Kits for kitless classes
Senash
Member Posts: 405
I really love playing the sorcerer Even lorewise, I think it's the best bhaalspawn, with his natural magical abilities. Do you think it would be possible to add different sorcerer kits based on their origin?
Like Chaos Sorcerer, Dragon Sorcerer, Storm Sorcerer, Cosmic Sorcerer. I am not so familiar with D&D tbh, I based my initial thought on the forgotten realms wikia article about sorcerers (http://forgottenrealms.wikia.com/wiki/Sorcerer)
Like Chaos Sorcerer, Dragon Sorcerer, Storm Sorcerer, Cosmic Sorcerer. I am not so familiar with D&D tbh, I based my initial thought on the forgotten realms wikia article about sorcerers (http://forgottenrealms.wikia.com/wiki/Sorcerer)
Post edited by Tanthalas on
19
Comments
Also what do you get with as a really strong Barbarian/Thief in an age undreamed of.
Another rather common case is of spells growing useless because a better version exists in higher spell levels where you don't really have much choice, meaning that depending on how much a cares about the long term goal (his final spell list) he might not be able to do certain thins early on.
The more I read about this different sorcerer's kits the more I liked this idea. I have already imagened how each of this kits can be implemented in BG and what abilities can be assigned to them (Storm & Cosmic sorcerers can get some spells from cleric&druid schools, Chaos sorcerer may receive Nahal's Reckless Dweomer and additional points in daggers and two weapons fight, etc..).
I strongly advice devs to consider this suggestion.. at least for BG2EE if there is not much time left to implement.
P.S. Hope @CameronTofer & @PhillipDaigle will notice this topic
I support the notion of Sorc/barb/monk kits.
that is not too much to ask, right? please developers say this is not an issue! :P
Only Clerics actually had differences when selecting a deity.
but i agree with @smeagolheart. if everything else fails it it still nice to see the illusion of difference through the alignment restricted names for orders.
Do you consider adding this amazing kits? Perhaps in BG2EE?
Barbarians are not a class, but a kit (albeit a unusually hardcoded kit) made to look like a class in the GUI. 'Course, you can choose to look upon the kit aspect as a shortcut Bioware took during implementation and say that you should be able to make a Barbarian multi-class, same as you can with Fighters.
Only humans can be Monks (won't be changed due to the animations); humans cannot multi-class (part of the AD&D rules; unlikely to change due to WotC). Since Monks are also from 3E, they may run into the same problems as Sorcerers, which could impede any plans to allow Monks to dual-class.
Overhaul probably already has plans to include Sorcerer kits (though honestly I have no idea). But I thought typical heritages should be the optional kits, offering slightly different benefits depending on the heritage.
Typical heritages that come to mind are; Draconic, Fey, Elemental
did a short search but didn't find anything pertaining to these features. If it has been brought up, please just tell me
Several classes in BG2 didn't have class kits - namely the Barbarian, Sorcerer and Monk. They were new classes, and maybe somewhat "hybrid" between 2E and 3E rules. I know time is short until September 21st, but what about adding kits for these former kitless classes? I think it would make a fine addition as a post-launch DLC.
I don't know whether there existed actual kits in 2E for those classes (probably not). If there were, Overhaul could use them as a starting point. If not, here are some suggestions (and feel free to add your own):
Barbarian:
1. "Warchanter": A barbarian who is a primal artist. Limited bard skills, maybe a group buff so as to simulate war chants, drumming and the like.
2. "Shaman": A barbarian with a cross-over to the Druid class. Maybe give summons, healing, or some nature spells.
3. "City Dweller" (for lack of a better name): Either a barbarian who has lived in civilized areas for a long time or a civilized person who has been part of a Barbarian tribe (think modern-day antrophologists). Could receive more weapon proficiencies, or the ability to wear better armor.
Monk:
One way to do it would be to copy the Priest way. Have a good, neutral and evil order available (say, Yellow Rose, Long Death and Changeless Face), depending on alignment. Give them some special skills.
Sorcerer:
1. "Elementalist": Receives bonus to elemental spells, maybe also elemental resistances.
2. "Channeler": Receives bonus to mind control, fear and morale spells, maybe some resistances.
3. "Savant": Able to learn spells from scrolls, but gets less slots.
These are just rough ideas. I've only posited kit advantages, not their drawbacks. This is on purpose, I don't think I'm good at balancing and I don't want to wreck my own suggestions by moving the focus from the idea itself to some self-created crappy balancing implementations. Whether some of this is over- or underpowered or in which way it would have to be balanced is left open, I just wanted to present some food for thought.
Also, I fear there might well be hard-coded problems present to such additional kits. I'm not sure about this, but maybe keep it in mind. Just wishful thinking, in that case
Overhaul only promised 1 new kit for BGEE, so its unlikely that we'll see kits for all of these classes at launch. Post-launch is anyone's guess though.
Personally, I think that your Warchanter and Shaman suggestions make Barbarians too similar to a Bard or Ranger. Making kits for a Barbarian is a bit complicated since Barbarians themselves are practically a Fighter kit.
By the way, if this thread fits into an already existing one, please merge them. I don't want to clutter up the forum.