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Feels like I got screwed...

Not an error report, this. No, just a general lamentation of something.

Most of you know the Enhanced Edition comes with some items that crossover with/reference Icewind Dale such as the Defender of Easthaven or Everard's Morning Star +2. One of these items is the Axe of Hrothgar +3, a neat little number which gives a +1 to Wisdom and Charisma on equip. My lament is that my half-orc fighter/cleric, despite being perfectly suited to frontline combat, will be unable to use this axe because as most of you also know, nobody with cleric as a class is allowed to use axes or other pointy weapons.

Honestly, whose genius idea was it that all cross-class combinations in 2e except fighter/mage should be forced to take the weapon selection which was the wimpiest? Because of that bright idea, this is happening. +1 to Wisdom is worthless for any class other than a cleric or druid, so it's a pretty big oxymoron.

Comments

  • PantalionPantalion Member Posts: 2,137
    For the record, Fighter/Thief and Mage/Thief both improve weapon selection to the superior class, as, arguably, does Mage/Cleric.

    Anyway, Clerics are holymen, bound by religious oaths to forego bladed weapons in keeping with their faith.

    Druids are insane babbling treefolk, who for some reason cannot use a katana, wakisashi or ninjato, despite the latter two being identical to scimitars.

    Neither of these restrictions is in any way to do with martial ability (or, for the record, wimpiness, cleric weapons include some of the best gear in my opinion), but a fundamentally important aspect to the class. A cleric who used bladed weapons would violate their oaths and become a fallen cleric (I vaguely recall this happening in one of the books) and no longer get spells or be able to turn undead.
  • OhmegaOhmega Member Posts: 35
    edited December 2015
    Only scenario that the Wisdom becomes useful is a Cleric/Thief (eventually with UAI) - not that it'd be good at all (compared to proficient +5 weapons and backstabbing options, i.e. Quaterstaff etc) and as a multiclass it's pretty ordinary (the utility dump character). Pretty silly item.
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    I find the whole "no blades" interdict quite silly to begin with. It's apparently rooted in some very old, very whacky ideas the original D&D people had. While there's nothing wrong with having cool flavor in a world you create, I do feel it's a concept that has outlived itself as the game grew deeper and more complex.

    I could see the restriction be in place for certain deities, for various flavorful reasons. But as a general ban for ALL clerics? That just seems incredibly contrived.
  • GallowglassGallowglass Member Posts: 3,356
    Another marginal situation in which the Axe of Hrothgar might be useful is for a Fighter/Mage who needs one more point of WIS to get good options in Wish (or Limited Wish).

    Also, I guess the +1 CHA is sometimes useful for warrior types seeking to maximise store discounts.

    But on the whole, I agree that the Axe of Hrothgar is frustratingly useless. I've always assumed it was a joke by the original devs.
  • PantalionPantalion Member Posts: 2,137

    I find the whole "no blades" interdict quite silly to begin with. It's apparently rooted in some very old, very whacky ideas the original D&D people had. While there's nothing wrong with having cool flavor in a world you create, I do feel it's a concept that has outlived itself as the game grew deeper and more complex.

    I could see the restriction be in place for certain deities, for various flavorful reasons. But as a general ban for ALL clerics? That just seems incredibly contrived.

    At this point you're getting into PnP vs BG rules. PnP clerics were/are extremely variable, with access to a subsection of weapons (and spells) depending which deity they worshipped, as well as how many different schools of magic they could prepare (much like Mage Specialists). Each faith was essentially a kit that changes everything from equipment access to spell list for the cleric.

    For example, a highly martial cleric (aka one with access to metal armour and several useful types of weapon) could choose Major Access (access to any level of spell) to two spheres (for example, Necromancy for stuff like Raise Dead/Finger of Death, Healing for Cure Light Wounds, Protection for Armour of Faith, Combat for Insect Plague etc.) and Minor Access (access only up to level 3 spells) to two others. Likewise they could use Spears and tridents as servants of Umberlee, swords and axes in service to a war god, and so on.

    Meanwhile clerics that got more equipment restrictions for their faith generally got access to more spheres in general, both Major and Minor, so one that could only wear cloth and use staves, for example, might get Major access to six spheres and minor access to six others - probably enough to know and use every divine spell that's available in BG.

    BG clerics, on the other hand, were heavily simplified, and as such get the best of both worlds, since they get extremely wide access to spells, while being restricted to default weapons which still include extremely useful weapons like maces and flails, but they get none of the variety as a result.
  • elminsterelminster Member, Developer Posts: 16,315
    edited December 2015
    Cleric/Thief for the win! :) (post UAI)
  • sarevok57sarevok57 Member Posts: 5,975
    although a half orc fighter/cleric using the axe of hrothgar +3 would be cool in all, I find that the improved mace of disruption +2 is a much better choice, I simply just love that mace, and it works well for a fighter/cleric
  • lunarlunar Member Posts: 3,460
    You may use ashes of embers mod, it makes all weapons usable by all, (bar strength and dex requirements, which the mod edits heavily for all weapons) however you may still not be able to gain proficiency in it if your class does not allow its use.

