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My one problem with BG:EE; weapon categories

I thought the weapon categories in BG1 were good enough. Sure, I liked bastard swords for one reason or another, but I could use the magic longsword or scimitar that I found just fine (no one told me there weren't any good magic bastard swords initially). I never liked the broken out categories in BG2, and I was very sad to see them imported into BG:EE.

Is anyone else frustrated by this? It seems like so many of the items in the game are passed up because no one is proficient in them. Has anyone created a mod for this? I like playing vanilla, but I'd love a mod that grouped the weapons sensically.

Comments

  • CaptRoryCaptRory Member Posts: 1,660
    It really only annoys me because you can tell the loot was designed around characters having access to whole groups of weapons and not the single weapon type.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    edited September 2013
    Yes, proficiency management is a pain in BG:EE, especially for first level characters with few proficiency slots. It involves a lot of meta-gaming (who is going to be in my party, what proficiencies do they have, where can I get the right weapons...)

    The BG2 Tweaks mod by @CamDawg and Ibodek has a component (Alter Weapon Proficiency System) that allows you to use the BG1 proficiency system. I'm not sure it works with BGEE (it was designed to allow the BG1 proficiency system in BGTuTu). You could try that.

    http://www.gibberlings3.net/bg2tweaks/
  • lamaroslamaros Member Posts: 139
    It is a little annoying, yes.

    In BGII characters had more proficiency points to go around, and there was a wider range of weapon options so it made sense, however it does impact BGI. You have to know a bit more to make sure you make the most if things.

    At the same time, what weapons you have isn't as significant as in BGII in terms of impact on gameplay, so you can get by in spite of everything.
  • XeviatXeviat Member Posts: 9
    I got into playing tabletop D&D during the days of 3rd Edition, so the IWD2 engine was always my favorite. Ultimately, I'd love for an item creation system akin to "The Temple of Elemental Evil"'s engine, but that game was so buggy that it was unplayable.

    I might have to go play with the NWN2 BG mod.
  • CaptRoryCaptRory Member Posts: 1,660
    ToEE was a great idea poorly executed. I loved everything about it except the bugs.
  • ErgErg Member Posts: 1,756

    The BG2 Tweaks mod by @CamDawg and Ibodek has a component (Alter Weapon Proficiency System) that allows you to use the BG1 proficiency system. I'm not sure it works with BGEE (it was designed to allow the BG1 proficiency system in BGTuTu).

    The latest version of BG2 Tweaks works with BGEE and indeed allows to use the weapon system of vanilla BG1 in BGEE.
    Xeviat said:

    Ultimately, I'd love for an item creation system akin to "The Temple of Elemental Evil"'s engine, but that game was so buggy that it was unplayable.

    I've recently played ToEE without experiencing a single bug. Of course, the fact that I installed the latest Co8 unofficial patch may have something to do with that :D
  • XeviatXeviat Member Posts: 9
    When was the latest Co8 patch released? I was still having trouble when last I played; I'd love to actually play the game.

    As for BG2 Tweaks working with BGEE ... ooh, I'm excited.

    Do we know if the new UI in BGEE2 is going to allow weapon/shield pair switching, like IWD2? That was really helpful.
  • ErgErg Member Posts: 1,756
    Xeviat said:

    When was the latest Co8 patch released? I was still having trouble when last I played; I'd love to actually play the game.

    August 4, 2013.
    Xeviat said:

    Do we know if the new UI in BGEE2 is going to allow weapon/shield pair switching, like IWD2? That was really helpful.

    I think it is unlikely, but someone else may know more.
  • CorvinoCorvino Member Posts: 2,269
    Even bug- free and Patched, ToEE has flaws. It's a pretty straight dungeon crawl, with few real characters. Also, the turn-based aspect of the game is rather annoying when the game's enemies often appear as a horde or summon vast armies.

    The final battle (spoilers aside) often involves upward of a dozen slow-moving summons. I often had to go and make a cup of tea during enemy turns just to kill time & stay sane.
  • taltamirtaltamir Member Posts: 288
    edited September 2013
    In PnP you craft your weapon yourself, hunt down an artifact weapon specially suited for you in a quest (lets quest for the most epic polearm made), or commission a weapon of choice.

    In CRPG adaptation of DnD the best weapons are always unique artifact weapons you can't possibly know to expect ahead of time. It is a "guide dang it" moment, you need to know when you start the game what are the best weapons actually available, so that you know how to spec your characters.

    If you intend to import your char into BG2 this gets worse as you need to be planning ahead for SoA and ToB when playing BG1. That or you need to edit your character later on.

    BG1 style proficiencies made this much less of a problem, although it still was a problem. I definitely play with that tweak enabled. And I looked up the weapons (flail of ages is a spiked weapon with that tweak, so put all points into spiked weapon and dual wield proficiency)
  • mjsmjs Member Posts: 742
    I think it makes sense for bg:ee to mirror how bg2 is, which obviously did away with weapon groups due to the number of pips you gained with levelling up. Really i don't think there's much of a problem, no matter what weapon(s) you pick, you're end game character will have good enough weapons to complete the game and certainly in bg2 and ToB no matter what you pick you'll have an awesome weapon by the time fight irenicus or amelyssan

    my only suggestion to make the game more user-friendly for newbies is to have the damage die on the character creation screen when picking weapon proficiencies. I think it would help people avoid (relative) duds like spears

  • Dalis918Dalis918 Member Posts: 37
    Or use a save game editor if you don't mind redefining your view of cheating.
  • taltamirtaltamir Member Posts: 288
    edited September 2013
    mjs said:

    I think it makes sense for bg:ee to mirror how bg2 is, which obviously did away with weapon groups due to the number of pips you gained with levelling up.

