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Multi- and Dual-class kits (THE POLL)

SilenceSilence Member Posts: 437
edited September 2012 in Archive (Feature Requests)
There are a number of individual threads discussing the potential benefits and pitfalls of expanded kit access for multi-class and dual-class characters. I thought it would be helpful to put these discussions into a single thread. At the same time, I think it's a great way to poll fan response. So, without further ado, which of the following features make the most sense to you:
  1. Multi- and Dual-class kits (THE POLL)207 votes
    1. Multi-class characters may have 1 kit.
      12.08%
    2. Multi-class characters may have up to 2 kits.
        3.38%
    3. Dual-class characters can obtain a kit in their second class.
      18.84%
    4. Multi-class and dual-class characters have expanded kit access.
      36.71%
    5. Leave the system intact.
      28.99%
«13

Comments

  • Awong124Awong124 Member Posts: 2,642
    I would like to have kits for both classes when dual-classing, so I'm not sure what to vote for. Probably would make your character OP, but I don't care. In your third option, do you mean just being able to select a kit for the second class if you didn't pick a kit for the first class? Or being able to pick a kit for the second class even if you already have a kit for the first class?
  • blackmamuthblackmamuth Member Posts: 19
    I'm all for adding customization. Even if the suggested feature is not in the game, I'd love for that to be accesible for modders.
  • killeahkilleah Member Posts: 124
    edited September 2012
    I'm brain damaged from 25 years of excessive use of ad&d 2nd edition.

    Do not try to fix what isn't broken
    Post edited by killeah on
  • elminsterelminster Member, Developer Posts: 16,317
    People can always shadowkeeper themselves into being two kits can they not?
  • OlleDenStoreOlleDenStore Member Posts: 43
    More choices are better. If people like making über characters, let them. After all this is mainly a single player game. Who are we to place restrictions on other peoples fun?
  • XavioriaXavioria Member Posts: 874
    I vote putting Mult-class a bit more on Par with Dual classes by giving them 1 kit in their multi... Dual class can start out with a kit, and then keep most of the benefits of that kit, so I figure give Multi the same thing. I personally don't play humans, so this is basically why I'm saying that, but giving two kits to either Multi or Dual seems like overkill, and somewhat lacks some RP sense IMO.

    I DO however see the replayability and personalization options for having fully expanded kit options... AND I could totally see myself rolling a Berserker/Swashbuckler/Wildmage... I think that'd be freaking AMAZING, but at the same time, I really think that'll just be overkill, and cause issues that no one, including me, is aware of at the moment...

    I Really would Like a Berserker/ASSASSIN/Wildmage; now that I think about it...
  • killeahkilleah Member Posts: 124
    oh my, oh my the sacrilege !! - what happened to the entire notion of character kit?, many kits refer to a specific area in FR, that it would require a specific background to actually be that certain type of fighter or thief.

    The entire idea of kits is actually to make single class characters, multi-class labelled, without having everything.

    I hope we never go down this road for ad&d 2nd based game, as it basically wouldn't be that anymore, if we do.

  • killeahkilleah Member Posts: 124
    Right, I got all winded up and had to look through my fighters handbook about the take on kits and dc/mc

    I must say to regret that some liberty are present within the rules, and those have my endorsement, should they be possible to add through the game mechanics which I somewhat doubt.

    Here goes, for those interested:

    Warrior Kits and Multi-Class Characters
    These Warrior Kits are designed to add depth to a warrior-class character. But if
    the character is already multi-class (for example, an elf fighter-mage), he doesn't need
    any more depth. Therefore, only single-class warriors can take one of the Warrior Kits
    described above.
    However, with your DM's permission, there's no reason why a multi-class warrior
    can't use his weapon and nonweapon proficiency choices to simulate one of the Kits .
    . . and, again with DM permission, the characters possessing that Warrior Kit can
    consider him "one of their own" within the context of the campaign.
    For example, let us say that your campaign features an elvish Amazon tribe and
    you want to play an elf fighter/thief who belongs to that Amazon tribe.
    Build her this way: Have her take Spear and Long Bow Weapon Proficiencies. For
    her Nonweapon Proficiencies, have her take Riding (Land-Based) and Animal
    Training (she doesn't get either of these for free, like the "real" Amazon, but she can
    still choose them). For her Equipment, limit her to the equipment choices of the
    Amazon.
    If you do all this, and have your DM's permission, within the context of the
    campaign, your character will be considered an Amazon. That is, she comes from the
    Amazon tribe and the other Amazons consider her to be a shield-sister and one of
    their own. You know, and the DM knows, that she doesn't have all the special benefits
    of the Amazon Warrior Kit. And the DM is within his rights to assign the character
    the special hindrances of the Amazon—after all, you've chosen for her to be identified
    with a race of people with those hindrances. But to all outward eyes, she is
    indistinguishable from any other elvish Amazon.


