more class options for (old) npcs?
earnest
Member Posts: 10
I don't know if this has been brought up before but I think it would be a nice feature if the npcs had more than their basic class option on recruitment. Nothing outrageous, but whatever fits into their character and dialogue. Viconia could have the option of starting as a cleric/thief for instance, or Jaheira as a single class druid.
Just a small tweak that would add some customization and longevity (or even depth) to the game.
Just a small tweak that would add some customization and longevity (or even depth) to the game.
Post edited by earnest on
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Still, I was actually musing over this, considering who would fit as what when it dawned on me that some of these characters might feel dated with the (engine-) upgrade. Is there any hope of aligning (or adding the option of aligning, as per the suggestion above) some of the old npcs with the new engine? By this I mean adding kits.
Some npcs could certainly do with an upgrade both from a role play and a game play perspective, yet at the same time I am loathe to see a change in others; shar'teel for instance is most definitely a plain fighter, just as minsc is a ranger. Kivan however, could (finally!) be an archer.
Thoughts?
My view on this is that they could allow this kit swapping thing as an option. So we could change any of the NPCs with a base class (Fighter, Paladin, Ranger, etc) to one of the kits for the class.
I wouldn't mind. Still, if someone is willing to stretch that far it would make more sense to have one or a few predetermined choices to keep everything within acceptable bounds. Adjantis might do as a cavalier for instance, but hardly an inquisitor; Garrick could be a skald or jester, but no blade. The best example is perhaps Viconia who makes perfect sense as a cleric/thief and would make an acceptable cleric/mage but all cleric kits are clearly out of the question. Similar arguments could be made for most other npcs.
(Still, if someone is actually considering this; anything is better than nothing!)
I suppose... I'd rather see these things catered to in the game proper though. Not everyone uses mods and there is always the risk of compatibility issues (and breaking immersion because something is off sync or just off can kill an entire game!). Besides, I dislike the idea of a skeleton game with mods being recommended (even mandatory) for a good experience.
I didn't mean to bash you or anything by the by; it's a good suggestion. I might have to go with it if nothing better crops up
But yeah. I am aware of that contract thing, here's to hoping it isn't covered.