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Porting balance changes between EEs

So there's been some cross contamination IWDee and BG2ee 1.3.

Overall I think it can be positive for the franchise if the rule set can be unified to provide predictability for new players (and old) and generally a more challenging game experience with multiple viable strategies without any particular strategy being obviously superior to any other.

The benefit of the balances that already exist is that they're proven in their alternate game.

Examples that I can think of that id like to see ported across:
- better spell progressions for paladins, rangers and bards. These classes need a buff in BG and this makes them more engaging
- fom rings preventing haste. Web immunity is so powerful before you include haste in the equation, it's just ludicrous with it
- new Druid shape shifting and new Druid spells. Druids need a buff
- new bard songs
- new cleric spells and alignment restrictions on some spells
- BG progression of Grandmastery (as a defacto buff to multiclass fighters and other warriors)
- no bonus xp for higher difficulties (except HoF but that could do to lose the insane bonus)
- consistency between spell effects generally leading to more balance (nerf to sleep) and less tedium (BG duration on PfE).
- ranger/cleric not mysteriously unlocking all Druid spells but instead on spells of the levels the ranger has access to

Obviously I'd be fine if there were options so people can play the way that they want but the default settings should provide a challenging, balanced and engaging experience and the above adjustments would go a long way to realising that.
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Comments

  • BelanosBelanos Member Posts: 968
    I'd have to agree with you. It doesn't really make any sense that, even though both game series are based in the same world, there are some major differences between the two. It would be nice to see them harmonized.
  • jackjackjackjack Member Posts: 3,251
    edited December 2014
    I believe the Ranger/Cleric exploit has been fixed in BG2EE, so the next patch for BGEE should make that fix universal, at least. I'm inclined to agree with most of your list.
  • BelanosBelanos Member Posts: 968
    jackjack said:

    I believe the Ranger/Cleric exploit has been fixed in BG2EE,

    I know that option was included in the ini file, but has there been any confirmation that it actually works as intended in the game itself?

  • jackjackjackjack Member Posts: 3,251
    edited December 2014
    Belanos said:

    jackjack said:

    I believe the Ranger/Cleric exploit has been fixed in BG2EE,

    I know that option was included in the ini file, but has there been any confirmation that it actually works as intended in the game itself?

    The exploit is fixed by default. In order to get access to the extra Druid spells, one must edit the .ini file.
    I believe a mod confirmed this recently. @Dee perhaps?
  • HurricaneHurricane Member, Translator (NDA) Posts: 730
    jackjack said:

    The exploit is fixed by default. In order to get access to the extra Druid spells, one must edit the .ini file.

    Yes, this is true for BG2:EE since update v1.3.2064. It is not yet the case for BG:EE, though.
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  • MeyahiMeyahi Member Posts: 143
    edited December 2014
    The Cleric/Ranger "feature" shouldn't have been removed by default since it is the only ranger multi-class and now fighter/cleric is just better.

    By the way, in the ini file does 'Cleric Ranger Spells', '1' mean I have both lists or do I need to change the 1 to 0?
    I just hope that it won't be disabled by default on Ipad.
  • elminsterelminster Member, Developer Posts: 16,315
    edited December 2014
    Meyahi said:

    The Cleric/Ranger "feature" shouldn't have been removed by default since it is the only ranger multi-class and now fighter/cleric is just better.

    By the way, in the ini file does 'Cleric Ranger Spells', '1' mean I have both lists or do I need to change the 1 to 0?
    I just hope that it won't be disabled by default on Ipad.

    0 means you have access to all spells. 1 is the default setting.
  • BelanosBelanos Member Posts: 968
    Meyahi said:

    The Cleric/Ranger "feature" shouldn't have been removed by default since it is the only ranger multi-class and now fighter/cleric is just better.

    Not necessarily. Rangers still get many of the benefits that a Fighter does, i.e. ability to Grandmaster, proficiency points every three levels etc. Plus it gets bonuses like Racial Enemy etc. And getting access to even a limited number of Druid spells still makes it somewhat better than a Fighter/Cleric. The only real drawback is that it takes a little bit longer for the Ranger levels to increase.

  • MeyahiMeyahi Member Posts: 143
    edited December 2014
    Belanos said:

    Meyahi said:

    The Cleric/Ranger "feature" shouldn't have been removed by default since it is the only ranger multi-class and now fighter/cleric is just better.

