decisions, decisions... trying to decide plan for my next game... (spoilers)
Lemernis
Member, Moderator Posts: 4,318
Apologies from the getgo that this is such a longwinded post. Hopefully you can skim it without too much trouble.
I've got three basic ideas in my head about what my next BG:EE game will be. Maybe you all can help me decide!
Whichever game I pick it will be with SCS:EE installed.
There are two main character builds I'm thinking of trying. One of them includes a concept for the entire party. The other character build is a little more free form as to who else is in the party (any assortment of NPCs and/or other characters I might create.)
And finally I want to try a particular "RP concept" game that would bring a lot of interesting twists, turns, and unexpected challenges.
Dart Hurling Fighter 3/Mage
This is primarily going to be a human Fighter who takes out mages with darts. I'd dual-class to Mage because I think I'll likely get bored using just a ranged weapon Fighter. With a F/M I can mix some spells in along with the ranged attacks.
Hurling Darts with High Mastery (++++) and three attacks per round, should be pretty devastating against enemy wizards. Especially using Darts of Stunning and Wounding. I'll Haste or use oils speed liberally.
(I'm thinking also to install the BG:EE "Need a Shuriken?" mod to this game, just to test them out.)
I'll have plenty of spell slots as a generalist Mage. And I'd like access to all schools.
High Mastery in Darts comes at human Fighter 3/Mage 6 (40,000 XP) which is only 8000 XP more than a plain Fighter would require. For me, that's well worth that cost to be able to cast spells.
The other two weapons profs at character creation will go into Axe so that I can use either a) the magical throwing axe that returns to the user's hand, and, b) launch some surprise attacks against mages while invisible using Bala's Axe alongside the party's Thieves.
This game I'd leave open to assembling any sort of party. I've got no plan in mind for that with this guy.
Dagger & Axe Wielding Wizard Slayer 3/Thief
This too is a mage-killer build. Early in the game he'd dual-wield Axes +1. As we know, with a Wizard Slayer each successful hit reduces the enemy mage's chance to cast by 10%.
I'll eventually have him dual-wielding:
- Bala's Axe (each successful hit causes Miscast Magic, i.e., 80% chance of spell failure)
- the new Golden Axe +1 (each successful hit brings 10% chance of casting Dispel Magic on target).
With this build I figured I might get bored with just a plain fighter. So dual-classing to Thief is mainly to add some flavor. But also it works quite well tactically, since the stealth ability gives him the vital element of surprise against mages.
At Wizard Slayer 3/Thief 4 (that's only 9000 XP, mind you) he'd have
Axe +++
Two Weapon Style +++
Dagger +
Single Weapon Style +
2.5 attacks per round dual-wielding
THAC0 main hand: 11
THAC0 main hand: 13
and backstab multiplier x3.
This character would launch attacks with the Dagger of Venom (single weapon). Then he'd follow up by switching to dual-wielded axes. I expect most mages will probably explode when backstabbed. He can then target other spellcasters or take on the tanks with his axes. The axes will be good for heavily armored enemy clerics.
At Thief 8 I could put the last remaining weapons prof into either Dagger or Axe. By Thief 9 he'll end up with a backstab multiplier x4. But even before that, as noted, with the multiplier x 3 he'll probably chunk most mages outright with his backstabs anyway. So I may put the final prof in Axe for when he turns his attention to the tanks.
With this character I think I would create my own MP party of characters and try a run without using any arcane magic. To round out the party I'd have
Inquisitor
Berserker
Barbarian
Assassin
Cleric of Talos
"Let the Fates Decide" Concept Game
I play a lot of games where I do the same things every time. I'm doing that by rote, basically.
In this game I wouldn't do that. Instead I'd use some simple means to decide Yes or No: such as having a deck of playing cards at hand, and if the next card turned over is a red suit that's a Yes, and a black suit then it's a no.
I'd be selective about what I do this for. Not every little thing. Just as the mood strikes me.
I'd extend this a little to more complex choices. Eg, if I want to go exploring the wilderness, for which direction to travel I'd roll a d4 where each die number represents a cardinal direction.
For example, I could use this to determine whether I'd initiate dialogue with a joinable NPC. Then turn a card over again re: whether to take his or her quest. Who to drop from the party in order to add the new NPC? Roll a d6 (reroll if it's a 1; the other die numbers represent the order that each NPC joined the party).
So this sort of game would force some interesting strategies in combat, depending on who is in the party.
Now that I think about it, this game cries out to be led by a Chaotic Neutral Wild Mage main character.
I've got three basic ideas in my head about what my next BG:EE game will be. Maybe you all can help me decide!