    There are a few dialogues where a wisdom check is important, too.
  • ifupaulineifupauline Member Posts: 405

    But as a general ban for ALL clerics? That just seems incredibly contrived.

    It's not banned for all clerics, Priestess of Auril can summon an ice blade :) hehe :) Why not an ice hammer? no one knows.

    "An ice blade can pass through (be swept across) parrying weapons and obstacles such as trees without being stopped by them. Its touch lacerates for 3d4 points of damage and chills for an additional 1d6 points of damage. "
  • GallowglassGallowglass Member Posts: 3,356

    I find the whole "no blades" interdict quite silly to begin with. It's apparently rooted in some very old, very whacky ideas the original D&D people had. While there's nothing wrong with having cool flavor in a world you create, I do feel it's a concept that has outlived itself as the game grew deeper and more complex.

    I could see the restriction be in place for certain deities, for various flavorful reasons. But as a general ban for ALL clerics? That just seems incredibly contrived.

    Well, this one's obviously a matter for personal opinions, but I'm happy with the blunt-only restriction.

    It makes some sense that most non-warrior classes (all except Bards) have some weapon restrictions to represent the point that learning weapons isn't the primary purpose of their class, and the exception for Bards also makes some sense because they're explicitly supposed to be jacks-of-all-trades. The particular restrictions chosen for each non-warrior class are somewhat arbitrary and arguable, but that doesn't affect the principle of having some restrictions, and it certainly adds flavour and distinctiveness that different non-warrior classes have different weapon restriction rules (except that Mage and Sorcerer share the same tight restriction rule).

    Obviously it'd be a refinement if different Cleric kits had individually-defined weapon restrictions appropriate to the deity served, but kits didn't exist when BG was first published and the devs evidently decided it was too much trouble to implement individualised rules when kits were added to the game. (Maybe that was merely a lazy short-cut, but also maybe the original restriction was hard-coded in a way that genuinely made it an excessive amount of work to parameterise, I don't know.)

    The specific choice of blunt-only weapons for Clerics seems to be inspired by theological arguments in medieval Christianity that "the Church should not spill blood". Edged weapons are deliberately intended to spill blood, whereas blunt weapons are mainly intended to cause damage in other ways (even though they might "incidentally" spill blood), so blunt weapons could be argued to be "less sinful". It's rather a weak theological sophistry, and totally irrelevant to the pagan scenario of the Forgotten Realms, but nevertheless it still manages to convey some "priestly" flavour (at least to players from a western culture), so I reckon it's a fairly comprehensible choice of restriction rule. And conveniently, since there are several excellent blunt weapons and since blunt tends to be the most advantageous form of damage in-game, the limited choice isn't a serious handicap.
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    edited December 2015

    And conveniently, since there are several excellent blunt weapons and since blunt tends to be the most advantageous form of damage in-game, the limited choice isn't a serious handicap.

    It's not something that can't be dealt with, but I do not appreciate the restriction in weapon choice to basically 2 items whenever I run a Cleric (FoA and Club of Detonation). I've done many runs without Clerics at all for exactly that reason.

    But I suppose with mods and editing you can just fix it, so there's that.
  • atcDaveatcDave Member Posts: 2,153
    Going back to the OP's comment, just be aware this restriction is more of a BG implementation thing than 2E per se. 2E starts with a "generic cleric" that is pretty much what all clerics in BG end up representing. Some effort was made in BGII (and now the whole ee by default) to add kits to represent a couple of the more obvious priesthoods.
    But in 2E the advanced option was presented right in the core books; that EACH PRIESTHOOD would have its own restrictions, its own spell access and its own special powers. In essence, each priesthood becomes its own class. So an evil warrior cleric may have access to any weapon imaginable but no healing spells. A cleric of a healing deity may have all healing magic, and even have bonuses in some cases, but have extreme weapon and armor restrictions. The variations are really unlimited.

    But an implementation choice was made for BG that there would be only one cleric class; and it would conform to a particular set of restrictions and abilities. And this really is "classic" D&D gaming. The generic cleric is what AD&D players were all using UNTIL 2E came along and blew the doors wide open. Although my own PnP game is more "modern", I really enjoy what a traditional game BG is.
  • YelocessejYelocessej Member Posts: 182
    edited December 2015
    The old 1st and 2nd Edition manuals said somewhere (I forget where) that it's not that a wizard or a priest COULDN'T pick up a sword, or an axe, or a +5 Mary Sue Katana of Sharpness; it's that a wizard or a priest wouldn't really be able to do anything relevant with them in combat: Wizards do not have time or inclination for training in martial weapons and priests must bear arms as commanded by their deities and/or also don't have time for training with fancy weapons. As has been said, many of the cleric kits should be able to have some non-cleric weapons. They just chose to not implement this. It's never bothered me, because metal flanged maces were very much an actual medieval "status symbol" and wielded as such more than any religious restrictions (also great anti-knight weapons, also see: warhammer). I can easily see it being a readily identifiable "symbol" of priesthood, for all to observe.

