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decisions, decisions... trying to decide plan for my next game... (spoilers)

LemernisLemernis 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. :)
  1. decisions, decisions... trying to decide plan for my next game...52 votes
    1. Dart Throwing Dual-Classed Fighter 3/Mage
      25.00%
    2. Dagger and Axe Wielding Dual-Classed Wizard Slayer 3/Thief
      34.62%
    3. "Let the Fates Decide" Concept Game
      40.38%
Post edited by Lemernis on

Comments

  • OzzyBotkinsOzzyBotkins Member Posts: 396
    all three are fantastic innovative RP ideas
    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
  • FafnirFafnir Member Posts: 232
    I like the idea of a wizard slayer being successfully used. The only downside I see is the inability to use potions of invisibility.
  • toanwrathtoanwrath Member Posts: 621
    I skimmed so unsure if you mentioned it, but in BG2:EE with the HLAs you can get use any item and overcome your Wizard Slayer's penalty! (Heard this worked, never tried it). As for your idea, I love it. I am doing a solo Wizard Skayer currently, and Dagger of Venom is my best friend. I wish I could dual, but I picked half-Orc.
  • JalilyJalily Member Posts: 4,681
    This one has great playthrough topic potential.
  • shawneshawne Member Posts: 3,239
    edited February 2013
    The "Let The Fates Decide" concept reminds me a bit of how DC's Two-Face flips a coin to make decisions. You can use that as a platform for an "Arkham Asylum" type of party with Tiax (delusional), Xzar (schizophrenic), Minsc (DID, because obviously "Boo" is not real), Faldorn (florimania) and Shar-Teel (psychopathy). :)
  • KidCarnivalKidCarnival Member Posts: 3,747
    I think the Let The Fates Decide is the most interesting idea. While I like to think about ideas how to make a certain class or charname useful, a roleplay concept that introduces a certain randomness instead of careful, detailed planning has the better long term appeal.
  • XavioriaXavioria Member Posts: 874
    Wizard Slayer thief.... I find this to be a very interesting concept, and vote for this :)
  • NifftNifft Member Posts: 1,065
    Dart thrower! You show that other dart jerk just who is the boss around here!

    (What's his name, that dart-throwing bandit guy?)
  • LemernisLemernis Member, Moderator Posts: 4,318
    edited February 2013
    @Nifft Lol. I think his name is Val. The "fastest dart thrower in the west," or something like that.

    (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.)
  • WanderonWanderon Member Posts: 1,418
    The dart thrower with any old NPCs seems pretty mundane compared to the other two - the Let the Fates Decide is likely to cover the most new ground for you altho the WS with the custom non-mage group comes in a close second trading party banter for the interesting non- mage crew concept.

    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 ;-)
  • JalilyJalily Member Posts: 4,681
    So, @Lemernis, I've been wondering... How do you plan to see the results of your poll?

    (Right now, it's
    5/6/9.)
  • The user and all related content has been deleted.
  • The user and all related content has been deleted.
  • LemernisLemernis Member, Moderator Posts: 4,318
    Yeah, that was me.
  • LemernisLemernis Member, Moderator Posts: 4,318
    edited February 2013
    I guess to view the poll, I'll eventually just do eeny, meeny miny moe.
  • WanderonWanderon Member Posts: 1,418
    If you let the fates decide your game may end up like Curly Larry and Moe... (Not to be confused with Larry Darryl & Darryl)
  • GallowglassGallowglass Member Posts: 3,356
    I've never managed to find any sensible use for a Wizard Slayer, but your plan sounds as if you may have discovered a way to make this kit less completely pointless. Good thinking.

    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).
  • LemernisLemernis Member, Moderator Posts: 4,318
    edited February 2013

    I've never managed to find any sensible use for a Wizard Slayer, but your plan sounds as if you may have discovered a way to make this kit less completely pointless. Good thinking.

    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).

    Right you are, I was a little tired and messed up when entering XP via the CLUA Console for the WS/Thief, and remembered the 40,000 XP level wrong for the dart thrower lol. Amended accordingly above. Thanks!
  • TPSullivan1TPSullivan1 Member Posts: 30
    edited February 2013
    I'm in the minority, but I really liked the dart-thrower. I love the chance to get 3X shots per round in, and with the high-end darts you can do some serious damage. In any case, I liked all of the three ideas, just liked the dart-thrower best.

    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.
  • LemernisLemernis Member, Moderator Posts: 4,318
    edited February 2013

    I'm in the minority, but I really liked the dart-thrower. I love the chance to get 3X shots per round in, and with the high-end darts you can do some serious damage. In any case, I liked all of the three ideas, just liked the dart-thrower best.

    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.

    I literally laughed out loud at the PS, thanks!

    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.
    Post edited by Lemernis on
  • OzzyBotkinsOzzyBotkins Member Posts: 396
    I pre roll my character old school PnP stlye
    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
  • LemernisLemernis Member, Moderator Posts: 4,318
    @OzzyBotkins Nice!

    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.
  • OzzyBotkinsOzzyBotkins Member Posts: 396
    back in the day B.C. ( before computers ) we had all different ways on making your character
    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
    Lemernis said:

    @OzzyBotkins Nice!
    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.

    oops forgot to quote first
  • MokonaMokona Member Posts: 89
    I pick let the fates decide, but only because I'd want to see a write-up of how it went down :P
  • LemernisLemernis Member, Moderator Posts: 4,318
    That sounds like a neat idea, I think I will eventually journal "Let the Fates Decide." I promise to keep it short and sweet.
  • LemernisLemernis Member, Moderator Posts: 4,318
    Okay, I'm going with "Let the Fates Decide."

    The start was hilarious, to me anyway. I'll have to journal this is a separate thread.
  • DebaserDebaser Member Posts: 669
    I liked the dart thrower...even though I really dig wizard slayer as an underused class...but if you wait till level 6 you could get Grand Mastery in Darts....hrmn...? *nudge!*
  • LemernisLemernis Member, Moderator Posts: 4,318
    Just having completed a game with all dual-classed characters, with two of them dualing at level 5, I am certain I would not enjoy spending that much of the game without both class skills. Thieves and Clerics level pretty fast, but not a Fighter. And Mage not so much either.

    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.
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    Lemernis said:

    Just having completed a game with all dual-classed characters, with two of them dualing at level 5, I am certain I would not enjoy spending that much of the game without both class skills. Thieves and Clerics level pretty fast, but not a Fighter. And Mage not so much either.

    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.

    Whenever I dual a character at higher than level 3 or 4, I nearly always regret it, for me it gets in the way of just enjoying the game and playing with the party composition I want. I almost never dual-class CHARNAME, though do run multiclasses (though not triple classes) quite often.
  • LemernisLemernis Member, Moderator Posts: 4,318
    edited March 2013
    Dualing at level 3-4 is relatively painless, and it opens up some very interesting combinations what with all the kits. So I'm down with dualing that way. But otherwise multi-class is great.

    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.
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