If NPCs were added... what class would you want and where should they be placed?
booinyoureyes
Member Posts: 6,164
I was thinking, on @kamuizin 's poll about NPCs, if they were to add joinable characters to the game, where would they be placed?
Many people seem concerned about when they could join the party. I understand they wouldn't want to mess with their party's build in midgame, but with Heart of Winter and Trials of the Luremaster, I actually wouldn't hate NPCs that join later.
I had a couple ideas...
1. A gnome illusionist/thief who knows Oswald. He'd be interested in traveling with you to the Temple of the Forgotten God to go "treasure hunting" and experience adventuring. Maybe also to gather some ingredients for his buddy Oswald's potions or flying ship. Since he is also from that area, he'd have an interest in saving the Ten Towns as well.
2. A ranger trying to free the prisoner's from Dragon's Eye. Seems like an ideal quest for a ranger with Favored Enemy: Yuan-Ti or Lizardmen. A ranger would also be down to follow you on your quest for obvious reasons. Still early enough in the game for him/her to join and still be useful. Maybe also an elf with some knowledge about the region, which could add info when you get to the Severed Hand. Would have interesting banters with my 5th suggestion
3. Alternatively, this is one of the few spots I think an existing NPC might become joinable, and that is Mother Egenia. She'd be a fine cleric NPC, and has already shown a willingness to adventure on behalf of others, and it would therefore make sense for her to help the ten towns.
4. Hjollder just be chillin' in Kuldahar like it be no big deal. What up with that? He is on a mission, but kinda sad to see him just wait it out for a few months just to recruit someone for the expansion. Maybe he can get some more significance in the first game by offering you the services of one of his close warriors, a barbarian from his tribe. This guy will help make your first adventure a bit easier (and Hjollder hopes, quicker), so that you can finish up and then help the barbarians with their problems in Heart of Winter.
5. Dwarven Defender seems like the PERFECT fit in this game, when you consider Dorn's Deep as a major area. Unfortunately, Dorn's Deep is rather late in the game to add a new member... BUT there is an interesting work around. So there is this dwarf hanging out in Kuldhar on a mission from the Dwarves who are chillin' outside Dorn's Deep. He is searching for information about it's history, being a history buff and all. Perhaps there is a cut-scene where you meet him asking Orrick the Gray for some information, or trying to buy a book about the region off of Gerth (remember, Gerth LOVES buying books, so it makes perfect sense). He can say that his king wants some adventurers to help him explore the area around Dorn's Deep in order to get a better feel for the region for when they eventually recover the Deep. This gives him a reason to travel with you before, and would eventually get to Dorn's Deep. I'd actually make him a dwarf with incredibly high constitution but also intelligence, since he would clearly be the adventuring professor Indiana Jones of the dwarves!
6. Lots of undead areas. Vale of Shadows, Severed Hand and more. Ideal place for an Undead Hunter. It is not hard to imagine what his/her goal would be, and why this character would join in on the adventure. Maybe even have this guy in Easthaven.
Final idea, for a druid. But major SPOILERS FOR THE FIRST GAME BELOW
7. Finally, I know druids are technically supposed to work alone (particularly the arch-druids like Arundel), but why not one of Arundel's pupils in Kuldahar? Would have clear reason to follow you, as he/she would like to prove themselves to the Archdruid. Would not have to even be in Kuldahar, but could be introduced as Arundel's messenger to Easthaven... which would give the major baddy extra incentive to cause the avalanche. Would probably add a few more "feels" to Arundel's eventual demise, and would be a very nice replacement Archdruid for Kuldahar, which would be a satisfying end to a character arc once they reach level 14. They would still travel with you into Heart of Winter and beyond, since they'd still want to "restore balance" to the region.
I'm sure there are more, but I don't have time to spit extra characters out right now, but I would love to see some suggestions/opinions.
Many people seem concerned about when they could join the party. I understand they wouldn't want to mess with their party's build in midgame, but with Heart of Winter and Trials of the Luremaster, I actually wouldn't hate NPCs that join later.
I had a couple ideas...
1. A gnome illusionist/thief who knows Oswald. He'd be interested in traveling with you to the Temple of the Forgotten God to go "treasure hunting" and experience adventuring. Maybe also to gather some ingredients for his buddy Oswald's potions or flying ship. Since he is also from that area, he'd have an interest in saving the Ten Towns as well.
