[REQUEST] Restore Grand Mastery to AD&D rules, by thschutt
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http://www.reddit.com/r/FriendsOfBaldursGate/comments/souhr/request_restore_grand_mastery_to_add_rules/
[REQUEST] Restore Grand Mastery to AD&D rules, by thschutt
The original weapon specialization table for BG is different from the table in BGII. The table was nerfed for BGII for supposed “balancing” reasons, but most players do not seem to agree with this. People can double check my tables here, but I believe the comparison is as follows:
Original BG Weapon Specialization Table: Proficient (1): +0 hit, +0 damage, 1 attack; Specialized (2): +1 hit, +2 damage, 3/2 attacks; Mastery (3): +3 hit, +3 damage, 3/2 attacks; High Mastery (4): +3 hit, +4 damage, 3/2 attacks; Grand Mastery (5): +3 hit, +5 damage, 2 attacks
Nerfed BGII Weapon Specialization Table: Proficient (1): +0 hit, +0 damage, 1 attack; Specialized (2): +1 hit, +2 damage, 3/2 attacks; Mastery (3): +2 hit, +2 damage, 3/2 attacks; High Mastery (4): +2 hit, +2 damage, 3/2 attacks, (+1 speed); Grand Mastery (5): +2 hit, +3 damage, 3/2 attacks
In BGII, the difference between Specialized (2) and Grand Mastery (5) is only +1 hit and +1 damage which seems far too remote for spending three entire proficiency points. I fear that one side effect of using the improved BGII Infinity Engine will be that the nerfed table will be used even though the original BG was balanced for the first table with the better Grand Mastery. And ultimately, it would be better to have the original Grand Mastery in BGII anyway because it sets Fighters more apart from Paladins and Rangers who already have their own significant advantages.
[REQUEST] Restore Grand Mastery to AD&D rules, by thschutt
The original weapon specialization table for BG is different from the table in BGII. The table was nerfed for BGII for supposed “balancing” reasons, but most players do not seem to agree with this. People can double check my tables here, but I believe the comparison is as follows:
Original BG Weapon Specialization Table: Proficient (1): +0 hit, +0 damage, 1 attack; Specialized (2): +1 hit, +2 damage, 3/2 attacks; Mastery (3): +3 hit, +3 damage, 3/2 attacks; High Mastery (4): +3 hit, +4 damage, 3/2 attacks; Grand Mastery (5): +3 hit, +5 damage, 2 attacks
Nerfed BGII Weapon Specialization Table: Proficient (1): +0 hit, +0 damage, 1 attack; Specialized (2): +1 hit, +2 damage, 3/2 attacks; Mastery (3): +2 hit, +2 damage, 3/2 attacks; High Mastery (4): +2 hit, +2 damage, 3/2 attacks, (+1 speed); Grand Mastery (5): +2 hit, +3 damage, 3/2 attacks
In BGII, the difference between Specialized (2) and Grand Mastery (5) is only +1 hit and +1 damage which seems far too remote for spending three entire proficiency points. I fear that one side effect of using the improved BGII Infinity Engine will be that the nerfed table will be used even though the original BG was balanced for the first table with the better Grand Mastery. And ultimately, it would be better to have the original Grand Mastery in BGII anyway because it sets Fighters more apart from Paladins and Rangers who already have their own significant advantages.
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Comments
It sucks how Fighters got the shaft and it all turned over to magic.
I believe @Tanthalas is referring to the mod BG2 Tweak pack. It has a component to restore Grand Mastery to its BG1 table (which, if memory serves, is closer to P&P but still not entirely there).
When we talk about restoring the BG1 proficiency table, we are talking exclusively about the numerical benefits of specialization, and not the specialization slots themselves, correct? I much preferred the plethora of options for proficiency points in BG2 compared to BG1. Having separate proficiency slots for Mace, Club, Quarterstaff, Hammer, etc., felt much more interesting to me than one overarching proficiency slot like "Blunt."
Again, probably a stupid question, but I just wanted to clarify. For the record, I agree wholeheartedly that Grand Mastery should use the BG1 values, but I would want to keep the BG2 weapon proficiency slots for the greater diversity.
If there are a few more class restrictions, I think this could be in aid of making certain classes (particularly non-kits) more attractive.