Thoughts on Dual vs Multi-class
Death_mtl
Member Posts: 18
What are your thoughts on dual class vs Multi class F/C? I'd like to take advantage of the clerics turn undead during the first part of the game, but also want to be able to hang on the front lines.
Also, can dual F/M use only the mage weapon choices, or fighter ones.
Thanks
Also, can dual F/M use only the mage weapon choices, or fighter ones.
Thanks
0
Comments
I think it's a generally consensus that you don't dual out of a spellcasting profession anyway but into one. Beyond weapon Grand Mastery APR and a few extra HP they have nothing to offer mid to late game when compared to the power of a pure high level priest, or a priest with a few levels of fighter.
Fighter/Cleric multi is perfectly viable too, though, especially since you can then use a better race, like half-orc (19 str, 19 con) or dwarf (19 con, shorty saves).
Rangers of course can't get grandmastery anyway, so you can totally go with multiclass there; also because unlike BG2, a R/C will only get druid spells based on the Ranger level (a R->C dual in BG2 would get all druid spells alongside cleric ones, regardless of Ranger level).
'Game Options', 'Cleric Ranger Spells', '1',
Where '1' is for the new, Ranger-dependent system and '0' is for the old way.
A Cleric with fighter hps and Grandmastery that's only a level behind? Yes please
[As a side note I think dual-classing is munchkin and was implemented wrong - there is no reason the above character should ever be able to get Grandmastery as a level 8 cleric - normal clerics can't even specialize. A character that changes professions shouldn't be allowed to advance any further as a fighter]
A Fi7/Cl8 shouldn't lose any benefit of being a 7th level fighter (4 ranks in a weapon proficiency). However, he shouldn't be allowed to add a fifth slot for grandmastery as a level 8 cleric. As an 8th level cleric the character gets an extra weapon proficiency, which he can immediately use (under the current rules) to become a grand master in a cleric weapon like a flail, etc. That character should be stuck at 4 weapon proficiency points in flail forever - because he only made it to 7th level as a fighter.
The pnp rules where a bit more realistic, 1/2 xp for the encounter if you used youre old class. But that would be a hell of a coding job .
Perhaps this is NOT the best possible result, but the BEST result possible
All in all it's a reasonable set of rules which I can work with. And yes, with cheese pleese
Suppose we implement dualling as follow:
example F7->M
At M1, you still have a lot of youre old reflexes and fight as a F7
At M2, getting more absorbed by the arcane, less practice with weapons so F6
etc until equal. Then they rise together and slowly you get youre Fighter skills back. (you go temporarily from 4 pips back to 3 pips).
After the dual you cannot use the Fighters abilities, so he's stuck at 4 pips.
M1/F7
M2/F6
M3/F5
M4/F4
M5/F5
Perhaps this character is OP? In that case you can apply a 10% xp penalty.
Is this a 'better' system? and mod-able?
Am I missing something?