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Double Kits

KithrixxKithrixx Member Posts: 215
edited August 2012 in Archive (Feature Requests)
I know I'm a bit late to the party, but I was wondering if this was going to happen or even discussed before.
Would it be possible to have a multiclassed character with two different Character Kits (for instance, Cleric of Lathander/Berserker)? Currently, you can only have one kit applied to the classes of a Multiclass character, and I've always attributed that fact to hardware limitations. Is there a chance of this happening, or even being possible without a great deal of extra work?
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Comments

  • LadyRhianLadyRhian Member Posts: 14,694
    @Kithrixx No, not a hardware limitation. An original AD&D limitation. One kit at a time. On the other hand. Priest of Lathander wasn't a kit, so far as I am aware.
  • KithrixxKithrixx Member Posts: 215
    edited August 2012
    It was in Baldur's Gate II, along with Priest of Talos and Priest of Helm. They had no disadvantages other than alignment inflexibility. Either way, I'd like to see it happen, if at all possible. It would open up many more character options and not be too terribly unbalanced, I think.
  • Bobby_SingerBobby_Singer Member Posts: 65
    LadyRhian said:

    @Kithrixx No, not a hardware limitation. An original AD&D limitation. One kit at a time. On the other hand. Priest of Lathander wasn't a kit, so far as I am aware.

    Yeah, there weren't diety kits for priests per se, but there was the specialty priest class, so a specialty priest of Lathander was a Morninglord. They turn undead easier than other clerics, they can create light three times a day along with other special abilities as they increase in level. I'm not sure, but because specialty priest is a class and not a kit, I would assume you could have a Morninglord Beserker (although I do not believe that beserker is a cleric kit.)

    @LadyRhian I am beginning to think that you are lover of realms lore like myself. Do you ever spend much time with the other experts over at Candlekeep.com?
  • ddubiousddubious Member Posts: 29
    Having two kits opens up a world of twinking, but I absolutely missed having a kit with my multiclass characters. I would like to be able to choose one (and only one) kit.

    Hello Fighter (Kensai) / Thief - It's Ninja Time!
  • KithrixxKithrixx Member Posts: 215
    If I was going to do a Fighter/Thief with two kits, I'd personally do Kensai/Swashbuckler. Kensai/Thief is already available, and Kai Backstabs are already completely disgusting in terms of raw damage, in addition to allowing the Kensai to gain access to Use All Items later on at Epic Level.
  • LadyRhianLadyRhian Member Posts: 14,694
    @Bobby_Singer No, actually. I just... I love the Realms and have been playing D&D since the original Basic Set. The one with this cover: http://www.hoboes.com/library/graphics/biblyon/old/games/BasicBlueDND.jpg
  • SixheadeddogSixheadeddog Member Posts: 197
    As I recall, in the original game (BG2, not AD&D), you had to choose between having a kit or having a multi-class. Kit-having humans could still dual-class, but the kits were limited to your single-classed demihumans. I could be mistaken, though.

    In either case, having two kits at once is probably a bad idea. I mean, you can potentially control up to six characters in a party, people. Spread out your twinkage a little.
  • ScooterScooter Member Posts: 182
    @Sixheadeddog yeah I think you're right but I do think it would be neat to be able to select at least one kit in a multi-class
  • LadyRhianLadyRhian Member Posts: 14,694
    @Sixheadeddog They came out with Demi-Human kits for multiclassed Characters in the various races books, and in the "Demi-humans of the Realms" book. There were plenty of ones for humans of all classes in the other two Realms books.
  • FrozenCellsFrozenCells Member Posts: 385
    Don't really care what DnD rules say. Give me my Avenger/Assassin!
  • O_BruceO_Bruce Member Posts: 2,790
    No, no. Just no. There should be limit to everything.
  • Bobby_SingerBobby_Singer Member Posts: 65

    No, no. Just no. There should be limit to everything.