    ________


    Warrior Kits and Dual-Class Characters
    The same is not true of dual-class characters.
    If a character starts off as a warrior, he may take any of the Warrior Kits above. If,
    later, he decides to change classes according to the normal Dual-Class Benefits and
    Restrictions rules, he doesn't lose any of the benefits or hindrances of the Kit he
    chose; he is still that sort of fighter. If that second character class also has a range of
    Kits available to it, he may not choose a new, additional Kit.
    If a character starts off as some other character class, does not take on a Kit
    appropriate to that class, and then later switches to one of the warrior classes, he can
    choose a Warrior Kit at that time . . . though the DM may insist that certain campaign
    events be accomplished in order to allow him to do this.
    For instance, let's say that a human mage decides, later in life, to become a
    Fighter, and he wants to be a Gladiator. Well, there's nothing wrong with that. But the
    DM should insist that the next several adventures deal with that transformation. The
    character must be hired by (or, alternatively, captured and enslaved by) an arena or
    fighting-stable owner, trained, and pitted against other Gladiators. The other
    characters in the campaign could also be entering the gladiatorial arena, or the DM
    could contrive things so that the current adventure involves gladiatorial elements and
    still get all the PCs involved.
    To better simulate the wait involved for the character to learn his new trade, the
    DM is within his rights to insist that the character not receive his Warrior Kit until
    he's reached second experience level in his new class.


    _________

    So yea, in short - multi-class, No-Go - Dual-class, Go
  • KithrixxKithrixx Member Posts: 215
    I wrote up a ton of stuff about balance and kits and multiclass and dual class. Really the only problem child is Thief x Kensai, but that's not going to get very powerful in BG1 and it's going to take an awfully long time to get powerful in BG2. I'm a huge advocate of player choice, and the books say that it's possible with DM permission. Considering that we're locked into a specific storyline, I'd like to see as much character customization as possible so there are more ways to play the game made available.
  • EdvinEdvin Member, Translator (NDA) Posts: 3,244
    edited September 2012
    And where is option

    " Do not allow any kits for multi and dual-calss " ?
  • KithrixxKithrixx Member Posts: 215
    @Edvin Probably not there because Baldur's Gate doesn't follow 2e exactly.

    @Silence Yessir. Or Ma'am? Yesperson works. Anyways, I dumped a significant amount of time into researching and testing the effects of such a change. I'd love to see multikits in BG:EE, and as I found out later, there's actually a mod that implements them. They're incredibly fun to play around with and add a whole additional layer of customization to character creation.
  • KaxonKaxon Member Posts: 156
    I think adding more kit options would make regular old classes seem too weak, and taking anything away would just annoy people who liked one of the existing options.

    The one change I would like to see would be for multiclass fighters to be able to put more than 2 points in their weapon proficiencies. Right now it seems like dualclass fighters have huge advantages over multiclass since they can choose a kit, they get more HP, and they can get grand mastery in their weapons.
  • moody_magemoody_mage Member Posts: 2,054
    Leave it as it is and put your finite resources into something important.

    Next issue.
  • MortiannaMortianna Member Posts: 1,356
    edited September 2012
    I'm torn between leaving it the way it is and allowing kits for both multi- and dual-class characters. The way I see it is that each kit has its own strengths and weaknesses. Does having two kits for a multi-classed or dual-classed PC overpower it or does it just become more unique? I think this is the slippery slope that eventually led to the slew of prestige classes that you could get in 3.5 edition rules. Having, for example, a cleric 5/mage 5/mystic theurge 4/ true necromancer 3/thrall of Orcus 2 just seemed like a record keeping headache.

    I'm going with my tried and true single class: Necromancer. If mages or specialist wizards could have kits, I'd probably go with the Philosopher from The Complete Book of Necromancers or the Academician from The Complete Wizard's Handbook.
    Post edited by Mortianna on
  • IchigoRXCIchigoRXC Member Posts: 1,001
    @Mortianna I would love a Deathslayer from the complete Book of Necromancers :D.
  • NachtwacheNachtwache Member Posts: 36
    can you dual class a barbarian? i don't think so, but why?
  • XmordXmord Member Posts: 4
    I would definitely welcome the opportunity to kit the 2nd class in dual-class (rather than the first class) and create an unkitted human fighter and dual him into kitted mage...most people go for Kensai/Mage which is more of a fighter char, but I would prefer a Fighter/Conjurer.
  • RufusRufus Member Posts: 11
    edited October 2012
    How about making it optional to choose 2 kits?
    I'ld love to dualkit. Not that it was intended by the core rules, but that will be my ~5th full playthrough, so I'ld love that extra variety.

    I mean the choice is obv. optional, but I mean making the player aware that this could be game/balance breaking.
  • MortiannaMortianna Member Posts: 1,356
    Was this poll for original BG or BG2 rules on duel-classing? My vote was for BG-style.

    If given the kits available in BG2, BG would allow for core-class/kitted class or kitted class/core-class.