2. A ranger trying to free the prisoner's from Dragon's Eye. Seems like an ideal quest for a ranger with Favored Enemy: Yuan-Ti or Lizardmen. A ranger would also be down to follow you on your quest for obvious reasons. Still early enough in the game for him/her to join and still be useful. Maybe also an elf with some knowledge about the region, which could add info when you get to the Severed Hand. Would have interesting banters with my 5th suggestion
3. Alternatively, this is one of the few spots I think an existing NPC might become joinable, and that is Mother Egenia. She'd be a fine cleric NPC, and has already shown a willingness to adventure on behalf of others, and it would therefore make sense for her to help the ten towns.
4. Hjollder just be chillin' in Kuldahar like it be no big deal. What up with that? He is on a mission, but kinda sad to see him just wait it out for a few months just to recruit someone for the expansion. Maybe he can get some more significance in the first game by offering you the services of one of his close warriors, a barbarian from his tribe. This guy will help make your first adventure a bit easier (and Hjollder hopes, quicker), so that you can finish up and then help the barbarians with their problems in Heart of Winter.
5. Dwarven Defender seems like the PERFECT fit in this game, when you consider Dorn's Deep as a major area. Unfortunately, Dorn's Deep is rather late in the game to add a new member... BUT there is an interesting work around. So there is this dwarf hanging out in Kuldhar on a mission from the Dwarves who are chillin' outside Dorn's Deep. He is searching for information about it's history, being a history buff and all. Perhaps there is a cut-scene where you meet him asking Orrick the Gray for some information, or trying to buy a book about the region off of Gerth (remember, Gerth LOVES buying books, so it makes perfect sense). He can say that his king wants some adventurers to help him explore the area around Dorn's Deep in order to get a better feel for the region for when they eventually recover the Deep. This gives him a reason to travel with you before, and would eventually get to Dorn's Deep. I'd actually make him a dwarf with incredibly high constitution but also intelligence, since he would clearly be the adventuring professor Indiana Jones of the dwarves!
6. Lots of undead areas. Vale of Shadows, Severed Hand and more. Ideal place for an Undead Hunter. It is not hard to imagine what his/her goal would be, and why this character would join in on the adventure. Maybe even have this guy in Easthaven.
Final idea, for a druid. But major SPOILERS FOR THE FIRST GAME BELOW
7. Finally, I know druids are technically supposed to work alone (particularly the arch-druids like Arundel), but why not one of Arundel's pupils in Kuldahar? Would have clear reason to follow you, as he/she would like to prove themselves to the Archdruid. Would not have to even be in Kuldahar, but could be introduced as Arundel's messenger to Easthaven... which would give the major baddy extra incentive to cause the avalanche. Would probably add a few more "feels" to Arundel's eventual demise, and would be a very nice replacement Archdruid for Kuldahar, which would be a satisfying end to a character arc once they reach level 14. They would still travel with you into Heart of Winter and beyond, since they'd still want to "restore balance" to the region.
I'm sure there are more, but I don't have time to spit extra characters out right now, but I would love to see some suggestions/opinions.
3
Comments
Here's my NPC idea.
1. Half-Elven Ranger/Cleric - This goes with the Undead Hunter. If their racial enemy is any form of undead it'll work awesomely. Not only that, but you also get Turn Undead, as well as access to druid spells, well some of them, and cleric spells. I would put this one in Kuldahar like, right out side of the entrance to Vale of Shadows. So, yeah, undead hating Half-Elf.
I.e "stranger, let me explain to you what is going on and where you have to go next" rather than "I've known you for years, so I don't need to tell what's happening."
Given that you are dealing with small communities where everyone knows everyone else it would be very difficult to add characters anywhere but right at the beginning.
There is also the problem from the point of view of good aligned players that any character being kicked from the party is effectively being abandoned to die.
or
A mute Wailing Virgin Dirgesinger, jobbing as a maid in Kuldahar's only inn. No reason behind it at all, but I'm sure it would be interesting to see.
1. The "Player Character" is simply one of your original characters, so the first concern you raise is not really an issue. The leader is still a stranger. As far as characters more familiar with the region being added, other than Egenia (who joins LONG after the initial parts) and the druid (who is young) all those suggested are new to the Ten Towns as well. So its not like they are not also in need of being updated on the region's lore. The only character who would be experienced joins long after you visit Kuldahar, so there is absolutely no problem with her being a "stranger", since by that point you have already visited Kuldahar and Easthaven.
This was handled fine by the Icewind Dale NPC Project. I see no issue.
2. Well, to start with characters kicked out are not left to die, they can simply go back to Easthaven. But even more importantly, you are missing a major issue: all these character were already out there by themselves to begin with, so I hardly see that being a major issue.