    I remember that there was a story written about an orc that somehow is able to use an Elven Moonblade. One of the old school creators said that was the problem with the current line of fantasy. If you make an exception to every rule, things begin to seem less mystical.


    @LadyRhian I've been playing since this set: http://30.media.tumblr.com/tumblr_m2zvgwTAwl1qzb1rlo1_500.jpg
    But I've been playing the realms since the day it was released (I only have a few of the old Dragon Magazine articles where Ed Greenwood writes as Elminster pre-Grey box set). Do you have anywhere that you feel like a particular expert in? I've been running a Mistledale campaign for years and I feel like I know every inch of that place.
  • O_BruceO_Bruce Member Posts: 2,790
    @Bobby_Singer and you said this to me because...?
  • MornmagorMornmagor Member Posts: 1,160
    Wait, do we actually know if you're gonna be able to select one kit for a multiclass character?

    I thought they were doing something with the code for that but i can't remember.

    I wanna be able to select one kit though, not two, but one.
  • LadyRhianLadyRhian Member Posts: 14,694
    @Bobby_Singer Dagger Falls. I usually start out with "Under Illefarn" and go on from there, populating the area with other published modules.
  • KithrixxKithrixx Member Posts: 215

    No, no. Just no. There should be limit to everything.

    Why? There's already tons of crazy stuff that's available. Why not allow more multiclass options (or dual class, even) for people that want to create specific types of characters?
  • O_BruceO_Bruce Member Posts: 2,790
    @Kithrixx Kits are "specializations". Basically, character is raising it's abillities in a certain area - one type of warrior would focus on hunting mages (wizard slayer), other would fight withough additional weight (kensai) etc. It's illogical that character is specializing in TWO different areas at once. Not only, that, it ruins the game balance. Imagine multi-class Kensai/Swash.

    I don't know what do you mean about "crazy stuff".
  • KithrixxKithrixx Member Posts: 215

    @Kithrixx Kits are "specializations". Basically, character is raising it's abillities in a certain area - one type of warrior would focus on hunting mages (wizard slayer), other would fight withough additional weight (kensai) etc. It's illogical that character is specializing in TWO different areas at once. Not only, that, it ruins the game balance. Imagine multi-class Kensai/Swash.

    That's... not illogical at all. That's exactly what multiclassing is. A fighter/mage is a double specialist: he or she focuses on hitting things and being able to cast spells. It's not unreasonable to suggest that instead of focusing on general weapons use, the character in question focus on fighting without armor and instead of focusing on general magic use, the character focus on Illusion magic to distract foes with confusion to make up for his lack of armor. Allowing Class Kits for Multiclass wouldn't break balance any more than Dual Classing currently can (considering that Dual Class already has access to being allowed to kit out one of the classes).

    I don't know what do you mean about "crazy stuff".

    Kensai/Mage dropping Tenser's Transformation on himself. Kensai/Thief dealing thousands of damage in a backstab. A Cleric/Mage having more spells than your body has room for. Cleric/Fighter can drop Draw Upon Holy Might and obtain 23 strength without the use of items. Cleric/Swashbuckler doesn't have to worry about the loss of backstab, because you can't backstab with a hammer or a flail, and has crazy utility to throw around. There are so, so many class combinations and item combinations that can break "balance" in half. Opening up more options won't make it any worse, and it's hardly a fault to want more synergy in class builds.
  • O_BruceO_Bruce Member Posts: 2,790
    @Kithrixx I think that definition of "specialist" differs between us. When I use term "specialization" I mean "devotion to something". Undead Hunter devotes himself to fighting skeletons, zombies and such. Archer devotes himself to mastery in ranged weapons. And so on.

    Well, dual-class characters can have one kit, but on the other hand, after dualing they cannot level-up in their "old" class, so I think that can balancing things out. On the other hand, multi-class characters are leveling up in two classes at once. Adding kits would be illogical because "devotion" to certain way of life/training/etc. cannot be paired with other "devotion" on the same time. Not to mention the fact that dual-class characters (humans) would lose their advantage.