Whichever game I pick it will be with SCS:EE installed.
There are two main character builds I'm thinking of trying. One of them includes a concept for the entire party. The other character build is a little more free form as to who else is in the party (any assortment of NPCs and/or other characters I might create.)
And finally I want to try a particular "RP concept" game that would bring a lot of interesting twists, turns, and unexpected challenges.
Dart Hurling Fighter 3/Mage
This is primarily going to be a human Fighter who takes out mages with darts. I'd dual-class to Mage because I think I'll likely get bored using just a ranged weapon Fighter. With a F/M I can mix some spells in along with the ranged attacks.
Hurling Darts with High Mastery (++++) and three attacks per round, should be pretty devastating against enemy wizards. Especially using Darts of Stunning and Wounding. I'll Haste or use oils speed liberally.
(I'm thinking also to install the BG:EE "Need a Shuriken?" mod to this game, just to test them out.)
I'll have plenty of spell slots as a generalist Mage. And I'd like access to all schools.
High Mastery in Darts comes at human Fighter 3/Mage 6 (40,000 XP) which is only 8000 XP more than a plain Fighter would require. For me, that's well worth that cost to be able to cast spells.
The other two weapons profs at character creation will go into Axe so that I can use either a) the magical throwing axe that returns to the user's hand, and, b) launch some surprise attacks against mages while invisible using Bala's Axe alongside the party's Thieves.
This game I'd leave open to assembling any sort of party. I've got no plan in mind for that with this guy.
Dagger & Axe Wielding Wizard Slayer 3/Thief
This too is a mage-killer build. Early in the game he'd dual-wield Axes +1. As we know, with a Wizard Slayer each successful hit reduces the enemy mage's chance to cast by 10%.
I'll eventually have him dual-wielding:
- Bala's Axe (each successful hit causes Miscast Magic, i.e., 80% chance of spell failure)
- the new Golden Axe +1 (each successful hit brings 10% chance of casting Dispel Magic on target).
With this build I figured I might get bored with just a plain fighter. So dual-classing to Thief is mainly to add some flavor. But also it works quite well tactically, since the stealth ability gives him the vital element of surprise against mages.
At Wizard Slayer 3/Thief 4 (that's only 9000 XP, mind you) he'd have
Axe +++
Two Weapon Style +++
Dagger +
Single Weapon Style +
2.5 attacks per round dual-wielding
THAC0 main hand: 11
THAC0 main hand: 13
and backstab multiplier x3.
This character would launch attacks with the Dagger of Venom (single weapon). Then he'd follow up by switching to dual-wielded axes. I expect most mages will probably explode when backstabbed. He can then target other spellcasters or take on the tanks with his axes. The axes will be good for heavily armored enemy clerics.
At Thief 8 I could put the last remaining weapons prof into either Dagger or Axe. By Thief 9 he'll end up with a backstab multiplier x4. But even before that, as noted, with the multiplier x 3 he'll probably chunk most mages outright with his backstabs anyway. So I may put the final prof in Axe for when he turns his attention to the tanks.
With this character I think I would create my own MP party of characters and try a run without using any arcane magic. To round out the party I'd have
Inquisitor
Berserker
Barbarian
Assassin
Cleric of Talos
"Let the Fates Decide" Concept Game
I play a lot of games where I do the same things every time. I'm doing that by rote, basically.
In this game I wouldn't do that. Instead I'd use some simple means to decide Yes or No: such as having a deck of playing cards at hand, and if the next card turned over is a red suit that's a Yes, and a black suit then it's a no.
I'd be selective about what I do this for. Not every little thing. Just as the mood strikes me.
I'd extend this a little to more complex choices. Eg, if I want to go exploring the wilderness, for which direction to travel I'd roll a d4 where each die number represents a cardinal direction.
For example, I could use this to determine whether I'd initiate dialogue with a joinable NPC. Then turn a card over again re: whether to take his or her quest. Who to drop from the party in order to add the new NPC? Roll a d6 (reroll if it's a 1; the other die numbers represent the order that each NPC joined the party).
So this sort of game would force some interesting strategies in combat, depending on who is in the party.
Now that I think about it, this game cries out to be led by a Chaotic Neutral Wild Mage main character.