    Not necessarily. Rangers still get many of the benefits that a Fighter does, i.e. ability to Grandmaster, proficiency points every three levels etc. Plus it gets bonuses like Racial Enemy etc. And getting access to even a limited number of Druid spells still makes it somewhat better than a Fighter/Cleric. The only real drawback is that it takes a little bit longer for the Ranger levels to increase.

    i'm talking about multi-class so no grand mastery. Dual classing is even less worth it unless you want to grab those 2 pips in dual wielding without achieving much else by dualing asap.

    Racial enemy bonus is almost worthless. Way too specialised. Stealth is worthless since you want heavy armor.

    Basically you just have a fighter that levels more slowly.


  • FinneousPJFinneousPJ Member Posts: 6,455
    @Belanos @Meyahi Rangers do not get grandmastery.
  • mumumomomumumomo Member Posts: 635
    The problem is that ranger/cleric were completely OP. That was better than everything related to druid or cleric (pure druid, pure cleric, fighter/cleric, fighter/druid). So this is actually a good nerf to improve balance in the game.

    That being said, pure rangers are somewhat underpowered:
    - Their default specials abilities do not compensate the loss of GM
    - Their kits are not great either: stalker is OK but clearly inferior to a F/T. Archer is great by itself but archery is not so good in BG2. On the contrary fighter and paladins get great kits with unique powers.
  • smeagolheartsmeagolheart Member Posts: 7,963
    I've heard that Ranger/Cleric is OP but when I've tried to play them, I don't find them so great. They seem to mature later than other characters. I guess the big sell is iron skins maybe? Supposing you dual at 7, 9. 13 or whatever then you wait to get your levels back then you level cleric enough to get your ranger levels back then you level up cleric to get level 5 spells. Meanwhile, a Dwarven Defender or Barbarian has been kicking ass with great protection the whole time.

    If you MC then you've got a some what slow leveling cleric with a couple extra spells and no grandmastery.

    I'd rather go Berserker/Cleric or something. Am I missing something?
  • MeyahiMeyahi Member Posts: 143
    edited December 2014
    mumumomo said:

    The problem is that ranger/cleric were completely OP. That was better than everything related to druid or cleric (pure druid, pure cleric, fighter/cleric, fighter/druid). So this is actually a good nerf to improve balance in the game.

    That being said, pure rangers are somewhat underpowered:
    - Their default specials abilities do not compensate the loss of GM
    - Their kits are not great either: stalker is OK but clearly inferior to a F/T. Archer is great by itself but archery is not so good in BG2. On the contrary fighter and paladins get great kits with unique powers.

    How were they OP?
    They are overrated:
    -Levels slow as hell
    -Low caster level= easily dispellable buffs
    -Iron skin is nice but AC is hardly a problem for any cleric variant (unless cleric/mage)

    The main perk is the ability to use the insects to disrupt mages but even then you're losing dps time unlike fighter/mages who will just prebuff (with much stronger buffs) and whack away. Everything else can be done by a pure cleric.

    As a melee fighter, they are outdone by every other fighter variant.
    As a mage disruptor they are outdone by mages and inquisitors.
    As a healer/party utility pure clerics are better.
    As a pure spellcaster they are outdone by sorcerers and mages. Pure druids are also much better.

    Just because they can solo doesn't mean they're OP. It can be done by thieves, sorcerers, mages and even berzerkers. They level fast enough in a solo game but in a full party they're clearly not overpowered.

    Fighter/druid has a bit less utility (on the top of my head relevant spells are negative plane protection and lesser restoration).
    Fighter/cleric is now plain better with GM when dualing and faster leveling with multi-class.
    Pure Cleric has much faster acces to higher level spells and a better turn undead. You can use kits with no drawbacks.
    Pure Druid is basically an offensive Cleric and must be treated as a pure spellcaster unless you use a mod to rebalance shapeshifting. The problem here is how bad shapeshifting is.
  • WowoWowo Member Posts: 2,064
    Meyahi said:

    mumumomo said:

    The problem is that ranger/cleric were completely OP. That was better than everything related to druid or cleric (pure druid, pure cleric, fighter/cleric, fighter/druid). So this is actually a good nerf to improve balance in the game.

