Original BG2 vs EE Grand Mastery and why it matters
ikonomov
Member Posts: 13
First, let's forget about PnP D&D rules, the game makes enough changes to the original rules where such a discussion would be fruitless, and rather focus on the balance within BG2EE. EE introduces a very significant change with the new Grand Mastery into the fighting dynamics that in the original BG2 engine was only possible with a mod. To most players this will look like an obvious bonus that fighters SHOULD get, and to most old players of both BG1 and BG2 it might look like a welcome come back. In BG1 the experience required to get Grand Mastery is unobtainable in most game runs so it is less of an issue. In the original BG2, however, they specifically changed this and I think it is worth a deeper look why they did it.
Starting BG2, GM (Grand Mastery) becomes available to some warriors. As a compensation, Rangers and Paladins can choose to get 3 points into dual wielding at the start of the game together with specialization. For ease of comparison let's assume a fighter will start the game with 3 points into a one handed weapon and 3 points into dual wield and ranger or paladin will start with 2 points in one handed, and 3 points in dual wield. In a 6 person party GM will be available for let's say about 4/5 of the game together with dual wield. Now let's crunch some numbers for the original BG2 GM, BG2EE GM, and BG2/BG2EE warrior specialization (specialization is the same for both games).
Let's assume we'll use a one handed weapon that does 1-8+3 damage for an average of 7.5 damage per hit. Also let's assume that the character will have 19 Strength for +7 bonus to damage.
BG2/BG2EE Specialization:
Damage per hit: 7.5 (weapon) + 2 (specialization) + 7 (strength) = 16.5
Attacks per round: 1 (main hand) + 1 (off hand) + 1/2 (specialization) + 1 (13th lvl warrior) = 3.5
Damage per round: 16.5*3.5 = 57.75
Now to translate the bonus damage of GM (+2 more compared to specialization) into a number we can use, let's multiply this +2 by the duration of the game that they will get it, or by 4/5.
Original BG2 Grand Mastery:
Damage per hit: 7.5 (weapon) + 2 (specialization) + 2*(4/5) (GM) + 7 (strength) = 18.1
Attacks per round: 1 (main hand) + 1 (off hand) + 1/2 (GM) + 1 (13th lvl warrior) = 3.5
Damage per round: 18.1*3.5 = 63.35
GM also gives +1 thac0 bonus. They receive this bonus for 4/5 of the game, but by the time they get to ToB the practicality of this +1 bonus disappears, because the Thac0 gets low enough that every swing is an automatic hit unless it is a critical miss. To take this into consideration let's assume that this bonus matters for 2/5 of the game. On a d20 roll +1 means 5% better chance to hit, and we can also translate this into +5% damage bonus. Throughout the course of the game this 5% will translate into (2/5)*5% = 2% more damage on average. Finally to get the overall Damage per round with GM:
63.35*1.02 = 64.617 or about 12% more than the damage with specialization
BG2EE Grand Mastery:
Damage per hit: 7.5 (weapon) + 2 (specialization) + 3*(4/5) (GM) + 7 (strength) = 18.9
Attacks per round: 1 (main hand) + 1 (off hand) + 1 (GM) + 1 (13th lvl warrior) = 4
Damage per round: 18.9*4 = 75.6
GM in BG2EE gives +3 thac0 bonus, or +2 more than specialization. On a d20 dice that's 10% better chance or 10% more damage for 2/5 of the game, or 10%*(2/5) = 4% more damage on average throughout the whole game. Using the same calculation as above:
75.6*1.04 = 78.624 or about 36% more than the damage with specialization
To summarize, original BG2 GM gives 12% more damage than specialization vs 36% in BG2EE. This begs the question whether there is enough bonus abilities that a Paladin and Rangers receive in order to compete with the 36% superior damage of a Fighter. In my opinion there are a lot of ways to create an overpowered character, but this becomes a very big deal for the NPCs. I believe this pushes the balance in favor of the three NPC warriors in the game and discourages the use of certain classes too much.
Starting BG2, GM (Grand Mastery) becomes available to some warriors. As a compensation, Rangers and Paladins can choose to get 3 points into dual wielding at the start of the game together with specialization. For ease of comparison let's assume a fighter will start the game with 3 points into a one handed weapon and 3 points into dual wield and ranger or paladin will start with 2 points in one handed, and 3 points in dual wield. In a 6 person party GM will be available for let's say about 4/5 of the game together with dual wield. Now let's crunch some numbers for the original BG2 GM, BG2EE GM, and BG2/BG2EE warrior specialization (specialization is the same for both games).
Let's assume we'll use a one handed weapon that does 1-8+3 damage for an average of 7.5 damage per hit. Also let's assume that the character will have 19 Strength for +7 bonus to damage.
BG2/BG2EE Specialization:
Damage per hit: 7.5 (weapon) + 2 (specialization) + 7 (strength) = 16.5
Attacks per round: 1 (main hand) + 1 (off hand) + 1/2 (specialization) + 1 (13th lvl warrior) = 3.5
Damage per round: 16.5*3.5 = 57.75
Now to translate the bonus damage of GM (+2 more compared to specialization) into a number we can use, let's multiply this +2 by the duration of the game that they will get it, or by 4/5.
