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Quest based kits

kamuizinkamuizin Member Posts: 3,704
edited September 2012 in Archive (Feature Requests)
Based on the delay of BG EE release, i will introduce this idea that i had a long time ago, never shared it before so here we go:

Many people complain against the absent of use for the custom classes (paladin, ranger, druid...), many people agreed that maybe BG could keep the kits single and only introduce kits in BG2 (what would be a regressive behavior and a unproductive one). But the fact yet is here, the kits make the single class useless.

Another fact is that main char was locked on candlekeep his entire life and he's to young and inexperienced to truly know a specialization.

So i make now the following suggestion: Make the kits quest related required.

What that mean? This suggestion means that in character creation, you only choose the vanilla classes. You will start the game as a paladin, monk, sorcerer, wizard, cleric, ranger... and that follows on.

But inside the game, pursuing specific quests you can specialize in one of the existent kits. The quests can be the pursue of a tutor, the need of a specific book, an specific event that change the main char, the use of an artifact, an specific NPC interaction that create the possibility... among many other possibilites that i left for the devs to work around.

This content was used in Dragon Age: Origins. Even if there the content was developed in a very bad way, i always saw the potential on this feature. In a huge non-linear (at least not to much) adventure as Baldur's Gate, that concept could be great, making a lot of new quests or adding a kit class as a reward in some old quests

Anyone feel free to share ideas as how this can be done, but here now, to make the question i will try to keep it simple, so based that Team BG already stated that BG2 kits WILL be used in BG:

Do you support the creation of quest requeriment kits?

Ps: the consequence of the sucess of this pool can be a vanilla class limitation on each character creation, as only during the game will the kits be acessible.
  1. Quest based kits49 votes
    1. Yes, i support the raw idea and we can develop it in future threads or even in this very pool.
      46.94%
    2. No, i prefer to keep it simple. Choose the kit during character creation.
      53.06%

Comments

  • styggastygga Member Posts: 467
    Voted no. Who's to say the vast candlekeep library couldn't have the kits manuals for lack of a better word.
  • DeeDee Member Posts: 10,447
    I voted no, mostly because I dislike the concept of "prestige classes", which is what this concept is. I prefer to hone my character concept at the start of my character's career, rather than make these kinds of adjustments during the adventure. Partly because in real-time, the adventure is very short; we're talking something on the level of weeks, not the years that this kind of paradigm shift would require.

    I like the idea of quests that give you abilities, though, and I would support the discussion to come up with quest ideas that give your protagonist some special abilities. The current dream-related spells are kind of nonplussing, mainly because they don't actually have anything to do with your actions (the spells are chosen based on reputation, and it all occurs in a dream sequence).
  • kamuizinkamuizin Member Posts: 3,704
    It isn't a prestige class, i suggest here more an adapt to the current class than a new class.

    What i mean is:

    If you're a level 5 fighter and found the requeriments, whatever they are, to become a kensay, you become a level 5 kensai, not a level 5 fighter and 1 kensai. I don't intent to separate the kits from the vanila class but to infuse the kit on the actual vanila class if the player choose so and meet the requeriments for it.
  • killeahkilleah Member Posts: 124
    I general like the idea, but it should not involve removing the original kit creation process, pre start. All the kits should be there (as we know them from our class handbooks ad&d) - yes they're all tucked in nicely at my reading room.

    And I still belive (the technical issues left aside, that more of the original fighter/thief/mage/cleric kits should be included in bg:ee - atm with the bg2 ones, we have like 20% of the official ad&d kits, and even less if we look at those especially designed for the forgottem realms setting.


    IF I was to support this and I am, as I voted yes, it would revolve around further enhancing the kit during the travels - this was infact part of some kit classes if you take a look at the classes handbook - those pen and paper guys out there.

    a typical lineup would be

    Kit changes:

    level 5 - this and this
    level 10 - more of that
    level 15 - master of the universe.

    Now I know that this already works for some bg 2 kits (albeit very little)

    My suggestion would be:

    enhance certain abilities within the kit that by the origianal classes handbooks where granted on later levels, by introdicuing the quest/trainer system you mentioned.

    This would need to be revised with much precision, as the excact quests and/or trainers need to reflect the very skill/feat/ability that you would get.

    The idea makes sense though, also from a ad&d 2nd perspective - ol skool pen and paper, and its well within the DM guidelines passed down so long ago - dam I'm getting old.


    no more rambling from me - I guess in short my point is - STAY true to the ruleset and the world setting if you go down this road
  • ChippyChippy Member Posts: 241
    I support the idea for either my character, or party members. Perhaps it could be like a 2-part glue - you pick the kit during character creation (like assassin) but since training as an assassin in candlekeep would have to be kept secret, you only come into your own when leaving and putting theory to practice.
  • kamuizinkamuizin Member Posts: 3,704
    Bump, hey people share your view with me, i'm just a needy forum addicted person that need attention...
    :(... XD!
  • MortiannaMortianna Member Posts: 1,356
    I think it could work well with the wizard specializations. After encountering Xzar, Edwin, Xan, or Dynaheir, you could choose to focus your wizardly pursuits toward a specific school of magic. Although that would leave out the other four schools. Being a higher level than they are when you meet them would be a little strange if they're the one's teaching you.

    All in all, 2nd edition PnP states that wizard specializations have to be declared upon character creation, as specialists wizards have to apprentice with a wizard of the same specialty school before becoming a full fledged level one wizard.
  • XavioriaXavioria Member Posts: 874
    edited September 2012
    I think this is a good idea, and a very interesting one... although I do have a question or two...

    Did you intend for those who are dual classing, to be able to get a kit for each class that they are actually dual classing? Because that means that once they dual class from gained specialization, can't they just do the quest for the next class and therefore have both kits?