    A lot of folks harp on 2nd edition as being silly and restrictive, but I think it streamlines the character building process and lets you jump into role-playing. It also helps with the group dynamic, because everyone has a pretty good idea of what each other can and/or is supposed to do.

    With 3rd Edition, they sort of caved to pressure from the other more "open" game systems and allowed folks to let their characters develop whatever skills they wanted. No longer was it easy to "stereotype" your fellow adventurers and sometimes it was hard to remember who was playing what, especially when playing with a group for the first time.

    I will not speak of the later editions.
  • HalfOrcBeastmasterHalfOrcBeastmaster Member Posts: 301

    The old 1st and 2nd Edition manuals said somewhere (I forget where) that it's not that a wizard or a priest COULDN'T pick up a sword, or an axe, or a +5 Mary Sue Katana of Sharpness; it's that a wizard or a priest wouldn't really be able to do anything relevant with them in combat: Wizards do not have time or inclination for training in martial weapons and priests must bear arms as commanded by their deities and/or also don't have time for training with fancy weapons. As has been said, many of the cleric kits should be able to have some non-cleric weapons. They just chose to not implement this. It's never bothered me, because metal flanged maces were very much an actual medieval "status symbol" and wielded as such more than any religious restrictions (also great anti-knight weapons, also see: warhammer). I can easily see it being a readily identifiable "symbol" of priesthood, for all to observe.

    Well, yes, that's all very well and good, but it doesn't really address the problem I mentioned before - namely, that Hrothgar's axe is ideally-suited for a combat orientated cleric and the only thing stopping me from using it is that there's a "no axes or spears or other pointy weapons, EVER" rule in place. And me lacking the skills to mod the game so it doesn't lock me out like that, I find that I don't really care about how great maces are in BGII because there are no maces that grant +1 Wisdom. Not to mention that, if I really wanted an axe-wielding cleric, by the time I got to a high enough level as a thief/cleric to get Use Any Item, there would be plenty of other axes I could have found that would be worth even more (like the Axe of the Unyielding, say) and it just wouldn't have the same use.
  • GallowglassGallowglass Member Posts: 3,356
    @HalfOrcBeastmaster - I recommend just regarding the Axe of Hrothgar as a joke played on us by the original devs. They obviously knew very well that it was useless when they invented it, it's just there to wind us up by offering something which a Cleric wants but can't have. (Maybe it's even intended as a nod to the fact that Joluv's shop is trading in the same establishment as Madame Nin? :naughty:)

    So just walk away from it and move on.
  • YelocessejYelocessej Member Posts: 182

    The old 1st and 2nd Edition manuals said somewhere (I forget where) that it's not that a wizard or a priest COULDN'T pick up a sword, or an axe, or a +5 Mary Sue Katana of Sharpness; it's that a wizard or a priest wouldn't really be able to do anything relevant with them in combat: Wizards do not have time or inclination for training in martial weapons and priests must bear arms as commanded by their deities and/or also don't have time for training with fancy weapons. As has been said, many of the cleric kits should be able to have some non-cleric weapons. They just chose to not implement this. It's never bothered me, because metal flanged maces were very much an actual medieval "status symbol" and wielded as such more than any religious restrictions (also great anti-knight weapons, also see: warhammer). I can easily see it being a readily identifiable "symbol" of priesthood, for all to observe.

    Well, yes, that's all very well and good, but it doesn't really address the problem I mentioned before - namely, that Hrothgar's axe is ideally-suited for a combat orientated cleric and the only thing stopping me from using it is that there's a "no axes or spears or other pointy weapons, EVER" rule in place. And me lacking the skills to mod the game so it doesn't lock me out like that, I find that I don't really care about how great maces are in BGII because there are no maces that grant +1 Wisdom. Not to mention that, if I really wanted an axe-wielding cleric, by the time I got to a high enough level as a thief/cleric to get Use Any Item, there would be plenty of other axes I could have found that would be worth even more (like the Axe of the Unyielding, say) and it just wouldn't have the same use.
    High wisdom doesn't really make or break a cleric.

    Wisdom also improves your Lore.

    I would see a Bard or Skald totally loving Hrothgar's Axe.
  • atcDaveatcDave Member Posts: 2,153
    From an RP perspective a Paladin might love that Axe. It being of no "practical" value is beside the point.
  • Lord_TansheronLord_Tansheron Member Posts: 4,211
    atcDave said:

    It being of no "practical" value is beside the point.

    I thought that was THE point of this thread, though :P
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