    That being said, pure rangers are somewhat underpowered:
    - Their default specials abilities do not compensate the loss of GM
    - Their kits are not great either: stalker is OK but clearly inferior to a F/T. Archer is great by itself but archery is not so good in BG2. On the contrary fighter and paladins get great kits with unique powers.

    How were they OP?
    They are overrated:
    -Levels slow as hell
    -Low caster level= easily dispellable buffs
    -Iron skin is nice but AC is hardly a problem for any cleric variant (unless cleric/mage)

    The main perk is the ability to use the insects to disrupt mages but even then you're losing dps time unlike fighter/mages who will just prebuff (with much stronger buffs) and whack away. Everything else can be done by a pure cleric.

    As a melee fighter, they are outdone by every other fighter variant.
    As a mage disruptor they are outdone by mages and inquisitors.
    As a healer/party utility pure clerics are better.
    As a pure spellcaster they are outdone by sorcerers and mages. Pure druids are also much better.

    Just because they can solo doesn't mean they're OP. It can be done by thieves, sorcerers, mages and even berzerkers. They level fast enough in a solo game but in a full party they're clearly not overpowered.

    Fighter/druid has a bit less utility (on the top of my head relevant spells are negative plane protection and lesser restoration).
    Fighter/cleric is now plain better with GM when dualing and faster leveling with multi-class.
    Pure Cleric has much faster acces to higher level spells and a better turn undead. You can use kits with no drawbacks.
    Pure Druid is basically an offensive Cleric and must be treated as a pure spellcaster unless you use a mod to rebalance shapeshifting. The problem here is how bad shapeshifting is.
    RC is OP especially if the IWD Druid spells are added to BG etc.

    This is a fix that should have happened a long time ago. Mod your game if you really want to cheat.
  • elminsterelminster Member, Developer Posts: 16,315
    edited January 2015
    Wowo said:


    Examples that I can think of that id like to see ported across:
    - better spell progressions for paladins, rangers and bards. These classes need a buff in BG and this makes them more engaging

    I don't think the game has any high level bards, rangers, or paladins that oppose you. Except for maybe paladins during Dorn's quests. So really this isn't a change that is making the game more balanced, its just making it easier for these classes when really they already get it pretty good by late SoA/early ToB (when you'd get a lot of these higher level spells anyways) compared to Icewind Dale because they have HLA's.
    fom rings preventing haste. Web immunity is so powerful before you include haste in the equation, it's just ludicrous with it
    If you think its too powerful then don't use it or mod your game. Icewind Dale however is consistent with how PnP handles this and I don't see a reason to change it. If anything its the inconsistent behaviour (made more consistent with the EE's) found in BG2 that has always been a bit bizarre.

    - BG progression of Grandmastery (as a defacto buff to multiclass fighters and other warriors)
    How Icewind Dale handles this is fine (and consistent with the only book on the topic in PnP). Also multi-class characters do extremely well on their own already. So I don't see the need for the nerf.


    - consistency between spell effects generally leading to more balance (nerf to sleep) and less tedium (BG duration on PfE).


    Sleep is largely only useful against trash mobs in Baldur's Gate (Ankheg's being an exception to this). Once you hit chapter 5 its basically only going to be useful in any remaining outdoor areas you didn't already explore and when you get to BG2 its totally useless. So I don't see a need for a nerf. Also the enemies you fight in the Baldur's Gate series are far more varied than what you fight in Icewind Dale, so I don't see the need for a one size fits all approach to how spells work.

    - ranger/cleric not mysteriously unlocking all Druid spells but instead on spells of the levels the ranger has access to
    The default behaviour in BG2EE should be that they have access to the spells. In IWDEE the default behaviour should be that they don't. For the minority of BG2 users of the cleric/ranger who want to play it without access to these spells it should be an option, but I don't see how its so overpowered as things currently stand. I also don't see why it needs to be addressed when the EE's already introduced things that made the games easier on a much more widespread basis (new spells in BG1, Dorn/Blackguards, Stupifier, Baeloth, Joluv as a default merchant, new merchants as part of Neera's questline, etc).
    Obviously I'd be fine if there were options so people can play the way that they want but the default settings should provide a challenging, balanced and engaging experience and the above adjustments would go a long way to realising that.
    The suggestions above would just make rangers, paladins, bards, druids, and clerics generally more powerful but without high level enemies that use any of these classes it just makes the game easier, not more challenging. Especially if those few enemies who do use these classes aren't programmed in to use these new spells (and they likely wouldn't be). The fact that in BG2EE there are 9 joinable NPC's that fit into one of these classes (and that would also benefit from the changes) just goes to show that they would make the games easier.
    Post edited by elminster on
  • mumumomomumumomo Member Posts: 635
    edited January 2015
    Back to the RC being OP. My point was not to say that they are the OPest class in the game (they indeed "suck" compared to any kind of arcane caster) It was to say that they make pure fighter or cleric or druid obsolete.