    I don't agree about you getting a lot of proficiency slots. Maybe a max level character has lots but for the longest time you are limited to 1 weapon, and it better have been the right choice.
  • SchneidendSchneidend Member Posts: 3,190
    taltamir said:


    In CRPG adaptation of DnD the best weapons are always unique artifact weapons you can't possibly know to expect ahead of time. It is a "guide dang it" moment, you need to know when you start the game what are the best weapons actually available, so that you know how to spec your characters.

    Or, alternatively, on the player end of things you can make decisions you want to make and not worry about what specific item you have to kill the dread beast in dungeon 217 on the fifth moon in order to find.

    Or, even CRAZIER, the designers of the game could do a decent job and make every weapon proficiency viable, a mistake which BG:EE more or less corrected.
  • SouthpawSouthpaw Member Posts: 2,026

    Or, even CRAZIER, the designers of the game could do a decent job and make every weapon proficiency viable, a mistake which BG:EE more or less corrected.

    Yes, BGEE helped. Even Bastard Swords are quite good now. Just the Katanas are...well...rare. You have been warned.
  • agrisagris Member Posts: 581
    Xeviat said:

    I thought the weapon categories in BG1 were good enough. Sure, I liked bastard swords for one reason or another, but I could use the magic longsword or scimitar that I found just fine (no one told me there weren't any good magic bastard swords initially). I never liked the broken out categories in BG2, and I was very sad to see them imported into BG:EE.

    Is anyone else frustrated by this? It seems like so many of the items in the game are passed up because no one is proficient in them. Has anyone created a mod for this? I like playing vanilla, but I'd love a mod that grouped the weapons sensically.

    There is no reason the player has to put all their proficiency points into a single weapon. It's a classic case of risk/reward. If you want to hit grandmaster in weapon X as fast as possible, be prepared to loose out on weapon variety and choice. Conversely, you can spread your proficiency points around giving you more weapon options, while yielding lower APR and dmg/thac0 bonuses. This is how 2.5e was balanced, and it makes sense (to me).
  • CorvinoCorvino Member Posts: 2,269
    BG:EE has gone a very long way to making sure that every weapon proficiency choice is viable. Every weapon category now has a minimum of one +1 weapon, and many have new +2 and above choices.

    Some choices are still "better" than others, but all can be made to work. Katanas, which arguably have fewest enchanted examples do have a caveat in their proficiency description.
  • GallowglassGallowglass Member Posts: 3,356
    Bastard Swords are more than "quite good" in BGee, @Southpaw: I'd call it "strongly recommended" for at least one member of the party to be Proficient (or even Specialised) in Bastard Swords.

    Albruin is a Bastard Sword and it's an excellent weapon: +1 THAC0, +3 Damage, 1/day Detect Invisibility, and Immunity to Poison whilst equipped. It's the highest-damage 1-handed weapon in the game, well worth being able to use.

    Additionally, killing Karoug on the Isle of Balduran is significantly easier with Bastard Sword proficiency: 3 out of the 5 weapons which can harm him (and 2 out of the 3 which you're actually likely to have by that point) are Bastard Swords.
  • SouthpawSouthpaw Member Posts: 2,026
    @Gallowglass - exactly.
  • mjsmjs Member Posts: 742
    taltamir said:

    mjs said:

    I think it makes sense for bg:ee to mirror how bg2 is, which obviously did away with weapon groups due to the number of pips you gained with levelling up.

    I don't agree about you getting a lot of proficiency slots. Maybe a max level character has lots but for the longest time you are limited to 1 weapon, and it better have been the right choice.
    in bg2 you get lots of proficiency points, even in bgee you have a choice of two weapons (unless you're a mage).

    so long as you don't choose spears and clubs as your twoo, you're going to have a good time
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited September 2013
    I actually wouldn't mind them merging the systems. BG1's system was a variant of the Weapon group proficiency system which works WITH the normal proficiency system. While BG2 uses pretty much the standard version of the proficiency system.

    You could pay 2 pips for a weapon group proficiency and be considered proficient with all the weapons in that group, but if you wanted to specialize in a weapon you'd have buy that specific weapon separately for 2 pips.

    (You have Large Sword **...you're proficient with all large swords...but if you want to say specialize in Longswords, you'll have to buy longsword proficiency and specialization seperately).

    Basically it just lets you trade weapon flexibility vs raw power with a specific weapon type.

    (i'd also recommend splitting Scimitar and ninja-to/wakasashi into their own proficiencies.)

    And just disable groups for classes/groups who don't get enough weapon variety to make the proficiency worth it, like mages for everything, thieves for blunt, spike weapon group, Bow group. (Must get AT LEAST 3 weapons to be allowed for that class).


    [Group Examples]

    Large sword: [Longsword, bastard-sword, katana, scimitar, 2hd sword], Small sword: [Dagger, short-sword, Ninja-to, Wakasashi], Blunt: [QS, Club, Hammer, mace], Hafted: [Axe, Halberd, Spear], Missile: [Sling, darts, X-bow].

    Just treat the group proficiencies as Style proficiencies (to side-step specialization bonuses) with 2 levels, the first 1 doing nothing and the 2nd giving the appropriate group proficiency and modify the way item proficiency is read so that if that it'll use which ever proficiency is better for that item.

    Like if they have blunt proficiency and use a QS they'll be proficient, but if they also have ** clubs, when using clubs they'll get their specialization bonus.
    Post edited by ZanathKariashi on
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