Instant death spells and disabling tactics are legit for mages (as legit as dev crit, I would say).
...*twitch*...Dev Crit...*twitch*...
By that logic I'd say instant death spells and disabling tactics should be removed from the game
'>
(note: while I actually do think instant death spells should be removed from the game I don't object to (weaker than default) disabling effects)
That way, the boss fights can still be a challenge and not a matter of spamming this or that until a save is failed and then it's over, but at the same time, bosses aren't immune to everything to the point where half the mage's arsenal is just a list of spells that do nothing.
For the change of instant death spells doing a large fraction...how does that really help? Seems that either the fraction is large enough that it's worth still fishing for those 1s (or lower rolls) or it's so small that damage spells will do more. I could easily see making something like Wail of the Banshee a Necromancy version of Meteor Swarm (Fortitude save or take 20d6 damage, 10d6 on successful save) but doing a percentage of HP on failed save seems problematic.
(note that Meteor Swarm is pathetic by default and should be buffed, talking general principles here)
Regarding 5 rounds duration on CC...does that really change anything either? Instead of "Spam IGMS 20 times to win" it becomes "Hit boss with Bigby 6, use IGMS 9 times, hit boss with Bigby 6, use IGMS 9 times, hit boss with Bigy 6, use IGMS 2 times, win." I suppose the "main" benefit is that you can allow the boss to do a lot more damage (because the melee characters have better AC/HP/etc) and force the mage to CC or die. Of course, in that case we're requiring the mage to use certain spells which you might find to be a problem.
Oh, now we're parodying the opposition's arguments, are we? You're a fine piece of work, you are. How about you stop quoting lines from me when you can't seem to distinguish form from meaning?
I wish it was parodying. In the quote you "completely disagreed with" I specifically mentioned the "Force Field the tank for constant invulnerability" bit (among several other things). I then mentioned it again (with the several other things). You then said "It's safe to say that your examples either weren't present or noticeable in my playthroughs, or they didn't bother me."
Which was followed by "It would be a lie for me to say 'DA:O had some significant balance issues and broken gameplay systems', because I didn't feel any such balance trouble, and if there were any broken gameplay systems, I didn't experience them."
I pointed out the tank invulnerability *again* and you said "Whether someone chooses to seek and exploit game mechanics is no concern of mine. I don't do it, because I would get no satisfaction from it, so I can't say from experience whether it is as you say. Hypothetically, though, if a thing exists which is broken, then I agree that thing is broken. I'm not concerned or interested in "balance" in these games, though. This is a team-based game like D&D, and D&D is certainly not balanced."
So...you agree that the mechanic I've now mentioned at least *three* times prior to this post is broken. But despite that *fact* (and many other factual examples I listed), you're *still* apparently unwilling to agree that DA:O had significant balance issues and broken gameplay systems. Even when you apparently don't care about whether the game is balanced in the first place (so admitting it's not balanced isn't some problem for you) and apparently don't care about trying to play optimally (which means you're acknowledging that I have a much better understanding of the potential balance issues and broken gameplay systems).
Doctor: I fear our patient just died.
Nurse: Nonsense, he's perfectly fine.
Doctor: Er...he's not breathing.
Nurse: So I saw, but he's not dead.
Doctor: And his heartbeat has stopped.
Nurse: That's true, but he's perfectly fine.
Doctor: And he has no brain activity.
Nurse: Yeah, yeah, so what?
Doctor: ...
The problem I see with many NWN modules nowadays is that they are either too hard or too easy.
I'd be curious what you think of a
low level module (warrior types only) and a
high level module I made. I suspect you'll find them easy if you enjoy Dark Souls but they're harder than most NWN modules.
Though I technically don't know what you mean by "too hard or too easy" in this case -- personally I didn't even find the hardest module other than ones I've made (
the Swordflight series by Rogueknight) very difficult in most cases...and that was while intentionally playing the worst possible character (a Druid 5/Shifter X, according to the author). But I'm also not most people -- I know a lot of people complained that Swordflight was way too hard.