    "As a melee fighter, they are outdone by every other fighter variant. "
    How come? Offensively, thanks to cleric buffs, they are better than all pure fighters. Defensively, thanks to ironskin (AC is rather useless late in the game), they are also much stronger than pure fighters

    "As a mage disruptor they are outdone by mages and inquisitors." Ok but they are still much better at that (thanks to insect swarm) than a pure fighter or pure cleric.

    "As a healer/party utility pure clerics are better." OK, although not by much (especilly at higher level) and a pure cleric will bring a lot less in terms of fighting skill and mage disruption.

    "As a pure spellcaster they are outdone by sorcerers and mages." clearly but once again the comparison is against fighters or clerics or druids, not against arcane casters.

    Now, I agree that there is now no real incentive to play an RC compared to a FC. But the RC made everything related to fighting and divine casting obsolete, while the FC does not. So, for me this is a good change (although not a critical one)
  • MeyahiMeyahi Member Posts: 143
    edited January 2015
    People like it has an unlimited supply of spells. Unless you rest after each fight, you will often have to chose between combat buffs, party utility (restoration, free action, element resist spells, heals, chaotic commands, death ward etc) and offensive spells.
    I just played an SoA with an RC PC and I felt extremely starved spell slot wise. I also felt like it was lagging behind in terms of levels, I was laways like: "If only he had been 2/3 levels higher, he would kick ass".

    About fighter variants and combat prowess:
    Fighter/mage is stronger
    Fighter/thief is stronger

    Other variants are with divine spellcasters and have been discussed.

    As pure fighters go, multi/dual classes are always stronger especially since TOB introduced such high levels but they can hold their own.
    Kensai is a death machine at higher levels just throw a barkskin on him and he'll be fine.
    Stalker is a watered down fighter thief
    Swashbuckler is actually really good and another take at fighter/thief.
    Blade is a much faster leveling fighter/mage (works very well with scaling spells or even simply for spell durations and remove magic resistance).
    Skald is really good pre-TOB (the improved song HLA removes its utility compared to other bards).
    Monk is OP late game.
    All Paladin variants are good but inquisitors are just crazy free True Sight and utimate dispel magic. Carsomyr is one the biggest reasons though.
  • elminsterelminster Member, Developer Posts: 16,315
    edited January 2015
    Ehh C/R multi-classes really weren't OP. In BGEE neither a dual or multi-class Ranger/Cleric gets access to Iron Skins or Insect Plague (unlike say a fighter -> druid dual class). In BG2EE until late game they are limited in how many level 5,6, and 7 spells (most of the more powerful druid spells) they can have memorized at any one time. In that sense they are sort of the reverse of a sorcerer from a spellcasting standpoint. They get access to a lot of spells but they can only use very few of them at any one time.

    Dual classing is a different story since they were the kings of divine spellcasting. However, their effectiveness was always limited by their APR (no speed weapons) and 1 spell/round spellcasting restriction anyways.

    This change just eliminates most of the incentive to go from a ranger to a cleric outside of maybe the dual classing from the stalker. The default is that now you don't get access to any new druid spells unless you dual class at level 8 as a ranger (and even then the nerfed version of Entangle is the only notable druid only spell there) and fighter -> Clerics and fighter-> druids end up with grandmastery while you are stuck with specialization. At least under the old system Fighter -> Cleric duals had the grandmastery advantage and Fighter/Cleric multi's had the race (shorty saves) advantage and wouldn't fall due to rep loss.
    Post edited by elminster on
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    edited January 2015
    elminster said:

    Wowo said:



    - BG progression of Grandmastery (as a defacto buff to multiclass fighters and other warriors)

