How would *you* play a Commoner CHARNAME?
Kamigoroshi
Member Posts: 5,870
Lately, I feel that I've played too many villains, lunatics, or similar ilk. Thus I'm trying to plan something a bit different for my next playthrough: a run-of-the-mill Commoner! Needless to say he or she would stay that way throughout the whole Baldur's Gate trilogy.
Things I've thought up at this point:
- Only a single "main" weapon with max. 1 proficiency point to it. That main weapon's category will probably be either Club, Sling, or Quarterstaff (the non-magical kind), since those were freely available to farmers and other simple folks.
- Stats scores must vary in between 7 and 9 in all attributes.
- Reputation mustn't fall lower than 8 or raise higher than 12.
- Mustn't equip armors heavier than leather.
- Mustn't equip helms, shields, or off-hand weapons of any kind.
- No stat increases of any kind allowed. Be it from permanent stat boosts, spells, or equipment.
Haven't decided on gender, class, or race choice yet. Suggestions of any kind are of course welcome!
Anyway, what's your take on such a playthrough? And how would you roleplay a Bhaalspawn Commoner?
Things I've thought up at this point:
- Only a single "main" weapon with max. 1 proficiency point to it. That main weapon's category will probably be either Club, Sling, or Quarterstaff (the non-magical kind), since those were freely available to farmers and other simple folks.
- Stats scores must vary in between 7 and 9 in all attributes.
- Reputation mustn't fall lower than 8 or raise higher than 12.
- Mustn't equip armors heavier than leather.
- Mustn't equip helms, shields, or off-hand weapons of any kind.
- No stat increases of any kind allowed. Be it from permanent stat boosts, spells, or equipment.
Haven't decided on gender, class, or race choice yet. Suggestions of any kind are of course welcome!
Anyway, what's your take on such a playthrough? And how would you roleplay a Bhaalspawn Commoner?
Post edited by Kamigoroshi on
11
Comments
I'd probably chose a druid who doesn't use his druid abilities. I think all classes require one above-average ability score.
Can you use this EEKeeper program to change your appearance into that of a NPC commoner?
I advise against a solo run, (I never do 'em anyway).
... no need to thank me for your next awesome type of challenge! :P
And yes, there's no reason to spend all attribute points in this case.
I love the Cleric angle.
It wouldn't be irrealist either to have a 13 in your main stat (a farmer could have 13 in Strenght for example, their work is very hard while a scrib could have 13 in Intelligence)
It is also indicated that commoners have d4 hit dice and lowest THAC0 and no specials abilities so I think you could create a Mage, EE:Keeper his model into a commoner and completly refuse to use any spells/scrolls/wands/etc.
But the one advantage the commoner character should be under-appreciation and thus, surprise. Many underestimate the abilities of the simple commoner; few will take the time to pay any appropriate attention towards them. This is where, in my opinion, the commoner should shine, this is where he may blend in with background and survive.
Continuing this thought, I come to the following:
1) The commoner character should never, if possible, engage an enemy in melee combat. In fact if the option is available retreating should be a legitimate reaction. You one weapon proficiency and at most maybe 30 hit points, you are not a warrior. But that isn’t to say you can’t support in a fight, just make sure you are at a safe distance.
2) Creativity is your greatest tool and one that will more than likely save your life countless times. Creative solutions become mandatory because you lack the hit points to try anything else. Mysterious creature in the basement? Tie a rope to a ham and chuck it down as a means to scout. Potentially trapped hallway? Fill up a barrel and roll it down. Approaching problems in an imaginative manner has to become a standard procedure.
3) Specialization is key, do not over burden yourself by trying to make your commoner good at a whole lot of stuff. Ideally he should be good at one thing and possibly ordinaty at another.
This can lead to other ideas:
Hit Points: You should get a d4 which would put you against mages except they have all of that magic stuff to compensate; you just have those awesome.... hmmm... yes, jokes…
A d4 would mean the commoner charname is very vulnerable, vulnerable enough to fear housecats. It’s a bad situation…
Proficiencies: You get no armor (or at least no solid armor) or shield, thus re-enforcing our idea that you should stay out of melee. Regarding weapon proficiencies you receive only simple proficiencies. So some legitimate choices are:
*Dart: Practical, versatile and cheaply produced makes darts excellent choices for a commoner. Its damage is modest and with ranged damage you’re given some more versatility.
*Sling: Lacking any melee potential the sling is almost a purely defensive weapon. But being practically free (including using stones instead of sling bullets, which are still very cheap) means everyone can make, carry and use one when needed.
So, maybe a thief with low CON (so that you get 4d) and low DEX (so that your thieving skills being spent equally are ordinary in each category).
@Gotural makes a good point that stat scores don't have to be superlow to pull off a credible commoner. And scratch your arse every once in a while (the commoners actually do that in case you hadn't noticed).