    Well, I know what do you mean by "crazy stuff" right now. But I don't think that adding more of those just to break the game even further is good idea.
  • KithrixxKithrixx Member Posts: 215
    edited August 2012
    @ZelgadisGW
    Prestige classes and Class Kits are a higher level of specialization, yes, but that doesn't mean that they're totally and completely devoted to that one thing forever. The Class Kits provide certain ways to build the various classes to replace the availability and allocation of Feats. Nowadays, building a Kensai or Berserker would be as easy as rolling a Fighter and picking the feats and abilities that would craft them into whatever you wish, but it wouldn't lock them into that specific playstyle forever.

    Either way, Multi-Class characters are balanced because they have to split the experience between the two classes. A 5/5 Fighter/Thief won't be as effective as a level 10 Fighter at toe-to-toe, and they won't be effective as a level 10 Thief at sneakery. The strength of a Multi-Class is that they can do both to some extent and, through clever play, one can get make do without a full-on Fighter or a full-on Thief.

    Dual-Classers wouldn't lose out, because they would still have an entirely different system and are capable of making whatever ratio of experience that they desire rather than being forced to spread it evenly.

    And, honestly? I don't see multiple Class Kits breaking the game any further than you can currently. Players would be able to spec their characters to do a wider variety of tasks and/or make them focus even further on a single task than they could before, but not without drawbacks. All classes (and their kits) have cons in addition to their pros, and it opens up many more avenues of gameplay the more options you give the players. One of the major reasons that I love DnD based games is because of the massive amount of choice that I have in playstyles and personalities, and it's why I replay them so often. I don't think it's unreasonable to ask for some more options be made readily available, because even with an optimized build, the game will still be a significant challenge on the harder difficulties.

    I would also push for all classes be made available to all races so I could run a Dwarven Paladin or a Halfling Monk, but I believe that's a hard-coded restriction that won't be going away any time soon.
  • smeagolheartsmeagolheart Member Posts: 7,963
    dual classing makes no sense in real life. Say I'm a kensai specialising in two handed swords and one day I decide I want to serve in the church as a cleric. If I come across a two handed sword fighting manual or pay the local fighting master to teach me a few new tricks, if I read the book or pay for the lessons what would happen? nothing? The master is talking to a brick wall and the book is gibberish?
  • Bobby_SingerBobby_Singer Member Posts: 65
    @ZelgadisGW I'll give you the hard and fast answer why this won't happen. This game is based on 2e rules and is contracted through WotC to remains so. What you suggest breaks those rules so that's that, at least for this version of the game. Also, why not allow certain races to have their own classes. Give them their own little advantage. Make the classes unique.

    I don't want this to get into an editions war, but what I always liked about 2e was that because there were limitations on races and classes, you HAD to role-play to make your character unique. I always thought it seemed lazy when someone tried to come up with same crazy combination to make their character special like "Half-Goblin Bladesinger". I'm not saying my way is right. All I'm saying is that is my preference and why I like 2e (and hence Baldur's Gate).

    @Bobby_Singer and you said this to me because...?

    LOL! Looking back that did seem pretty random. What my point was that even some of the game designers and book writers agree with you about there being a limit to things. The author I mentioned felt that some writers had gotten lazy in their writing, looking for gimicks (Elf blade wielding orc) rather than good stories.
  • KithrixxKithrixx Member Posts: 215
    edited August 2012
    @Bobby_Singer
    The problem with that is there are already breaks in the 2e rule structure. Sorcerors, for instance. While Baldur's Gate is based in 2e, it takes breaks from it often.

