So I picked a lame class and want a mulligan. Any advice on doing this?
warreni
Member Posts: 5
I started BG with an Avenger, I'm on the third level of the Nashkel mines and I'm underwhelmed with the lack of power in this build (mind you, I haven't levelled yet, but I think I would have preferred one of the fighter, cleric or ranger kits). Is there an easy way (short of restarting or multi-/dual-classing) to change my class? Thanks.
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Comments
Like most dedicated casters, it feels weak early on when it has few spells.
(1) You are early enough in the game such that restarting simply by starting a new game is pretty much the easiest and most straight-forward solution to the OP's question. Simply roll up a new character with a different class if that is what makes them happy. You are literally less than 5% into the game so the extra investment shouldn't be that big a hurdle.
(2) The expectation that any 1st level character is going to be powerful and satisfying may be a problem in itself. Sure fighters have more hit points, but they are still going to die at the hands of Kobold Comandos at 1st level. Avengers come into power later on. Wizards are particularly Dudly at 1st-3rd levels. yet they become deadly at higher levels. Don't discount a character class on less than 5% of the game (less than 1% if you include BG2).
(3) "Power" and fun game play should be at least as much a function of who your companions are (unless you are soloing) as it is who Charname is. Sure you may wish to be the most powerful in the party, but that quite simply isn't always going to be possible. Plus 2E D&D was more balanced on the group and on effectiveness of an individual class as pertains to the group and the adventure as a whole, rather than the individual encounter. Point is, there are loads of ways to have fun and powerful parties even with a less than AWESOME charname. And remember that just because your party members are NPC's, you are still playing them. Give it a bit more of a try before giving up on your initial class choice would be my opinion.
(4) There is loads that can be done before even getting to the Nashkal mines. Explore a little bit and you may find that your characters are level 2 or even 3 before you 'Have' to go to the mines. That might make you feel a bit more powerful in your exploration. Even if you don't want to start again, you can still retreat and go looking around. I think that the Gnoll Stronghold will give you plenty to cut your teeth on before going underground and will round out your XP as well.
All in my humble opinion. By all means play how you find it fun. And if you still want to change, EEKeeper is probably the way to go unless you want to simply restart.
At least it wasnt shocking grasp!
For people not familiar with EEKeeper, @PugPug is right and it will frequently be faster just to start over and get it right.
But this is all how I play. I am not saying anyone else does or should play the same way; merely that I do.
http://tvtropes.org/pmwiki/pmwiki.php/Main/LinearWarriorsQuadraticWizards
@Eadwyn_G8keeper
It doesn't work with different types of melee attacks - only with spells or special abilities and melee attacks. You are limited to a single spell per round but this limit doesn't affect your ability to melee at all. The limit on meleeing in the same round is just the amount of time the spell takes. A spell like Chromatic Orb is very quick and should only take up 1/10 of a round. You should be able to get off your melee attack immediately after the spell is cast. So the idea of throwing multiple darts of wounding in the same round as a Chromatic Orb works but it doesn't help your ability to get off melee attacks (for this purpose I am combining ranged and true melee combat into the single term).