Rebalancing Multiclass
MilesBeyond
Member Posts: 324
I find that in all the IE games, Multiclass ends up inevitably paling in comparison to Dualclass. In fact, generally speaking, when you want to powergame through an IE game, you create a party of six human fighters, have them put in as many levels as necessary, then DC them over for what you actually want.
BG1 is the game where this is the least obvious, but its still there. A human with a couple levels as a fighter then DCed over to a Cleric is generally going to end up stronger than a Fighter/Cleric, as it will have quicker spell advancement without sacrificing all that much fighting ability.
MC do have the advantage of being stronger in early chapters, and not having that annoying downtime where one class is deactivated, but those are both only temporary advantages.
So here are two suggestions I have to rebalance Multiclass characters a bit:
#1. Allow MCs to pick a kit. Maybe not two kits, but at least a kit. It's annoying how humans have the lovely option of a Kensai->Mage while all other races are limited to just Fighter/Mages. If MCs could choose a kit for one of their two classes, that would go a long way. It also forces you to make decisions: Who's the better backstabber, the Fighter/Assassin or the Kensai/Thief?
#2. Allow Fighter MCs to achieve GM. Anyone else think it incredibly stupid that a level 7 fighter dualled to a Mage will be significantly more proficient with their weapon than a level 30 F/M? It's just an unnecessary disadvantage for MCs.
BG1 is the game where this is the least obvious, but its still there. A human with a couple levels as a fighter then DCed over to a Cleric is generally going to end up stronger than a Fighter/Cleric, as it will have quicker spell advancement without sacrificing all that much fighting ability.
MC do have the advantage of being stronger in early chapters, and not having that annoying downtime where one class is deactivated, but those are both only temporary advantages.
So here are two suggestions I have to rebalance Multiclass characters a bit:
#1. Allow MCs to pick a kit. Maybe not two kits, but at least a kit. It's annoying how humans have the lovely option of a Kensai->Mage while all other races are limited to just Fighter/Mages. If MCs could choose a kit for one of their two classes, that would go a long way. It also forces you to make decisions: Who's the better backstabber, the Fighter/Assassin or the Kensai/Thief?
#2. Allow Fighter MCs to achieve GM. Anyone else think it incredibly stupid that a level 7 fighter dualled to a Mage will be significantly more proficient with their weapon than a level 30 F/M? It's just an unnecessary disadvantage for MCs.
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Comments
#3. Dont allow humans with kits using Multiclass.
Kit = Specialization
Specialization mean focusing on your profession.
If you switch to different profession, you will lose Kit bonus.
You can´t be (for example) warrior specialist, if you are mage now.
You can keep only standart warrior abilites.
It is like in world war II.
If you are multiclas " German/Jude " you can´t have bonuses from both of them
When you switch to Jude, then you lose all German bonuses.
Classes are professions. You do not forget what you have learned how to do in a job just because you have gained a new, different job. You do not forget how to flip burgers at McDonald's because you were promoted to upper management and got a desk job. One does not forget how to be an infantryman when they are promoted to Officer.
1. I miss having a kit when playing an MC character, but I think the balancing issues are a real challenge. That said, I do not think allowing an MC character a kit is a great idea - whether or not it's logical.
I think a major reason kits are a bad idea for MC characters is that at low levels such characters would be overpowered. Up until around your party reaches level ~9, your MC characters will only be 1 level behind their single-class companions. But while their level is comparable to a single-class character, the MC character has twice the ability set, making them far more versatile. Add kits on top of that, and MC characters would be strongly favoured over single-class characters, at least at low levels.
A further problem with the multi-class characters is how these kits powers would interact. A Kensai assassin backstab? A shapeshifter druid with berserker rage? The beauty of this is that, if you want the kits anyway, most editors have a functionality which will let you add them. So it's doable, whether or not its in BG:EE.
I also think it's interesting how this thread is becoming more about the definition of Dual Class (which is still an important topic) than it is about the definition of MC. I think Dual class is intended to be the better option. It's more work for more reward. Further, as many people have said, it balances out the game for humans, who receive no real edge otherwise.
Don't forget that Humans also have the edge of being able to select any class too.
Also, in PnP, as if that wasn't enough, non-humans also have racial level limits as well (even for half-elves). God, those would wreck BG if implemented. The first time I played the game I was surprised that they weren't there. It would be impossible to have BG2 if they were, I think.
I don't consider Shapeshifter druids that great...In general druids are more suited to PnP (their advancement table is ridiculous too). My point there was that when you start to combine abilities, there are a lot of other considerations. Not just about balance, but about bugs and coding.
Multiclass is allready overpower and must be disadvantaged, no make more favourable.
If you take out the XP cap, maybe. But as it is? It generally tends to go Dualclass > Pure Class > Multiclass. The only exception is thieves and maybe druids, where the multiclass can be better than the pure class. Isn't always, though.
Dualclass might be seen as the human's racial ability, but if so then it's an absurdly powerful one. Isn't the ability to be Paladins and Monks enough of a racial bonus?
Of course, it shouldn't all be about balancing everything down to the last millimeter either.