Everytime I fight somebody who does this and that and I find out afterwards that he is carrying some munchkin item I get upset. Next time we meet I Ctrl+Y him as I have proved that it is possible to beat him and I don't want lame design decisions halting my gameplay. Sometimes I try, if my solo thief could go on and take on the gnome in the docks or some other munchkin event, but mostly I get bored quite easily.
I don't mind: Increased stats (not above 20 if possible) since I am also not going for the all 9s character.
Stuff that is depleted arrows, potions, scrolls. I carry them why shouldn't they? Only if he initally carries 20 acid bows and I manage to kill him fast I want those 15 spare arrows for my trouble.
Now the argument against that is reload knowledge which gives me an advantage anyhow as somehow I just knew which spells to cast before opening that inconspicuous door near that other place I just looted.
The counterargument is clever positioning. Make more spawns random. Trigger Nimbul when you are wounded, perhaps right after you exit the mines, or sometimes else when you are wounded. He has been following you for a while. An hired gun 'sneaking' up on you in brad daylight in a bordertown chuck full of soldiers?? This punk is really feeling lucky.
The spiders in the sewers should actually march around, they are looking for food after all. Just like IRL you could get lucky. Your opponent stumbles, your enemies are spread out to much to inflict enough damage or something like this. It makes reruns exciting. Firing up a character editor and making suchandsuch legit bores me to tears, if it does not improve my fun.
Point in case, Greywulf. He carries a very good sword which you could get quite early. The watch word is could as he slaughters my noobs on a regular basis. The whimpy method is that he somehow chases the char which did the last damage to him alllowing Imoen to run in circles as Minsc pelts him with arrows. No good sword is going to make up for a stupid tactic. It might be tricky to come up with a good script, but giving him extra undroppable armour is something I detest. Up his script and his dex and he would be lethal everytime. Well I'll still find a way, but hey, I never loved Montaron anyway and neither did Xzar.
I respect the equipment idea, but apart from the unlikely chance that a hobbit gets the ring of power, I say if you can beat that dragon you earned yourself the loot fair and square.
@potentially devastating: That is the tricky part of game balancing and I applaud all efforts to improve it, but I insist that undroppable items always indicate a weak game design of some form. That said there is no reason that some items were damaged during the fight and you either have to costly fix them (delays use for the items quite effectively while still giving the reward you can hold onto) or sell them as scrap.
As Nimbul is a bard (or at least someone claimed somewhere), he can use scrolls for example. Why throw axes or anything, if you can use a spell. Protective magic when he is wounded potions etc. With those you can always go down the path of the guarded compound and have nothing, but empty bottles in the inventory (witha mean description of what you did not get) afterwards.
Since I am at it I think that it is lame that a mage who carries scrolls would not use them , if he runs out of memorised spells. I know they are supposed to be for building up your spell book, but it is just no good story telling to get stuff off people who had plenty of time to use them