Problematic classes and kits in low level
mlnevese
Member, Moderator Posts: 10,214
I was just playing BGT and decided to try something that I had never tried before. A half-orc berserker...
Now the berserker special hability is nice, but you get -15 HP when the Berserker ends. My 19 con berserker has exactly 15HP, so using his special hability means intant death when the effec is over on level 1.
Also I remembered when I tried to play a Kensai and a Monk and discovered it was quite difficult to keep them alive as level 1 chararacters...
I can see a complete newbie quite pissed that his level 1 berserker died for using his enrage hability to fight the wizard that attacks you in te Friendly Arms Inn or bored because his monk has to run from foes all the time...
So what other classes/kits do you see as problematic at low levels and what can be done to fix them? Or should nothing be done at all? Maybe a warning when creating the charachter?
Now the berserker special hability is nice, but you get -15 HP when the Berserker ends. My 19 con berserker has exactly 15HP, so using his special hability means intant death when the effec is over on level 1.
Also I remembered when I tried to play a Kensai and a Monk and discovered it was quite difficult to keep them alive as level 1 chararacters...
I can see a complete newbie quite pissed that his level 1 berserker died for using his enrage hability to fight the wizard that attacks you in te Friendly Arms Inn or bored because his monk has to run from foes all the time...
So what other classes/kits do you see as problematic at low levels and what can be done to fix them? Or should nothing be done at all? Maybe a warning when creating the charachter?
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Comments
Not everyone has been playing this game for years or have any knowledge of 2nd editiod AD&D system mechanics.
Anyone who has played thsi game know to wait until at least 2nd level BEFORE trying to rage, but we can't expect a complete newbie to know or even realize that.
Some warning should be given the first time a player creates a Berserker, for instance.
Step 2: Take no damage from ANYTHING
Step 3: ???
Step 4: Profit!
That hadn't even ocurred to me Instant immortality
Keep 'em coming people.
Having said that, I also think it's one of the charms that classes complement each other and stand out from each other rather than being laser-measured for balance and solo capabilities, so I wouldn't want to see any big changes aiming to make every combo viable from the start.
But the fact is I've been playing some variant of D&D for 21 years. I would certainly explain to any new player on my table the problems he would face with his choosen class while the group is low level.
This game is about fun not about wanting to throw your computer through the nearest window because of problems you didn't expect for lack of experience with the rules.
The fact is people do not like to read manuals so a clear warning text would be welcome. A simple "Recommended for experienced players" could even be enough.
By ~ level 4-5 the summons from the Totem Druid usually just got killed via spells by what ever wizard, druid, or cleric was around, failing that magic arrows got them ...
Granted I do use mods to make the AI better and the game more difficult so...that could play into it as well.
When base creatures are smart and ignore what they can't hurt, smart target, etc well just helps balance a lot.
Be more inclined to see the weaker Kits brought up to par with the better ones to be honest...
The immunity to normal weapons of the Totemic Druid's summons means that most stuff can't even touch them in the earlier chapters of the game.
3 of the summons also get 3 attacks per round, and they all have THAC0's in the range of 5 (Lion) and 8 (the rest of them). If I'm not mistaken they also all have an AC around -4 (except the bear that has 2). I think the lowest HP is the Snake with something like 45, and highest is the bear with 96.
Sure, at endgame these guys aren't that overpowered anymore, but they can easily wipe the floor in the earlier chapters.
Everything else usually just slaughtered them, think by level six, I stopped even really summoning them outside of boss fights, and then they were just cannon fodder to try and distract them from my characters.
Granted though as I said, my play through uses mods to increase AI and overall power of the creatures, so base BG 1 is probably a different story, Mages tend to get one or two shot without Mods as they never get a chance to raise anything more then maybe Mirror Image to protect themselves...making the summons much better as their main threat is auto dad at start of the encounter.
Now, does "fixed" damage like berserk get doubled, I don't really know, guess I'll try it later.
~edit: alright, just started a new game in "insane" difficulty, with a berserker. I dealt more than 35 damage per hit to Imoen (using just the normal axe on the table at the very start), and when Berserk ended, I took 30 damage. So I guess Dazzu is right.
I don't think you have access to these potions in the beggining of the game though. And Aid spell requires a level 3 cleric to cast.