- decisions, decisions... trying to decide plan for my next game...52 votes
- Dart Throwing Dual-Classed Fighter 3/Mage25.00%
- Dagger and Axe Wielding Dual-Classed Wizard Slayer 3/Thief34.62%
- "Let the Fates Decide" Concept Game40.38%
Post edited by Lemernis on
2
Comments
I went with the dart throwing fighter mage
because it is so out of the box different
you can make your CHARNAME CN
and use your " Let the fates decide " concept mixed in
I am going to put your Duel class Fighter mage idea on my playthrough wish list
RP wise dart thrower might mean that your CHARNAME hung out at Winthrop's inn playing darts with Imoen
RP wise dueling to mage might mean that when your BFF ( Bhaal Friend Forever ) Imoen decided to switch to studying magic, she talked you into studying magic with her,
I liked all of your ideas, but I like the first one the best
lately I have been pre rolling my possible BG:EE CHARNAMES, old school style
using dice
a D20 and D6 to deterime race and gender
then rolling straight down the line
STR 1st then DEX - CON - INT - WIS - CHA
Depending on race and gender
a different amount of dice for each stat ( old house rules )
between 3D6 to 6D6 per stat
A 1/2 orc male would get 6D6 for STR
while a halfing female would only get 3D6 for STR , but get 6D6 for DEX
A male dwarf would get
STR 5D6
DEX 4D6
CON 6D6
INT 4D6
WIS 4D6
CHA 3D6
any way please keep us on how things are turning out
(What's his name, that dart-throwing bandit guy?)
(Although it's Zax who sells him that way. For all we know Val's heart could have sunk into his stomach when Zax made that boast.)
I'd flip a coin between WS & Fates... Or start both and flip a coin everytime you sit down to play to see which one you fire up ;-)
(Right now, it's
Note, though: High Mastery for your Dart-throwing F/M would require F(3)/M(6), not F(3)/M(5). On the other hand, you'd achieve the proficiency points you list for your WS/T at W(3)/T(4), not WS(3)/T(5).
PS: I had a typo and was {THISCLOSE} to posting 'fart-thrower.' Of course that is ridiculous, as Stinking Cloud is obviously a mage spell and your fighter would get that once he dual-classes.
The fartdart-thrower is probably the more versatile of the two builds. In addition to mowing down enemies with darts (and surikens, if I use the Need a Shuriken 1.1? mod) he can buff, Haste, go invisible, and launch surprise attacks on mages with Bala's Axe--then cast all sorts of spells.
1D20 and 1D6 for race and gender
1-3-5 on the D6 CHARNAME is male
2-4-6 on the D6 roll is Female
D20 race roll
01 = 1/2 Orc
02-03 = 1/2 elf
04-05= Halfling
06-07= Gnome
08-10 = Dwarf
11-14 = Elf
15- 20 = Human
Someone here posted some time back sharing a system by which to create the character by chance as well, and it looked pretty darn neat. I wish I had bookmarked it.
depending on the DM decision
you rolled for race and gender
then each rave and gender got a different amount of D6 for their stats
do not remember all of them
but you got 4D6 or 5D6 as a base number of D6 for each stat roll
you got 1 extra D6 in your roll if you had a plus for that stat
(Dwarf +1 D6 for Con, Elf +1D6 Dex , Halfling +1D6 forDEX)
males got 1 extra D6 for the STR and CON rolls
females got 1 extra D6 for their Wisdom and DEX rolls
and you lost D6 if your race had a minus in thart
Dwarf -1D6 for Dex rolls, Elf -1D6 for Conrolls, Halfing -1 D6 for STR rolls
So a a dwarf male would be something like using 4D6 as base number D6 for each stat
Dwarf Male
STR 5D6
DEX 3D6 (-1 subtractedfrom total)
CON 6D6 (+1 added to best 3 dice total)
INT 4D6
WIS 4D6
CHA 4D6
Halfling female
STR 3D6 (-1 subtracted form total)
DEX 6D6 (+1 added to best 3 dice total)
CON 4D6
INT 4D6
WIS 5D6
CHA 4D6 oops forgot to quote first
The start was hilarious, to me anyway. I'll have to journal this is a separate thread.
I'd much rather enjoy both class skills together for nearly the entire game than start over at Mage 1 after acquiring 32,000 XP. Dualing at Fighter 6 I would then need an additional 60,000 XP to get the Fighter skills back. That's just too late in the game for my taste. If I dual at Fighter 3 that's only 4,500 XP and then I need a mere 10,000 XP as Mage to regain original class skills. I can enjoy both class skills together virtually immediately if I go right to the bassilisk map.
I just like variety, and spicing the game up all sorts of ways. So dualing is good for that in my book.
But to spend literally half the game with one class, and then at that point start over with a new class--and then barely have any time to enjoy both class skills together--that just doesn't make any sense to me. Is that really worth what extra power you get? (To me it is not.)
At least with a party of six, which is my preference. Soloing or playing with a party of 3 or 4, it would be more practical to dual at level 6.