    I'm fine with 2e PNP, for those very reasons. Pen and paper has its own replay value because you never have to be the same character twice. However, this is a game, and the bottom line is that the dialog choices that are available to me are pre-set, and no matter how I make my choices, someone else is going to end up saying the same things and doing the same quests, so I'd like to see more options available to increase the replay value for all gamers rather than waiting for a mod that does dual kits and is only available to players who mod their games.
  • Bobby_SingerBobby_Singer Member Posts: 65
    @Kithrixx That is a fair enough comment. I spend so much time reading people angrily arguing minutia that I applaud you for a rational and well thought out comment. At this point, though, I'm afraid we are at the agree to disagree stage. I only modded the game once (Dark side of the sword coast) and decided it wasn't really for me, and uninstalled it. I've played the classic version multiple times without getting bored. I have no problem with its replayability as is, but different strokes for different folks as they say.
  • KithrixxKithrixx Member Posts: 215
    @Bobby_Singer
    I'm certainly fine with agreeing to disagree. After all, you're looking at things from a storyline standpoint, which is completely different from the gameplay standpoint that I'm using.

    The more options that the player has available tends to lessen the blow of the hard fact that, no matter what you do, the story cannot be shaped to your will beyond a certain point because it is a video game. In many cases, it is good to limit things from getting to be too out of hand, for the sake of character integrity and also game balance. However, if there is a small thing that can be done that does not require a great deal of effort but opens up many more options to players without disrupting game balance too terribly, I'm going to want to pursue it.

    Now, I can't exactly claim to know how difficult it would be. Obviously, if it would be incredibly difficult and/or frustrating to do this, I wouldn't advocate it because that would be unfair to expect that to happen from what is probably an already overworked team a month from the game's launch. However, if it's relatively easy to do, I'd like to see it done, as it would increase the option count roughly tenfold.

    And even if it did end up creating some incredibly strong builds (which I'm sure it will, all things considered), the bottom line is that you still start at Level 1 and you still have to make the climb to be truly powerful.
  • DazzuDazzu Member Posts: 950
    Rather than this, why not open up true multiclass kits such as Fighter/Mage Battlemage and Bladesinger kits
  • KithrixxKithrixx Member Posts: 215
    @Dazzu Probably because there's only a month left before release. It'd make neat DLC, though.
  • DazzuDazzu Member Posts: 950
    Kithrixx said:

    @Dazzu Probably because there's only a month left before release. It'd make neat DLC, though.

    I meant more like the ability to mod and make multiclass kits.

  • IsairIsair Member Posts: 217
    What I'd like to see rather than the ability to have two kits is being allowed to dual into a kit class, as it stands I believe that you can only have a kit class as your first class eg Kensai-Thief-Kensai/Thief.

    The second class is afterall the class that is advanced the most, wouldn't focusing more on your characters specialist kit make more sense? For example Fighter-Assassin-Fighter/Assassin. Multi class characters with one kit would be interesting but two seems uneven to me, someone already noted that a dual Kensai/Thief backstab is impressive. A Kensai/Assassins backstab would be insane.

    I stand by one kit, I'd just like to see a more varied capability in its use.
  • KithrixxKithrixx Member Posts: 215
    @Isair
    A Kensai/Assassin backstab would be incredibly painful, yes. However, Assassins take absolutely forever to reach the point where they go beyond the standard 5x backstab cap, and in the meantime, they're kind of crappy at doing other Thief things. I will grant that a Kensai/Assassin would be amazing at that first hit thanks to Backstab + Kai, but beyond that, they're not very useful. They're fragile, forced to melee (unless you give them a returning weapon), and because of the multi-class level chicanery in addition to the skill penalty that Assassins eat, their thief abilities are borderline worthless. At that point, I would suggest just getting a caster, who would have better range, sustainability, flexibility, and fulfill the same purpose of dealing a whole lot of damage to a single target.

    Stacking kits would balance itself, because all of the kits have their strengths and weaknesses anyways. Adding two together that naturally mesh will of course make them more powerful in some areas, but it will also make them much weaker in comparison to some others because of the drawbacks that are already present. For instance, the Kensai/Swashbuckler that I am personally dreaming of gets a boost to combat capability and utility, but loses the potentially murderous Backstab to synch Kai with.
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