Choosing Weapon Proficiency Slots for NPC's When You Recruit Them Instead (Thoughts and Suggestions)
Debaser
Member Posts: 669
I personally, would always use Shadowkeeper to edit the Weapon Proficiency slots on my NPC's to slots that made more sense. So my hope is that there will be a SK type editor at the very least...or that when you take on an NPC it would force you to stop and choose slots for them right then and there. The reason I think this is better is because it would make replay value a lot higher, depending on who you choose and how you spec out a party while you go along, you could really mix up your weapon choices, instead of being forced to pick from horrible combinations like Jaheria's Club spec, etc.
Also I edited the title of this thread to reflect what I mean more accurately....but what do you guys think?
Also I edited the title of this thread to reflect what I mean more accurately....but what do you guys think?
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In fact, I'm not sure this needs to change at all for BG2. BG1, on the other hand, has a few odd choices. Mostly on the thieves and mages.
Half of what made characters unique was their weapon specs, though. Especially Coran and Haer'Dalis.
I don't get things like Valygar's points in spears. There's no reason to use a spear on Big V because you can't backstab with them and that's kind of the whole point of going stalker to begin with. Would make more sense if they backed up his natural katana proficiency with something like longswords. I think Haer'Dalis had some weird points spent in odd areas but it didn't matter because you'd never not use shortswords on him because of his default weapons + that extra pip in short swords you can't normally get on blades.
I guess I just don't see the need to switch up weapon proficiency (much). I get why people would like it though.
I don't know if it will happen, though. I think the weapons are a part of who the NPC was designed to be. Like how Minsc uses two-handed swords. Never mind the Ranger bonus to dualwielding, 2-handers are the Minsc weapon.
In other words, it's the same thing as the stats. Could they use some tweaking? Sure. Will it happen? Probably not. Especially since a number of NPCs reflect the (original) devs' P&P characters.
http://www.gibberlings3.net/level1npcs/
No doubt the mad scientists over at G3 will update this to work with BG:EE once released.
Not a huge deal but worth considering before anyone installs.
@MilesBeyond Regarding Minsc...I have always in BG1 made him using Long Swords and tank, and then kept him as a duel wielder in BG2. Also, in BG2 I would change him into a Berserker...and reason that when he hit his head prior to BG1 he kind of changed classes without realizing...he's one of my favorite characters, but he was always way more effective as a pure tank or dual wielding for me than with a two handed sword. Now Keldorn...Sarevok...those guys could rock a two-hander.
Also, @MilesBeyond...I agree with you that changing NPC's later game is a dead end with the proficieny selection, usually they pick some things that are OK, and then they pick stuff that's a total waste. Keldorn should stick with Two-Handed Swords, Two-Hand Style...Crossbows, and long swords for example, he's a Paladin. A Knight...and a Nobleman. I couldn't see him going with a blunt weapon really...maybe a morningstar / flail...but I wouldn't want the game to randomly pick things I don't see as a fit just because I want to get him later in the game.
@Brude - what you are talking about only happens if you install the "Joinable NPCs more closely match PCs experience" component (or whatever it's called) - in which case, it's expected behaviour, as the name would imply. And it works both ways obviously (if you have more experience, so will the NPCs). In any case, you get to choose their proficiencies as if they started at level 1.