these rules in a multiple player game I am in.
I know what you mean. In DOS2, I played with Tactician/Lone wolf/ permadeath activated. And well, let's just say that the amount of time my character got killed was uncountable. But ahh, when I was able to overcome an enemy that has previously killed me, I felt amazing (to later get killed by another enemy, lol). I still got nightmares with a particular scarecrow that was in DOS2, the amount of time that enemy destroyed me & my saved files is unimaginable. lol
I was doing a Lone Wolf run in bg3 with Tav/SH but got mad for some really stupid reason & ended up deleting that run. I'll eventually do a proper Lone Wolf, I'm just waiting for Larian to add that mode (hopefully) to really suffer in my playthroughs. :p