Original BG2 Grand Mastery:
Damage per hit: 7.5 (weapon) + 2 (specialization) + 2*(4/5) (GM) + 7 (strength) = 18.1
Attacks per round: 1 (main hand) + 1 (off hand) + 1/2 (GM) + 1 (13th lvl warrior) = 3.5
Damage per round: 18.1*3.5 = 63.35
GM also gives +1 thac0 bonus. They receive this bonus for 4/5 of the game, but by the time they get to ToB the practicality of this +1 bonus disappears, because the Thac0 gets low enough that every swing is an automatic hit unless it is a critical miss. To take this into consideration let's assume that this bonus matters for 2/5 of the game. On a d20 roll +1 means 5% better chance to hit, and we can also translate this into +5% damage bonus. Throughout the course of the game this 5% will translate into (2/5)*5% = 2% more damage on average. Finally to get the overall Damage per round with GM:
63.35*1.02 = 64.617 or about 12% more than the damage with specialization
BG2EE Grand Mastery:
Damage per hit: 7.5 (weapon) + 2 (specialization) + 3*(4/5) (GM) + 7 (strength) = 18.9
Attacks per round: 1 (main hand) + 1 (off hand) + 1 (GM) + 1 (13th lvl warrior) = 4
Damage per round: 18.9*4 = 75.6
GM in BG2EE gives +3 thac0 bonus, or +2 more than specialization. On a d20 dice that's 10% better chance or 10% more damage for 2/5 of the game, or 10%*(2/5) = 4% more damage on average throughout the whole game. Using the same calculation as above:
75.6*1.04 = 78.624 or about 36% more than the damage with specialization
To summarize, original BG2 GM gives 12% more damage than specialization vs 36% in BG2EE. This begs the question whether there is enough bonus abilities that a Paladin and Rangers receive in order to compete with the 36% superior damage of a Fighter. In my opinion there are a lot of ways to create an overpowered character, but this becomes a very big deal for the NPCs. I believe this pushes the balance in favor of the three NPC warriors in the game and discourages the use of certain classes too much.
- Original BG2 vs EE Grand Mastery and why it matters20 votes
- Original BG2 Grand Mastery30.00%
- EE Grand Mastery70.00%
Post edited by ikonomov on
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Comments
The reason the system was changed was in order to use the same system for both BG:EE and BGII:EE, so both games have to be taken into account.
Dee, my calculations and the numbers I derive to pertain only to BG2EE. In BG1 there is very little difference between all the warrior classes, or rather there are, but throughout the course of the game in BG1 they tend to balance out. Any advantages to either warrior class is not enough to make a meaningful comparison.
Also if there was only a +1 damage, -2 speed factor different between High Mastery and Grandmastery then the Dwarven Defender kit would need to be adjusted. Having grandmastery give the extra 1/2 APR helps balance out the benefits it gets. Its the same with the Barbarian frankly.
Anyways, I think this is generally a positive change. One of the more popular mods for BG2 was probably the True Grand Mastery mod/tweak, so this is a half way measure to that.
original grandmastery looked strangely underwhelming to many people.
Given all the availability of powerful weapons of almost every type, I don't see why Grand Mastery should give such a significant bonus. Sure it seems like a big commitment into a single weapon to give it 5 points, but that doesn't mean this should make a warrior +34% stronger in battle than a warrior that can only specialize. There is no doubt in my mind that there should be a difference, but I'm simply talking here about the numbers, which in my mind don't make sense within the context of the game that allows such high level characters. The bonus differences of a generic Ranger, Paladin or Warrior in the original BG2 are rather subtle, but in my opinion better balanced.
Mazzy and Korgan certainly benefit from that extra 1/2 per round (1 with IH) but I would say the benefits they already had prior to this change were much more significant than this increase in their number of attacks per round. Especially since neither of them start out with two-weapon style (unlike Valygar or Minsc). Outside of nightmare mode I'm just not really seeing where this extra damage would prove to be all that significant on a practical level.
Edit: As to the question of for the Dwarven Defender and the balance of that class in relationship to the other warriors, as far as I'm concerned that class is significantly more powerful than the Barbarian, if we are talking here "on a practical level" and there is absolutely no reason for it to be so. Having the DD limited to specialization can only help to remedy the situation. Different classes should be different, but balanced in a practical sense, and also literal. That is, on average most people should find them equally useful regardless of the playing style preference.
However I do understand the nature of your argument, but there are so SO many bad and worse balance choices in the game, that one would not know where to start "fixing". The team that maintains releases a patch every so long (if we're lucky!) with so little content, it is not encouraging to look forward to... xD
Grandmastery was given to fighters to compensate for having no special abilities or qualities, where as kits get special abilities and qualities but sacrifice the true-class fighters single-minded devotion to the martial arts (it even says this in every source using the expanded proficiency table that dual-classing, multiclassing, or taking a kit prevents going beyond specialization, and that mastery (***) shouldn't be available before level 9 even for a plain fighter).
And actually, by Combat & Tactics, non-single-classed-fighter warriors (rangers, paladins, multi-classed fighters, etc..) shouldn't even get specialization. They can get "expertise", which confers the extra +1/2 attack, but not the +1 to hit, +2 damage bonus.
Non-warriors (and non-single-classed fighter warriors) should also be able to designate a "weapon of choice" for a +1 bonus to hit, if you're using Skills & Powers rules. But, maybe that's getting things too complicated.
Suffice it to say, BG has *never* done proficiencies "by the book" (especially if you ask "which book(s)?"). Just make the game fun.