So it depends on your idea of commoner and how you see them developing. Maybe pick a key stat that they excel in (12 or 13 instead of 10, I say 10 cause that's my idea of commoner) and a weakness (much lower stat in one area). Their development might be based on that. I would stay away from the caster classes or only use the spells for RP flavor, i.e. maybe he has an affinity for nature and is a druid, so summons spells might be appropriate, or goodberries spell (hey then that spell could actually see some use). Thief could make sense too, but so could ranger, fighter, etc.
Maybe you don't want them to go from zero to hero like my example above, but think about what would happen if all of these events were taking place. If their high stat was intelligence, then forming a capable party to do their bidding might make sense (alignment might also play into this).
Overall though I do like the idea of lower stats, simple weapons and low hit points. I guess my point is that nobody could go through the events of BG unchanged and you want to think about how your commoner would be changed and that can help you pick an appropriate class.
Sorry for the ramble
Edit: As far as min stat requirements for classes, I wouldn't worry about that, just pick your class then EEKeeper your stats the way you want them.
-Can only play pure class (no kits because commoners are not specialized in any fields!)
-Can only play as a Fighter, Thief and Cleric (commoners dont have strong devotion to duty, nature or knowledge/power)
-Allow one exceptional stat and no stats can go above 12
-Total stats cannot exceed 60
-Recruitment of NPC depends:
Your charname must have a higher Charisma than the NPC (to be able to convince that individual to join your party).
On the topic of voices, you should also seriously consider assembling a voice pack from existing commoner soundbites for your character, something to this effect:
Candlekeep:
- Heya! It's me, Imoen!
- Oh... hullo.
Chateau Irenicus:
- Ahh, the child of Bhaal has awoken! It is time for more... experiments.
- Yer a long-tongued lout, ain't ya!?
Circus tent:
- *gasp* Who are you? Oh, whoever you are, you must flee this place at once! He's... he's killed everyone else who has come into this place-almost! Oh, please, run!
- Top o' the day to you. Fine bit o' weather isn't it?
@Ballad, hilarious! I didn't say that OP should change his sprite in that of a commoner, though I like the idea. I would watch out with it though. I once tried to run a gypsy bard with the harlot sprite through the game, but it crashed because of it.
In reality, I would imagine that any given commoner would have a range of stats, but would probably 'Average' out to 9-10 ish. That wouldn't 'Necessarily' preclude someone from having a 17 in one stat, but would probably mean that the rest were less than impressive. It also wouldn't preclude someone from having learned a profession with professional skills too boot, but just that they aren't 10th level.
You get Steve, the former soldier turned farmer who still knows the business end of a sword, but now provides for his family by way of his crops. Or Harriett who trained as a witch (read wizard) and can cast 2nd or even the occasional 3rd level spell, but mainly uses divination type castings to make a living predicting events. Both would be commoners, but with something extra. Or you get bud, the cut-purse who works at the local tavern and only occasionally picks pockets to make ends meet.
Adventurers are supposed to be the cream of the crop. With their exceptional abilities, they are better equipped to go adventuring and actually survive. That is WHY a lot of them are adventurers, because every day life is to mundane. Or so I imagine. Just ask Marl's son.
TEN!
I know, I know, 'tis a truly god-like score. Your foes shall tremble before you like small children, and the streets shall run red with blood, should you ever be enraged.
Jokes aside, I do think you should have all stats be at least 10, with a possible specialized statistic. If you're going with the farmer idea, then a 12 or even 13 in STR and CON would be reasonable. Of course, if you really want, the highest stats possible without gaining any notable bonuses are...
STR: 15
DEX: 14
CON: 14
INT: 14
WIS: 14
CHA: 12
With that, your character would be as weak as a character with 10 in every stat, (for the most part) with a few minor exceptions, such as greater carry weight. And, to simulate growth over the course of the game, he could pick up all the tomes, netting him a +1 to damage, a +1 to AC, a +1 to HP, a +10 to lore, and a +1 to reaction. All in all, it simulates a nice growth from a basic commoner to someone with minor knowledge of the adventuring life. Another +1 to all stats in the sequel would result in a +1 to hit, a +1 to missile attacks, another +1 to AC, another +1 to HP, another +5 to lore, and another +1 to reaction. And of course that's not even adding in the other areas for growth to come from in BG2. This set of stats would allow for the character's divine blood to seem apparent, what with his above average stats, yet his lack of proper training would still make him useless as an actual adventurer.
Regardless of what you do, I think it's a fun idea, and sure to keep you entertained. (when it's not keeping you frustrated...)
In The Road there are no giant mutated scorpians (perhaps they're in the book) which made it a bit more of a challenge. It did give me perspective on what it must actually be like for common people living in such a world.