No they can't, the plot prevents it.
Of course they may have different background and even their own quest but ultimately, their initial journey bring them in the same inn as you at the beginning of the story.
But yeah, i don't mind either if they are scattered on the map.
Dee said that it was possible to make NPCs like in Baldur's Gate (in game), so that is what I'm interested in discussing. I wouldn't mind either way, as long as they make sense.
Never thought about Mother Egenia or Hjollder. The former would be an easy addition (need to knock together a Painbearer kit) though the latter would be troublesome story-wise when you hit HoW.
Also, it wasn't Hjollder I mentioned, but another member of his tribe
Edit:They could be fellow passengers/survivors (?--been a while) on the boat.
It is not that hard. Of all the issues with adding NPCs, a little rule like that is the absolute least of my worries.
Have you played Temple of Elemental Evil? It would work exactly like that. That game had absolutely zero problems with a mixed party of custom/NPC and required 1-3 custom PCs
Also, why would kicked adventurers sit around in a location awaiting impending destruction? Wouldn't you expect them to form their own party and set out to save the day themselves?
The only downside is barbarian is quite a boring class, but if it's Hjollder he'd be more of a cleric I guess.
The reason I suggested a barbarian member of his tribe is because Hjollder could cause some problems in the story by joining your party (lets say he dies). I agree that barbarians are fairly boring mechanically (though far less so than fighters and not that different from any other melee class) but the roleplaying opportunities from being a barbarian are many and could add a lot of flavor to the game.
I'd also love some barbarian-specific items or quests.. Like a special store in the camp that only barbarians can shop at, or some unique dialogue that only barbarians can access.
Lawful Neutral Human Monk (M) - found at the beginning or end of the Forgotten Temple quest, where he joinS your party to investigate the occurrences that brought upon the destruction of his order.
Neutral Good Half-Elf Bard (F) - found standing outside the Severed Hand, having travelled this far to learn more about her elven heritage, but disturbed by the sight and unwilling to venture further alone.
Chaotic Good Half-Elf Stalker (F) - approaches you in a way-laid area before you reach Dragon's Eye, requesting admission into your party to aid in the rescuing of the Kuldahar villagers.
Chaotic Neutral Human Barbarian (M) - anywhere. everywhere!
Chaotic Neutral Human Dragon Disciple (F) - found with the captives in Dragon's Eye, being kept aside from the innocents for additional 'testing' with Histachii brew, due to her innate powers.
Lawful Good Human Undead Hunter (M) - helps you battle the Tundra Yeti that arrive in Kuldahar once you get your first mission from Arundel. Seeks to aid you.
Lawful Neutral Dwarf Dwarven Defender (M) - wants to reclaim items regarding the history of the Dwarves of Dorn's Deep. Can be found in Easthaven as an early frontline addition to your party.
Neutral Good Elf Conjurer (M) - a worshipper of Labelas Enoreth, who seeks to reclaim items regarding the history of the Elves from the Severed Hand. Can be found in Easthaven as an early arcane spellcaster for your party.
Lawful Evil Human Shadowdancer (M) - fleeing Luskan after the collapse of his Thief Guild at the hands of a stronger organisation, this dry rogue can be found in Easthaven as an early utilitarian addition to your party.
Neutral Good Halfling Cleric (F) - a servant of Yondalla who aids in agricultural development around Kuldahar. She can be asked to join your party after receiving your mission to go to the Vale of Shadows, acting as an early divine spellcaster for your party.
10 party members, so that even if you only create 1 character you can still do 2 whole playthroughs with a completely different party composition. The latest you would complete your party would be an the entrance to the Severed Hand, where you can pick up a Bard. 6 males, 4 females; all races represented except half-orc and gnome.
For example, the Yeti character discussed in another thread. They could be abnormally intelligent for their kind, and able to communicate with ranger or druid characters. Hidden away somewhere in the wilderness, they would make a nice easter egg. And they clearly wouldn't have any ties to Kuldahar, and if you kicked them they would have a home to go to.
Personally, I dislike playing parties of uniform alignment anyway - it's more interesting to have a mix of different personalities and idealogies.
I'd want an Uthgardt Skald with a death-wish who is composing the ballad of his own heroic death.
BTW... if any enterprising modders are on this forum, I would be more than happy to lend my pen to an NPC mod. I am an experienced writer with a BFA in Creative Writing (not that that really counts for anything, but, you know... I'm keen)