Rolling characters - a game, if you will?
Yannir
Member Posts: 595
I was thinking of rolling a new group of 6 through Black Pits 2. Now, I don't know what that group is, that will be up to you to decide. Keep in mind, that I'm not running any mods. Here's a few basic rules:
1. In the comments you can give me a character class, one at a time. I will then change 1 character from the previous composition to the class you gave me. (should someone misread or misinterpret this, I will only include the 1st proposed character) Dual posts will also be ignored.
2. All classes and class combinations are viable. (multi, dual, solo, kit)
3. Only 1 character of each class. For example, if there's a paladin in the party, and an inquisitor is suggested, the paladin is automatically replaced. A multi R/C will replace a dual R/C, and vice versa.
4. Regarding dual-classes, please specify which level it will be dualled from.
5. However, if the proposed class is not in the party at the time, any character in the party may be replaced. Functionality of the party is kept in mind.
6. I will make the changes. I'll try to post an updated party as often as possible and reasonable.
Here's the starter-group:
1. Fighter
2. Paladin
3. Thief
4. Mage
5. Cleric
6. Bard
The main objective here is an interesting playthrough, so feel to troll around within the limits of the rules. Any questions? If not, just throw me a class!
1. In the comments you can give me a character class, one at a time. I will then change 1 character from the previous composition to the class you gave me. (should someone misread or misinterpret this, I will only include the 1st proposed character) Dual posts will also be ignored.
2. All classes and class combinations are viable. (multi, dual, solo, kit)
3. Only 1 character of each class. For example, if there's a paladin in the party, and an inquisitor is suggested, the paladin is automatically replaced. A multi R/C will replace a dual R/C, and vice versa.
4. Regarding dual-classes, please specify which level it will be dualled from.
5. However, if the proposed class is not in the party at the time, any character in the party may be replaced. Functionality of the party is kept in mind.
6. I will make the changes. I'll try to post an updated party as often as possible and reasonable.
Here's the starter-group:
1. Fighter
2. Paladin
3. Thief
4. Mage
5. Cleric
6. Bard
The main objective here is an interesting playthrough, so feel to troll around within the limits of the rules. Any questions? If not, just throw me a class!
0
Comments
Incidentally, you can create some normally illegal combinations with a slight amount of modding. If you're willing to spend a few minutes tweaking some files with Near Infinity or EEKeeper, we could also suggest stuff like a Bounty Hunter/Ranger, a Fighter/Cleric/Thief, a Sorceror/Bard, or a Monk with the Stalker kit for backstabbing with fists.
Because we don't look for easy ways.
I don't think I have ever read anyone using a jester for the black pits. Maybe done many times but I have missed it? Anyways, the jester seem like one of the least likely kits to choose, so that's why I propose it, for the challenge.
1. Fighter
2. Paladin
3. Thief
4. Mage
5. Cleric
6. Jester
As I said earlier, I'm not running mods. Also not tampering with Keeper or NI. Some day maybe but I'm not there yet.
@reedmilfam This is why I'm keeping some control myself. I'm actually pretty strong with some classes people consider weak. So trying to throw me a curveball may curve back to the throwers face.
Btw, when the thread eventually dies down, I will make the playthrough and post the results into a separate thread.
I suggest Beastmaster instead of Paladin. Enjoy that curve ball.
Party so far:
Wizard Slayer
Berserker -> Mage
Half-Orc Cleric/Thief
Totemic Druid
Jester
Beastmaster
Also, I would really love to see a wild mage, which is my favourite class of all time, but I agree berserker->mage is a very powerful build. A wild mage MAY become powerful, too. Emphasis on 'may'
Also in Black Pits2 especially, a sorcerer is far superiour to mage as you save tons of gold by not buying scrolls. Level 8-9 spell scrolls are so expensive you would think they are inked in with virgin blood on unicorn skin or something.
1. Berserker 10 -> Mage
2. Undead Hunter
3. Cleric/Thief (half-orc)
4. Wild Mage
5. Cleric
6. Beastmaster
Only BP2, don't have the first one. Berserker starts at 10, so we'll go with that. Sorry @bengoshi I didn't get your purpose until later but I replaced it with the zerk anyway. To me that arrow sign indicates dualing. @lunar Took your 1st suggestion, as per my own rules.
@Skatan Jester is really good for quite a few fights, in fact nearly every fight except a couple of them in tier 2 and 3, as well as the three first of tier 4. But Mislead+Grand Malison+ Jester song will win fights single-handedly.
1. Berserker 10 -> Mage
2. Undead Hunter
3. Cleric/Thief (half-orc)
4. Wild Mage
5. Kensai 12 -> Druid
6. Beastmaster
Fighter level progression in BP2 skips right over level 13(starts at 10, after first fight it's 12, after 2nd it's 14), so I opted for an earlier dual. Druid stays at lvl 14 for an eternity, so that's not an option.
Then, again, most locks can probably be smashed open by a strong half-orc. I can't remember if any of the pickpocketable items in BP2 is worthwile, though.
For something really interesting, try a specialist Wizard to Fighter dual. Dual early. Use a sorcerer for any other casting needs and you'll have an interesting character.
1. Berserker 10 -> Mage
2. Undead Hunter
3. Swashbuckler (half-orc)
4. Wild Mage
5. Kensai 12 -> Druid
6. Specialist Mage -> Fighter
@DreadKhan How early do you mean? Right off the bat? And what specialization specifically?
I roll sorcerers on pretty much every playthrough, so they've kinda lost my interest. Same goes for monks.
If you were doing a BG1 run, I'd say you mostly want knock, and wands, but if you're just fighting, I think you'd enjoy some buffs to provide more durability. Also wands and scrolls.
1. Berserker 10 -> Mage
2. Undead Hunter
3. Swashbuckler (half-orc)
4. Wild Mage
5. Kensai 12 -> Druid
6. Conjurer 11 -> Fighter
Gonna go with a conjurer since I probably won't miss divination-spells. Especially when I have 2 other mages + a druid around. Level 11 is the starter-level for mages, so going to dual right off the bat.
Ewww, 4 humans in this group.. Goin to make that WM a gnome to offset these tall fellas. Edit: Nvm, gnomes can only go illusionista...
PS. I test-rolled this group right after the previous post but I messed up the Kendruid. Wisdom too low. That class requires pretty epic-level stats btw.