    How Icewind Dale handles this is fine (and consistent with the only book on the topic in PnP). Also multi-class characters do extremely well on their own already. So I don't see the need for the nerf.
    Well, no Infinity Engine game has ever enforced one of the most basic rules of weapon specialization/mastery (from Combat & Tactics):
    A fighter may only specialize in one weapon at a time. If she wishes to change her specialization to a different weapon, she must spend two extra proficiency slots to become a specialist in the new weapon, and loses all benefits of specializing in the previous one (although she is still proficient with it and always will be).
    Allowing warrior classes to specialize in multiple weapons has always been a major inconsistency with PnP. More minor inconsistencies are that the EEs also allow mastery at 3rd level (should be a minimum of 5th). And High/Grand Mastery are supposed to require months or years of training (and potentially requiring the PC to find another grand master to teach her). Of course, trying to implement game rules that are balanced by role-playing elements like this is problematic in a CRPG.

    The only thing IWDEE does more consistent with PnP than BGEE is the full extra attack at Grand Mastery. None of them do High Mastery fully-consistent with PnP, since there is no bonus damage in Combat & Tactics for High Mastery (it's a speed bonus and increased critical chance). Also, Grand Mastery in Combat & Tactics does not give a further speed bonus; it gives the full extra attack, a damage bonus (however the damage bonus is an increase in die size, not a straight +1), and an improved knockdown chance (which EEs don't implement until HLAs).

    A closer implementation to PnP would be the following for WSPECIAL.2DA (and using IWDEE's WSPATCK.2DA for the full extra attack at Grand Mastery). This implements High Mastery as a speed bonus (there's no column in WSPECIAL for criticals) and approximates the Grand Mastery damage die increase as a +1 damage bonus (e.g., 1d8+1 and 1d10 have the same average damage of 5.5).
       HIT  DAMAGE  SPEED   
    0 0 0 0
    1 0 0 0
    2 1 2 0
    3 3 3 0
    4 3 3 -2
    5 3 4 -2
    However, BGEE/BG2EE/IWDEE aren't PnP. I agree that a consistent implementation between the games would be helpful for players, but it doesn't need to be consistent with PnP (and none of them are).
  • elminsterelminster Member, Developer Posts: 16,315
    edited January 2015
    Unless I'm mistaken the only difference between how IWD (the original with HoW) handles grandmastery and how BG2EE handles grandmastery is the APR difference at grandmastery. You'll note in my statement that at no point did I suggest that it handles weapon proficiencies perfectly in-line with PnP. That is the context of my 3 sentence statement. The reason Icewind Dale has that extra APR bonus is to be in-line with the closest book on the topic in PnP (because Icewind Dale generally tried to stay closer to PnP than BG2 did). Nothing ultimately is set in stone however, but with the game already out and the manuals finalized (as well as over a decade worth of guides on the matter) I don't think changing it would be helpful for players.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    edited January 2015
    elminster said:

    Unless I'm mistaken the only difference between how IWD (the original with HoW) handles grandmastery and how BG2EE handles grandmastery is the APR difference at grandmastery. You'll note in my statement that at no point did I suggest that it handles weapon proficiencies perfectly in-line with PnP. That is the context of my 3 sentence statement. The reason Icewind Dale has that extra APR bonus is to be in-line with the closest book on the topic in PnP (because Icewind Dale generally tried to stay closer to PnP than BG2 did). Nothing ultimately is set in stone however, but with the game already out and the manuals finalized (as well as over a decade worth of guides on the matter) I don't think changing it would be helpful for players.

    Sorry, I never meant to imply you suggested IWDEE implemented weapon master perfectly in-line with PnP. My point was that consistency with PnP for one facet of weapon mastery isn't that important since so much else is not consistent with PnP. If game balance requires "nerfing" it, then that's fine.

    You are correct, IWDEE is the most consistent of the EEs with its original implementation when it comes to weapon mastery, which would be a good reason to leave it as is. AFAIK, the biggest change for IWDEE is that it allows Grand Mastery for ranged weapons. IWD had limited ranged weapons to Mastery (3 pips).