    What about multi classers? could they possibly do both quests at the same time, thereby getting specialized for each multiclass, or would they only be able to choose one?

    Would Monks and Sorcerers gain specializations?

    Would NPCs have to undergo the same treatment, or do they start in their designated kits, as if they had already undergone their specific training in the past, and the only one who has to go through this training is the PC?

    Overall I think this IS a great idea as long as things could be balanced out a bit... and not only that, the roleplayability would be awesome, AND; you have more ability to change your mind DURING play, as opposed to having to reroll...

    Edit: Also, would the bonuses that you get for certain levels be retro active? or would you be punished for not specializing sooner?
  • bigdogchrisbigdogchris Member Posts: 1,336
    This sounds a little like a prestige class, where you can only choose to level up in it after you meet a requirement in another class (or quest in this opinion).
  • LadyRhianLadyRhian Member Posts: 14,694
    I want to have kits for multi-classes like in the Pen and Paper game.
  • killeahkilleah Member Posts: 124
    LadyRhian said:

    I want to have kits for multi-classes like in the Pen and Paper game.

    just curious what PnP would that be?

    I'm pretty sure it isn't ad&d 2nd edition, as they're quite clear on multiclassing and kits, aka not happening.



  • kamuizinkamuizin Member Posts: 3,704
    edited September 2012
    @Xavioria, well the idea is raw yet, so we can work it here. I just gave the basic idea of make the player work in game for the kits he want.

    About your points, you made them as questions and the ones i like are:

    - Multi/dual classes being able to get a kit for each class.

    Since kits became a quest with this suggestion and you have to work to get them, have 2 kits now is merit not overpower. But if anyone doesn't agree be free to position yourself inside the idea and defend a class only change.

    In my view both classes could be changed, but lock the 2° class if you get a kit for the other or lost the previous kit if you get a 2° kit are possibilities. Be active on the class to get a git could be a pre-requisite also. Well the possibilities are many.

    - About monks and sorceres with kits.

    Well i truly hope the devs. to add kits to monk and sorceres, the monks (based in Rasaad) probally gonna get classes as at least 2 of the monastic orders are going to be used now in BG, about sorcerer i don't know. But this is more based in the devs. if they want to make kit for those classes than anything else.

    - About the possibilities of NPCs, i truly didn't think on them when i create this idea, taking the fact that in BG no NPC has a kit, make a quest for them to get a kit could be a very nice way to give old NPCs kits without the problem of original content (they're not being changed this way, they're only interacting with the new content) but this can clash with some copyright clauses maybe.

    About the bonus, i believe they should have "ex tunc" effect, means that you get the kit and the bonus from this kit should be retroactive applied to your character, not only because it's probaly a little easy to code this way, as you can make a generic change string (anyone that become the X kit will get the X bonus instead of evaluate the level when the kit is gained) but if made otherwise this would be a harm to people that want the kit from the start and would make people reject the idea and keep the kits in the character creation.

    @LadyRhian, from my perspective to preserve P&P this idea should be done, as there the idea of a 16 years kensai or cleric of Talos for example that has few or no contact with the exterior world is a pretty huge coherence problem.

    @igdogchris, in this idea, you're free to level up in the raw class (thief, mage, fighter, ranger...), this is AD&D, here the limit is based on XP cap, not levels, the difference here is when you meet the requeriments and choose to change in an specific kit (sub-class) your current class (be it fighter, thief, ranger, bard...) will be turned in the kit class keeping the current level.

    Ex: a Fighter level 6 finsh the kensai quest and now can turn on it, if done, you simply change the class from fighter to kensai, your XP points aren't be touched in any way.
  • killeahkilleah Member Posts: 124
    I like this take more and more, many good ideas here.

    @kamuizin

    I'll take you up on the subject about several kits for multi-class/dual class though.

    I posted this in another thread so maybe you've already read it.

    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.

    This is taken from the warriors handbook ad&d 2nd, I've double checked with druids,clerics and mages also. It's the same stance towards this subject.

    I kind of agree, and if I was to put the words from the ruleset to BG, then a several kitted multi-class would mean a uniqe character, with a uniqe background (i.e a npc you meet - under certain conditions, with a background to match.

    Many suggestions here regarding additions to the ad&d 2nd ruleset, neglects the reality factor, that in my opinion makes the fantasy setting substansial.

    If I wanted customized abilities, and gems tossed all over my euipment, I would play WoW or D3.

    That won't change the fact that I strongly belive that if the core rules are followed, earning your kits/abilities though quests and trainers in the game world, totally coherence with the ad&d take.
  • LadyRhianLadyRhian Member Posts: 14,694
    The "complete book"s of Dwarves, Elves, Gnomes and Halflings have ideas for Kits. Also kits based around different classes for different areas of Faerun, including the Shadow Thieves (already mentioned in the game with the Shadow Thief leather). Kits like the Vermin Slayer for Dwarves (a fighter/thief kit), Locksmith (a thief kit), Champion (cleric/Fighter kit) (both also for Dwarves) Wilderness Runner (an Elven fighter kit that is the equivalent of a Ranger for elves), Spellfilcher (a mage/thief kit for elves), War Wizard (a fighter/mage kit), Collector (a fighter/mage/thief kit) and the Undead Slayer (a kit for any class)... And there are plenty more for other races.
  • killeahkilleah Member Posts: 124
    edited September 2012
    Indeed, kits that complement the entire multiclass in its diversity is ofc. ok, kits that are meant for single class, combined to statswise powerhouses, and leaves little but none rp or ad&d value, due to combinations which makes no historical or worldly sense, isn't.
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