    Sadly, BG2 only allows for a kit for the first class. As @killeah mentioned in his post, PnP rules state that duel-classes may have one kit either as the first or second class.
  • mlnevesemlnevese Member, Moderator Posts: 10,214
    I really think in a single player game, the fun of the player is the most important aspect, not game balance. For years I avoided playing the ranger/cleric multiclass because everyone said it was cheesy. In my last playthrough I decided to try one and had a lot of fun with it.

    So open up the kits for multi and dual classed characters. If you don't like it, it won't affect YOUR game. If you want to host a multiplayer game, have all the players agree that no one will be a multikit character when creating the game.

    BTW someone asked if you couldn't edit a multikit character in game. You can't. It's hardcoded for a single kit. So you could have a multiclass kensai/mage or a fighter/mage/cleric of Lathander, for instance, but no kensai/conjurer/cleric of Lathander, for instance.
  • KithrixxKithrixx Member Posts: 215
    @mlnevese
    It's possible, but requires some tricky coding, as I understand it. I've played around with it and it's insanely fun.
  • killeahkilleah Member Posts: 124
    mlnevese said:


    So open up the kits for multi and dual classed characters. If you don't like it, it won't affect YOUR game. If you want to host a multiplayer game, have all the players agree that no one will be a multikit character when creating the game.

    It's not about that really, it's about drawing a line in the sand, dude - across this line you do not!!

    also, If one is so keen on breaking the 2nd edition rules, one shouldn't be playing a game based upon them.

    I simply can't endorse the idea of ignoring the ruleset, it's just sacriledge!!


  • MilochMiloch Member Posts: 863
    There is only one slot for kit in the creature/character files, so both options 1 and 3 should be supported, and are to some small extent already (gnome fighter/illusionists primarily). Also, Level 1 NPCs supports this.

    http://www.gibberlings3.net/level1npcs/
  • KithrixxKithrixx Member Posts: 215
    edited October 2012
    @killeah

    Monks, Sorcerers, Blackguards, and a wide variety of other things. Baldur's Gate is BASED upon 2nd edition, but regularly takes breaks from the system for the sake of gameplay and/or rule of cool. It's hardly sacrilege because it's already been done multiple times and not really caused that much of an issue.
  • mlnevesemlnevese Member, Moderator Posts: 10,214
    edited October 2012
    @killeah I've been a DM for over 20 years so I think I know the rules well :) if I had to draw a line where I require the game to be true to the rules I'd have to ask for the removal of sorcerers, implementation of over 20 wild mage only spells, including the ones that allowed for greater control of wildsurges and made then even more powerful, etc. I won't even mention all the spells, creatures, magic itens and classes that would have to be changed to be true to the P&P rules. Let's reduce the Inquisitor dispel magic to work at the level of the Paladin and not twice as it is now, that's what the rules say. Also limit it to spells cast by EVIL mages as it didn't work on spells cast by good casters at all.

    What I mean is this is a single player computer game and I treat it as such. It follows some basic rules of second edition and then implements tremendous gameplay changes to make it more enjoyable as a game, there is no DM to solve game problems, so it has to be flexible. Anyone who is against the implementation of things that were not in the rules should be also requesting the removal of sorcerers, the changes to the Inquisitor, changes to spells and creatures, changes in the character creation so that no attribute is automatically raised to match a class/kit minimum etc...
    Post edited by mlnevese on
  • MilochMiloch Member Posts: 863
    @Kithrixx - all those were available in 2nd ed. with the kit supplements (with the possible exception of sorcerers who always seemed rather lame to me) and monks were even in 1st edition AD&D.
  • mlnevesemlnevese Member, Moderator Posts: 10,214
    @Kithrixx I'm aware of the multikit mod, but it´s always been bugged and has quite a few incompatibilities with other mods. The only safe way is to edit a single kit into a character.
  • killeahkilleah Member Posts: 124
    I dig you @mlnevese, the fact that some 2nd edi rules were altered to fix a gaming platform, would lead to one asking why not go all in, why not make it full customizable, why not set the initial max limit in primary stats to 25? - so one can start as a god, etc. etc.

    I just think, that BG, and to some extend BG2 did an excellent job in transforming 2nd edition to the gaming audience. As @Miloch mentioned many of the kits/classes are infact sub kits from various handbooks, including monks and barbarians.

    The inquisitor is clearly altered with the purpose of fitting the BG2:SOA setting, something any reasonable DM would do in a pNp adventure.

    It's not that I can't accept minor abbrevations, those are infact endorsed by DM guide, and other relevant 2nd edition books.

    But changing core rules like the entire scope of character creation, which I belive it is when you allow multiple kits on multi-class chars, simply isn't in my book of "OK's"

    And it would be a shame to alter the brilliant conversion done, especially in original BG.

    What I would however love to see, is 50-60, approved 2nd edition kits (perhaps BG setting altered) on top of the current. Plenty of inspiration to get from various handbooks, and the FR world setting.

    But for all that is 2nd edition, please leave the multi-class kit free
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