    Actually, BGEE's implementation of weapon mastery is still "nerfed" compared to the original implementation in BG1. BG1 gave High Mastery +3 to hit/+5 damage and the full extra attack for Grand Mastery.
  • molloymolloy Member Posts: 105
    edited January 2015
    I don't like this unifying approach at all.
    While it would be nice to have access to these different behaviors between games via option-menus or ini-files or such, I really think these games should stay different where they have been different and therefore the default setting should always be the behavior of the original game.

    The EEs, while offering improvements, should also enable players to play the game as originally intended, or at least as close to that as possible. (I actually think that should be a moral obligation, if they take these games they work on seriously (maybe even as art) and don't just see them as some random product to make money.)

    Also I prefer diversity. I want IWD to feel different than BG, that is as different as the original games felt. Why should every bard or druid be the same? I think it's nice when switching between these games, that suddenly classes can do different stuff and not everything works exactly the same.
  • WowoWowo Member Posts: 2,064
    molloy said:

    I don't like this unifying approach at all.
    While it would be nice to have access to these different behaviors between games via option-menus or ini-files or such, I really think these games should stay different where they have been different and therefore the default setting should always be the behavior of the original game.

    The EEs, while offering improvements, should also enable players to play the game as originally intended, or at least as close to that as possible. (I actually think that should be a moral obligation, if they take these games they work on seriously (maybe even as art) and don't just see them as some random product to make money.)

    Also I prefer diversity. I want IWD to feel different than BG, that is as different as the original games felt. Why should every bard or druid be the same? I think it's nice when switching between these games, that suddenly classes can do different stuff and not everything works exactly the same.

    While I appreciate this point of view and I can definitely be supportive of the option to play "original rules" I don't think it really holds water as an argument against a progressive style of development in the context of the EE games.

    Consider the changes to the balance of the game that have already occurred with all of the new content.

    Consider the value to a new player of the classical values that you have compared to a game that is more balanced and intuitive.

    Mind you, I'm only suggesting balance in the spirit of the original game and the spirit of a game that is faithful to (the spirit of) 2nd edition D&D.

    I'm simply saying that a more challenging, balanced and intuitive series of EE games will be better for the longevity of the franchise.
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  • elminsterelminster Member, Developer Posts: 16,315
    edited January 2015

    FWIW, restricting cleric/ranger spell access per IWDEE has nothing to do with game balance or the class being considered OP. The rules day rangers get access to druid spells of up to 3rd level, and clerics get access to cleric spells of up to 7th level. Very simple, so C/Rs should get all spells up to 3rd level, and only cleric spells above that.

    That is completely uncontroversial. No one has ever suggested that C/R access to high-level druid spells was anything but a bug. So this is a bug-fix, pure and simple.

    Ehh what rules are we working off of? BG2EE has never followed PnP particularly well and has generally made its own rules.

    The games description for the ranger says "May cast druidic spells starting at level 8."

    It doesn't actually say anything about it not being able to cast past level 3 druid spells. Pure rangers have their own spellcasting table, but its not taken into account when tables for cleric/rangers are considered (you don't get bonus level 1-3 spells regardless of your ranger level). A better approach to addressing this would have been to allow all characters who are ranger level 8 and up access to all druid spells (when their cleric level would allow for it).
    Post edited by elminster on
  • [Deleted User][Deleted User] Posts: 0
    edited January 2015
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  • elminsterelminster Member, Developer Posts: 16,315
    edited January 2015
    It there's no rule specifically for C/Rs because there never needed to be. Rangers have a spellcasting table; clerics have another table; when you combine both classes you get both tables. It's that simple.
    When you combine both you get the cleric table. Like I said you don't get extra level 1-3 spells to account for your ranger levels.
    Druid spells above 4th level don't sppear in either table; they are completely distinct from any abilities that rangers or clerics ever get. There is no instance of any multiclass getting abilities that aren't granted to either of the underlying classes. Why would this combo work that way, when nothing else in the game does?
    Its a unique combo that no other class (or combination of allowed classes) compares to. There is no bard/mage, bard/sorcerer, or paladin/druid combo. In other words there is no other combo that allows for two classes that both get divine spells (or both get arcane spells).
    Yes the BG2 diverges from PnP, it applies a number of really crazy house rules. But it tells you what those house rules are. You can read how spells and items work. You can read class and kit abilities. There is a text entry specifically detailing the characteristics of the multiclass cleric/ranger. But no there, no where have the games ever written something as simple as the sentence "cleric/rangers may cast high-level druid spells."
    Well first of all there are rules that are not explained in-game or at least in the BGEE/BG2EE the manual. Specialist mages getting saving throws vs spells of their school and a bonus to learn spells from that school (as well as a penalty for other schools) is not brought up. The penalty for using ranged weapons at melee range is only brought up in the IWDEE manual (and only because I pointed out that it should be pointed out). There is also no mention of the fact that paladins get access to the Summon Deva HLAs (and even though druids and clerics can only get it through using up a level 7 spell).

