Do you want to dual / multi with the rest of the classes?
Well, I am not sure how it was at 2ed d&d, but it could be really cool to be able to dual and multi with the rest of the classes (bard, barb, monk, sorc).
What do you guys think?
What do you guys think?
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- Do you want to dual / multi with the rest of the classes?58 votes
- Sure!!!! it will be great!48.28%
- Things are as good as they are now.34.48%
- Other17.24%
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Comments
A Monk/Cleric would be fun but Monks are fairly complex as is. Then with the Bard it is pretty much a Thief/Mage combo anyways. Having Warrior/Bard, Mage/Bards or Thief/Bards would just take away from the point of a Bard being a jack of all trades, master of none.
I rather like having those classes separate from the dual/multi options. However I wouldn't mind giving Monks or Barbarians some kits instead. That would be an easier way to diversify them without getting caught up in the complexities of the dual/multi classes. Afterall the Bard already has three.
A Monk kit could focus on Scimitar wielding over fists like some sort of sword dancer. Or have a Monk kit that allows for some basic Cleric spells for survivability. Whilst a Barbarian kit could be like a Shaman which would be a crude Fighter/Druid giving classes like the Half-Orc or Dwarf some Druid magic. Or have a Barbarian kit in the mould of the Ranger's Archer kit that uses darts or a blowgun to snipe, while having the ability to poison their ammo. Both these Barbarian kits would open up Druid and Ranger like skills to races like the Halflings, Gnomes, Dwarfs and Half-Orcs who have such a limited choice of classes.
And of course, bring in the PnP Multiclass Kitting and kits for second class Duals, and Multiclass Kits (not the same thing as simply having the ability to kit, but actual kits for specific multiclasses) too.
As might be implied, I think little of the multi/dual class restrictions.
An example: a lvl1 mage able to learn every possible scroll dualclassed to sorcerer...
Being able to dual/multi-class with chosen kits would be as cool as overpowered
I'd also make it possible to dual-class twice or even thrice, if you had the stats.
Rolling something like an Inquisitor/Mage would be too powerful imo
Even if Beamdog/Overhaul relaxes hard-coded limit, I recon it would only allow limited amount of dual-class freedom compared to unmodded BGEE. Simply, only Ranger/Druid/Fighter/Mage/Thief/Cleric will allow dual-classing to other classes. So Fighter can dual class to Bard but Bard cannot dual class to Fighter.
Sorcerer/Mage or Sorcerer/Bard is impossible both dual and multiclass, but Cleric/Druid is possible (but I guess why bother when Cleric/Ranger is better).
Multiclass, on the other hand, yeah, it may be possible to create many combinations once hard-coded limits are lifted. I want Mage/Cleric/Thief, Fighter/Sorcerer/Thief, Fighter/Bard, Paladin/Mage, Paladin/Sorcerer, Paladin/Cleric, Ranger/Sorcerer, Thief/Sorcerer, Druid/Sorcerer, Monk/Sorcerer etc...
I'd like to see Druid multiclasses added as per rulebook (F/M/D, M/D, D/T) and allow some form of dual classing for those other classes but perhaps the same as kits are at the moment - can start as them and then dual but not vice versa).
Not sure about dualing 3 or 4 times, I think the game would break in more ways than one.
Multiclasses are much more restricted, though there are 3 that are missing, all of them for half-elves.
Mage/Druid (requires TN), Fighter/Druid/Mage (requires TN), and Ranger/Druid (Neutral Good only).
And change Specialist mages back into separate classes (as in BG1). They are NOT kits, Specialist Mage is a completely distinct class from a plain Mage in PnP.
So you could have a Bard/Sorcerer (Rogue/Wizard), or a Barbarian/Monk/Thief (Warrior/Priest/Rogue), but you couldn't have a Cleric/Monk, a Druid/Cleric, or a Bard/Thief.
It would require a redesign of the multiclass UI, though; you'd have to decide first to multiclass, then either two or three classes, and then you'd have to select the class for each part.
Then the Dual-class UI would follow the same format, but with the assumption that you're using two classes and have already chosen the first.
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The trouble with a request like this is that the way multiclass works right now, each multiclass combination is essentially a class unto itself. It's not a product of taking two classes and mashing them together; it's a product of a design team looking at the multiclass combination and deciding how it would work.
So to effectively incorporate new combinations, you'd also need to redesign the way multiclass works--or else design each combination separately.
I'd even be okay with combinations that tabletop doesn't allow. 3E allowed everything, and while it became ridiculous in some cases, I liked that general approach. If something is too far-fetched for my tastes, I won't have to use it, but those who like a Monk/Bard, by all means go ahead.
I'm fine with adding the missing Multiclasses, since they're allowed in actual PnP, but not opening it up to further combinations. Other then maybe allowing certain classes to take a kit, since the complete thieves guide actually does say that multiclassed thieves can use thief kits. The complete fighter on the other hand doesn't allow multiclassed fighters to use fighter kits (since they get lesser weapon specialization which multi's normally aren't supposed to get). The complete mage says multi-classed or plain mages can use mage kits, but specialists can't since their magical focus prevents further magical specialization, but on the other hand, they aren't kits so a Gnome T/Ilusionist could take a thief kit. A human Kensai could dual into a specialist, with no problems, but if they decided to add a rogue or priest class, they couldn't apply a new kit that class, since they already have one for their fighter levels. It does say that a character can only have a single kit.
And especially with the xp caps in place, triple, quadruple dual-classes will be abysmally low level for the first few classes, not to mention the down times in involved (as per normal DC rules, you'd lose all abilities till your newest class was 1 level higher then your previously highest class).
And alignment restrictions would further halt some dualclasses, since a Paladin could never take any rogue class, due to the fact none of them can be lawful good, nor could they become a druid since druids need to be true neutral. And some kits would be further restricted as well, (no berserker/Monks).
(Though yes, R/D is a legit combination, despite being Neutral Good only, but only for a multiclass. It requires the half-elf be raised from birth in both traditions, with a good nature deity patron that has both ranger and druid followers, i.e. Mieliki for FR, and falling results in the permanent loss of ALL their abilities (though technically all multiclass druids are supposed to be lvl capped at 13 Druid, since they lack the necessary devotion to be part of the Upper Druid Hierarchy which is tied to lvls 14-16)).