    However in this case the description for cleric/ranger does say that the "These characters can use the abilities of both Cleric and Ranger." In this case the ability granted to you by the ranger would be (apart from stuff like favoured enemies and two-weapon style points) the ability to access druid spells once you hit level 8. Similarly for the cleric half you are granted the ability to use their spell progression table (which you already are doing). Having the cleric half to a ranger character should grant you access to these spells, in the same way that Use Any Item grants cleric/thieves the ability to use items that clerics would normally not be permitted to use.

    The game however just doesn't label what is or is not a druid spell (whereas arcane spells are very specific about who gains access to them by stating what school(s) they are a part of). The closest it gets is saying "When a Druid casts this powerful spell" in some spell descriptions, but even that is inconsistently applied in the case of druid only spells (I believe only Iron Skins, Nature's Beauty, and Greater Elemental Summoning say anything about a druid caster).
    In fact even the sentence you quoted: "may cast druid spells at level 8." That is contradicted by cleric/rangers, who can cast druid spells before level 8.
    No they can't. These changes make it so that you need to be ranger level 8 before you can cast level 1 druid spells (entangle for instance).

    Level 6 ranger.

    image

    You'll note Entangle isn't featured here.

    image
    Post edited by elminster on
  • MeyahiMeyahi Member Posts: 143
    edited January 2015
    Talking about BG2 and PnP spell tables at the same time is funny since all of them differ wildly from PnP.

    Why don't bards get lvl7 and 8 arcane spells? Would you ask for it from Beamdog?

    Why aren't spell components included?

    Why don't paladin get their right spell progression and specific spells?

    Why do Clerics have access to so many spells from different domains?

    There are so many differences with PnP that the only way to see BG2 is to have house rules in mind and then almost anything goes. Some kits and classes (e.g.Monk and Sorcerer) are from 3rd edition.

    Anyone who claims RC is broken hasn't played with it in a full party if your argument if balance. Hell, take a look at fighter/mage and fighter/thief variations. Even Bards (specifically blade) and sorcerers are stronger overall. Shouldn't they be nerfed according to you?

    Even illegal proficiencies/stupid implementations (Haer'dalis and Edwin) are considered features.

    If it will help you rest at night, consider the RC a Cleric of Sylvanus and druid spells are his domain spells.
  • WowoWowo Member Posts: 2,064
    Meyahi said:

    Talking about BG2 and PnP spell tables at the same time is funny since all of them differ wildly from PnP.

    Why don't bards get lvl7 and 8 arcane spells? Would you ask for it from Beamdog?

    Why aren't spell components included?

    Why don't paladin get their right spell progression and specific spells?

    Why do Clerics have access to so many spells from different domains?

    There are so many differences with PnP that the only way to see BG2 is to have house rules in mind and then almost anything goes. Some kits and classes (e.g.Monk and Sorcerer) are from 3rd edition.

    Anyone who claims RC is broken hasn't played with it in a full party if your argument if balance. Hell, take a look at fighter/mage and fighter/thief variations. Even Bards (specifically blade) and sorcerers are stronger overall. Shouldn't they be nerfed according to you?

    Even illegal proficiencies/stupid implementations (Haer'dalis and Edwin) are considered features.

    My suggestions do include giving Bards arcane spells up to level 8 as per IWDee.

    As other posters have pointed out the power of the RC compared to the classes mention above isn't important as power disparity between arcanes and other classes is an important feature of 2e. Rather, the power disparity between RC and FC (and variants) is what is important.

    With this fix there is a greater incentive to play a greater variety of class and race options and that is a good thing.

    Furthermore, while RC isn't very attractive right now if the Druid spells and ranger spell progression is ported from IWDee then it will still be a very powerful option.
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